So I am soon to be playing an Artificer Armorer named Axl Tinkertorque.
My DM has said he loves it when we take feats instead of ASI's and he says we can create custom feats and we can then discuss them with him to make sure they make sense and are balanced within reason. I have a few ideas but I am starting to struggle on making a decision and I was hoping someone might want to chip in with some ideas of their own.
My playstyle I am going for is Tanky, Tough, Guardian. Take the damage, mitigate it, intercept damage, and be the target for enemies. I also like the idea of utility feats.
Here are my ideas!
I have a few ideas for custom infusions to "upgrade" my armor.
Infusion Ideas
Telescopic Thunder Gauntlets As a bonus action, you can cause your next Thunder Gauntlet Melee Attack to launch a Thunder Gauntlet at an enemy within 10ft. On a successful hit, you deal 1d8+Int Thunder Damage. The target must make a Strength Athletics check or be pulled up to 10ft towards you.
Thaumatic Legs Your Power Armors movement speed is increased by 15ft and your height increases by 2ft.
Feat Ideas
Overclock
You know your Magitech devices inside and out. You know how much you can push it and what happens when you break its limits. You can push your Magitech to the limits increasing reaction time, speed, and damage. You gain a number of Overclock points equal to your Intelligence Modifier. These points return after a Long Rest.
Once per turn, you can spend a number of Overclock points to trigger certain effects. Each effect comes at a cost, however. You take 1d6 Fire Damage at the end of your turn.
Double your movement speed for 1 turn. (1 Point)
Extra Attack. (1 Point)
Quicken Spell. Cast any spell that takes 1 Action as a Bonus Action. (2 Points)
One with the machine
Your Power Armor is an extension of your own body.
You can use your Intellect Modifier in place of your Strength Modifier while wearing your Power Armor.
You are proficient with any weapon you wield with your Power Armor and Ignore the heavy and 2-handed properties.
Guardians Shield Master
You can greatly utilize your Power Armors defensive capabilities and have practise the use of a shield enough that combined you can pull off astonishing feats of defense.
You can throw your shield as an Attack. To Hit (Int+Proficiency), Damage (1d8 Force Damage), On a successful hit the target must make Strength (Athletics) check or be knocked back 5ft and fall prone.
You can don or doff a shield as a free action once per turn.
If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect.
I am trying to think of fun, and interesting feats and infusions but I am struggling.
My DM has said he loves it when we take feats instead of ASI's and he says we can create custom feats and we can then discuss them with him to make sure they make sense and are balanced within reason. I have a few ideas but I am starting to struggle on making a decision and I was hoping someone might want to chip in with some ideas of their own.
My playstyle I am going for is Tanky, Tough, Guardian. Take the damage, mitigate it, intercept damage, and be the target for enemies. I also like the idea of utility feats.
Here are my ideas!
I have a few ideas for custom infusions to "upgrade" my armor.
Infusion Ideas
Telescopic Thunder Gauntlets
As a bonus action, you can cause your next Thunder Gauntlet Melee Attack to launch a Thunder Gauntlet at an enemy within 10ft. On a successful hit, you deal 1d8+Int Thunder Damage. The target must make a Strength Athletics check or be pulled up to 10ft towards you.
Thaumatic Legs
Your Power Armors movement speed is increased by 15ft and your height increases by 2ft.
Feat Ideas
Overclock
You know your Magitech devices inside and out. You know how much you can push it and what happens when you break its limits. You can push your Magitech to the limits increasing reaction time, speed, and damage. You gain a number of Overclock points equal to your Intelligence Modifier. These points return after a Long Rest.
Once per turn, you can spend a number of Overclock points to trigger certain effects. Each effect comes at a cost, however. You take 1d6 Fire Damage at the end of your turn.
Double your movement speed for 1 turn. (1 Point)
Extra Attack. (1 Point)
Quicken Spell. Cast any spell that takes 1 Action as a Bonus Action. (2 Points)
One with the machine
Your Power Armor is an extension of your own body.
You can use your Intellect Modifier in place of your Strength Modifier while wearing your Power Armor.
You are proficient with any weapon you wield with your Power Armor and Ignore the heavy and 2-handed properties.
Guardians Shield Master
You can greatly utilize your Power Armors defensive capabilities and have practise the use of a shield enough that combined you can pull off astonishing feats of defense.
I am trying to think of fun, and interesting feats and infusions but I am struggling.
Any help would be appreciated!
Edit : Here are some other ideas.
https://homebrewery.naturalcrit.com/share/JvHxEpKRT
Have one that lets your armor become large, giving it more of a mecha feel.