Forgive me if the answer is somewhere, but multiple searches here and on Google failed me. That being said…
I’m playing a fighter/artificer multiclass who is going to be getting a Steel Defender soon, and I’m a little unsure about the Steel Defender’s movement. I know it goes after me on my turn, which, I assume, is when it would take its movement.
The main use of the Steel Defender is going to be it sticking by one of the other party members, protecting him and using its reaction to force disadvantage on one of the attacks that the other party member may be hit with each round. This party member is an unarmored caster, and my artificer’s closest companion. My character is pledged to protect this party member, so it makes sense that my Steel Defender stays by this party member’s side, defending him.
But herein lies what seems like a flaw in the design of a Steel Defender.
If the Steel Defender doesn’t move until after my turn, does that mean that if the other party member moves during his turn in the initiative order, then my Steel Defender just… can’t defend him because it’s stuck in place until after my turn? Will my Steel Defender miss out a lot of chances to use its reaction to defend the other party member because of the mechanics of movement in D&D? Ideally, the whole point of the Steel Defender would be for it to stay by the side of the person it’s defending, right? Am I missing something, or is the Steel Defender’s whole purpose of existing far less likely to work if it’s defending someone other than my own character?
Yes, you're reading it correctly - if the other player moves, then the defender won't move until it's your turn. (You could use a reaction to force them to move together, but you need that reaction for Deflect Attack.)
Sometimes the initiative order will favor you, and sometimes not. Some options include:
the player you're protecting is thoughtful about where they move and when
if it's a small player, potentially it can ride the medium steel defender
It's the attacker that has to be within 5 feet, not the target, so potentially that can come into play.
Your DM may be willing to allow that a command like "Stick to Fizzlebottom like glue!" issued on your turn lets them move together, though it would not be RAW.
It has to move at some point, it seems like you have the problem no matter when it moves. The reaction against an attack has to be within 5 ft of it so even if it moved with another party member, a mob oculd go to the other side of the party member, away from the defender.
Yes, you're reading it correctly - if the other player moves, then the defender won't move until it's your turn. (You could use a reaction to force them to move together, but you need that reaction for Deflect Attack.)
Sometimes the initiative order will favor you, and sometimes not. Some options include:
the player you're protecting is thoughtful about where they move and when
if it's a small player, potentially it can ride the medium steel defender
It's the attacker that has to be within 5 feet, not the target, so potentially that can come into play.
Your DM may be willing to allow that a command like "Stick to Fizzlebottom like glue!" issued on your turn lets them move together, though it would not be RAW.
Having the party member ride the steel defender is the best option. If the steel defender is an uncontrolled mount this at least keeps your ally close though that limits their movement and allows you to command it like usual. If your DM will allow it, then it's best for the defender to be a controlled mount. The other player would control its movement. The defender won't be able to attack but it could dodge since it will have low heal because of multiclassing and still use its reaction.
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Forgive me if the answer is somewhere, but multiple searches here and on Google failed me. That being said…
I’m playing a fighter/artificer multiclass who is going to be getting a Steel Defender soon, and I’m a little unsure about the Steel Defender’s movement. I know it goes after me on my turn, which, I assume, is when it would take its movement.
The main use of the Steel Defender is going to be it sticking by one of the other party members, protecting him and using its reaction to force disadvantage on one of the attacks that the other party member may be hit with each round. This party member is an unarmored caster, and my artificer’s closest companion. My character is pledged to protect this party member, so it makes sense that my Steel Defender stays by this party member’s side, defending him.
But herein lies what seems like a flaw in the design of a Steel Defender.
If the Steel Defender doesn’t move until after my turn, does that mean that if the other party member moves during his turn in the initiative order, then my Steel Defender just… can’t defend him because it’s stuck in place until after my turn? Will my Steel Defender miss out a lot of chances to use its reaction to defend the other party member because of the mechanics of movement in D&D? Ideally, the whole point of the Steel Defender would be for it to stay by the side of the person it’s defending, right? Am I missing something, or is the Steel Defender’s whole purpose of existing far less likely to work if it’s defending someone other than my own character?
Yes, you're reading it correctly - if the other player moves, then the defender won't move until it's your turn. (You could use a reaction to force them to move together, but you need that reaction for Deflect Attack.)
Sometimes the initiative order will favor you, and sometimes not. Some options include:
It has to move at some point, it seems like you have the problem no matter when it moves. The reaction against an attack has to be within 5 ft of it so even if it moved with another party member, a mob oculd go to the other side of the party member, away from the defender.
The Steel Defender's reaction is triggered by someone within 5 feet of it making an attack, not being attacked.
This means that, mechanically speaking, you want to put the Steel Defender next to the enemy, not next to the ally you think might be in danger.
pronouns: he/she/they
Having the party member ride the steel defender is the best option. If the steel defender is an uncontrolled mount this at least keeps your ally close though that limits their movement and allows you to command it like usual. If your DM will allow it, then it's best for the defender to be a controlled mount. The other player would control its movement. The defender won't be able to attack but it could dodge since it will have low heal because of multiclassing and still use its reaction.