So, to get a bit of context, we're on a D&D 5e campaign (we try to stay on base stuff, but sometimes go into UA, so that goes as well), we reached lvl 10, and now we have to chance to enter a sort of new game plus. We can go back to LVL 2, and we can "free multi-class". This is what our DM said.
>You can take 2 classes when leveling OR take 3 subclasses of the same class, and lose the ability to multiclass. >Do not take feats and ability increment of 4 and 8 >When taking 2 classes, they must choose the lower HP die of the 2. EDIT: >Spell slots stack
EDIT: I realized this is a bit confusing, so it works like this... When you chose to multi-class you sacrifice a lvl of your main class for the new one, right? So now instead of that, you gain a lvl in your main class AND the new one, so you could basically end up a lvl 20 fighter with 20 lvls of barbarian.
Also, one homebrew rule to keep in mind is that crits in our game don't add dies, they just double the damage done so... maybe something with Fighter Champion for crits?
So, now we're all pretty lost, since it opens a lot of new opportunities. My question to you all is... what would you make? On one part I'm curious, and on the other I really need some help hahah. So far I've played the whole campaign as a Path of the Beast Barbarian, and the last session as an Echo Knight (which I honestly didin't really enjoy). Usually I'm not much of a magic-user, but these new rules really open up a new world of opportunities. On one side I thought of a 3 sub-classes barbarian. On the other I know there are a lot of cool multi-classing options for magic users that can be borderline OP...
What would you make? Anything you can recommend to me in particular? If it's in the books (or even UA at certain extend), it goes.
(If this is the wrong place to post this, sorry, I wasn't so sure where to post it!)
How do the rules deal with spell slots? If you are a cleric 9, druid 9 do have 9th level spell slots as an 18th level caster? If so how do spell slots progress after level 20? If not what happens if you take full caster and half caster levels? What level are you expected to progress to?
With no ASI to level 12 I would want something pretty SAD though if you are not getting any ASIs that is less important. If you want to try spellcasting something like sorlock is a classic multiclass that would work well with these rules.
If you are not keen on magic something like a rogue with a dex based fighter should work well with plenty of attempts you should be able to land a sneak every turn.
Because the algorithm for spell slots, even using spell points instead, has no apparently reliable pattern, it's my experience that DMs who attempt something like this cap spellcasting progress at caster level 20. That simply means you want no more than 20 pure caster levels.
That means it's basically impossible for you to outperform Sorlock. Specifically, a Genie Warlock/Divine Soul Sorcerer (you can replace Divine with Clockwork if you want - Divine Soul is probably better, but so long as you have Greater Restoration on your spell list, you're on track to godhood). Warlock will fully stack with normal casting, so you'll simply get all of the slots you're due.
If your DM is instead adding slots together (violating the rules on multiclassing), so e.g. Cleric 20/Druid 20 has 2 L9 slots, then I'd have to have a think, because like most people, all of the builds I've ever contemplated have assumed the multiclassing rules for slots. As an example build that would make wildly more powerful, moon druid 20/bladesinger 19/monk 1 becomes absolutely ridiculous. But if slots stack, we need to know what stacks and what doesn't (e.g. you were clear hit dice don't) in order to reason about it.
Your Cantrips that force saves always deal damage even if they pass, you can exclude your allies from your AoE damage, you can manipulate statistical chance, and you can never lose access to the spells you know. Arguably the perfect wizard, especially with access to Guidance from the Quandrix background.
Devotion Paladin/Hexblade Warlock, Aasimar (MMotM), with the Quandrix Student background:
Charisma is the character's "god stat", with a minimum of 13 in strength, and the second highest stat being Constitution.
Lots of spellcasting (including Guidance), but the slots are more likely to be used on double-smiting, and the character can either fly for 1-minute per day or create an aura of radiant damage around you depending on the flavor of Aasimar you choose.
Variant: Devotion Paladin/Swords Bard,
(similar outcome, but more spellcasting options, more smites, but they're less massive)
variant needing more investiture in strength to pull off.
Swashbuckler Rogue/Echo Knight Fighter, Half-Elf (sun), with the Quandrix Student background:
Dexterity is the character's top stat, with Constitution being the second most important stat, and Charisma third.
Sneak Attack through the Echo! On turns when your Echo is already out, you can stand still (not using YOUR movement), move the Echo into position (ITs movement) and then use Steady Aim to give yourself advantage on the roll, improving your chance to hit, and giving you Sneak attack if you wouldn't have already had it from the multitude of options the Swashbuckler gets. And the Echo Knight gives you Action Surge, and the Blind Fighting Style, giving you 10ft of blindsight. And the best part of the Echo Knight is it lets your rogue teleport at will, without any expenditure of resources, just taking two bonus actions to do (one to manifest the echo, and one to swap places with it). And at later levels, you can scout with the Echo! The Quandrix background gives you Guidance and a L1 spell... so in my mind, it's generally the best background for almost any build.
3 levels of Hexblade Warlock/Drakewarden Ranger, then taking the rest of your levels in Aberrant Mind Sorcerer/Drakewarden Ranger, Eladrin, Quandrix Student background:
Charisma is the character's main stat, with a minimum of 13 Dexterity and Wisdom, but you want high Constitution as well
At Level 10, you gain the Tireless feature from the Ranger's L10 Deft Explorer feature, which lets you remove a Level of Exhaustion on a Short Rest. So at L10, every time your party takes a Long rest, you're taking 8 Short Rests, gaining four sorcery points that can be turned into spell slots with each one from the refreshed Warlock slots. You can long-rest to regain your higher spell slots, but every party-long-rest where you don't need to, you can start the next day with an extra 16 L1 slots, that can be used to bring back your elemental-breathing dragon at full health as an action, with no material components. And even before you get to L10, because the Eladrin long-rests in 4 hours, As early as Level 5, you can create 8 L1 slots each knight when the party long rests, provided you trance for the first four hours of it.
At L20 you're a dragon-riding spellcaster with 9th level slots and Wish, with practically infinite low-level slots, and Agonizing Eldritch Blast that you can quicken every turn, for a total output of 8d10+40 Force damage, for a cost of two sorcery points every turn, and you can have Greater Invisibility up while you do it.
Myself, I'd go Monk/Druid or Monk/Cleric. Stats all line up, so no more MaD than any other Monk and now getting Clerical or Druidic magic. I've wondered often how well it would play out and I picture a character that NEVER has "nothing" they can contribute to virtually any situation.
This sounds like something our DM did, offering us guidelines to make "broken" characters. His rules: level 16 character, Multi classing allowed One free starting feat (no limitation) At each ASI, you take the ASI and ALSO one non-combat feat ***Being generous, he decided a few fringe feats (skilled, resilient as examples) would qualify as non-combat. We ended up with very OP characters and are looking forward to the chaos he will throw at us.
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Hi again, sorry I could not answer sooner. The requirement for multiclassing is the same as always, the typical 13 base stat for most classes.
And yeah it's a gestalt-like levelling. For instance, if I decided to be a fighter / rogue, and we levelled up, I would get both a single fighter level and a single rogue level. So in the end the level cap of 20 is the same, and you can end up as a level 20 fighter with 20 levels of rogue. As for spell slots, I'm still awaiting answer from him. I'll keep you updated!
The DM wants to do this as a way to extend the campaign, giving new challenges and giving us the chance to try multi-classing without losing levels in our main class (because in the last 6 years we've been playing none of us wanted to do it before hahah). And yeah, I'm aware this will end up as something very chaotic and probably OP, but apparently he'll balance it out. Thank you everyone for your ideas!
So it's basiacally a form of gestalt character levelling?
Artificers with all the Artillerist, Battle Smith and Armourer subclasses would probably just break the game...
Arcane firearm + magic missile works beautifully with that.
While wearing a heavy armour that doesn't cause disadvantage on stealth with two extra infusions and hiding behind your Steel Defender. Yup. Carnage. :)
Edit for those asking about spell slots. DM says they stack lmao, this campaign won't probably end well but, hey, go crazy I suppose!
Seriously??? And let me guess, your DM *isn't* letting EA stack, right?
Ok, so while the build I listed is still probably the best in the game, because you get infinite wishes and infinite spell slots at the same time, that ruling means a bunch of caster mixes get opened up, and you should straight up ignore the vast majority of martial levels.
Here are the strongest combos I know of:
Genie (Dao) Warlock/Divine Soul Sorcerer (infinite wishes and infinite spell slots; you can use a different genie and/or clockwork soul, which will be weaker overall but possibly more fun)
Moon Druid/Bladesinger (you'll probably want a monk level; Wizard 20 is garbage and Druid 20 is priceless, so give up Wizard 20)
Artillerist or Battlesmith Artificer/Bladesinger or War Wizard 20 (different choices are differently powerful, but you'll all be so OP I'd just go with what sounds the most fun) (this is almost certainly the most powerful way in the game to exploit Glyph of Warding)
Twilight Cleric/Shepherd Druid (this will render your entire party indestructible unless the GM gets out even more ludicrously high numbers on the DPR side)
--You can swap Twilight for Peace for a very different kind of indestructibility.
Special Mentions:
Hexblade Warlock / Redemption Paladin (you can use any Paladin you prefer, Redemption is just my favorite) for the obvious use. Paladin stops giving you much you care about once you have The Aura, so feel free to mix in Bard (Eloquence is best, but if you're obsessed with DPR, Whispers does exist).
Arcane Trickster Rogue / War Wizard makes for a shockingly competent Booming Bladester, if that's your thing. You can also dump stat int and mix AT Rogue with your preferred casting class; the probably best options are Warlock and Cleric.
If I'm wrong about EA stacking, you should explore making a blender lord. Just as your DM has told you you can build up all the L1 spell slots you want by taking more and more casting classes, spamming classes for more attacks is suddenly on the table.
Spitballing off the barbarian. Totem with bear @3rd, Ancestral Guardians, and Zealot would make a nasty tank. The extra damage from Zealot would help make you a threat plus the extra protection from death, totem gives you resistance to almost everything while raging, and ancestral guardians makes the first target you hit attack at disadvantage against everyone else and you've got the spirit shield to reduce damage someone else takes once per round.
There are enough choices available to limit action economy conflicts.
Instead of zealot, you could throw one of the other subclasses in for a little different flavor. Notably, Storm Herald could give you a ranged damage option against another creature, a damaging AoE aura, or triple down on defense with temp HPs, all of which are activated when you rage or on subsequent turns with your bonus action.
If you enjoyed the barbarian and want to play the tank, that could be a way to go.
Quindraco has great ideas, but I’ll suggest a different variant on the Artificer/Wizard combo. How about Armorer/Abjurer? While you can’t stack THP, the Abjurer’s ward isn’t your THP, so it stacks with Defensive Field. You’ll have a huge bank of THP that you can replenish with an action (Abjuration spell) or bonus action (Defensive Field) in Guardian mode. Plus, you’ll likely be very hard to hit with high AC from heavy armor and ready access to Shield and Absorb Elements. Once you get Flash of Genius you’ll rarely fail a save. The end result is a completely SAD wizard that is not squishy - you’ll probably be pretty hard to kill, and not easy to beat with save or suck spells after you get Flash of Genius.
Part of the rationale for this build is that your DM set up a trap in the MC home brew rules. By taking the lesser hit die at each level, arcane caster multi classes will have less hit points in a world that’s likely to contain some insanely OP threats compared to your level. Characters with Wizard (except for Abjuration and War) or Sorcerer levels are going to have a tough time staying alive. Sorcadin and Sorlock multi classes will be stuck with all d6s, and the latter won’t even get heavy armor.
So it's basiacally a form of gestalt character levelling?
Artificers with all the Artillerist, Battle Smith and Armourer subclasses would probably just break the game...
Would it really? That's some good stuff but you've got so many things vying your bonus action.
As much as a game can be broken, yes. Sure, you will have a busy action eceonomy but the sheer amount of stuff you can do is still quite amazing. Not only will you be one of the SAD-est characters ever (you can attack with any kind of weapon using your int, you don't need strength for heavy armour and all your special abilities also run on Int), between the AC from your Eldritch cannon and heavy armour and the shield spell, assistance from the Steel Defender (throw in a homonculus for good measure) and extra infusions from being an armorer and there probably won't be anything you can't handle. Need more HP? Protector cannon or armourer ability. Need more AC? How about a base of 25 + the Shield spell? Want to blast something? Just use your Arcane firearm (which, depending on how you how interpret Magic Missile could be devastating).
That said, this seems like the kind of game where everything will be pretty much bonkers anyway so it's hard to say if it can even be "broken" in any sense of the word. :)
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So, to get a bit of context, we're on a D&D 5e campaign (we try to stay on base stuff, but sometimes go into UA, so that goes as well), we reached lvl 10, and now we have to chance to enter a sort of new game plus. We can go back to LVL 2, and we can "free multi-class". This is what our DM said.
EDIT: I realized this is a bit confusing, so it works like this... When you chose to multi-class you sacrifice a lvl of your main class for the new one, right? So now instead of that, you gain a lvl in your main class AND the new one, so you could basically end up a lvl 20 fighter with 20 lvls of barbarian.
Also, one homebrew rule to keep in mind is that crits in our game don't add dies, they just double the damage done so... maybe something with Fighter Champion for crits?
So, now we're all pretty lost, since it opens a lot of new opportunities. My question to you all is... what would you make? On one part I'm curious, and on the other I really need some help hahah. So far I've played the whole campaign as a Path of the Beast Barbarian, and the last session as an Echo Knight (which I honestly didin't really enjoy). Usually I'm not much of a magic-user, but these new rules really open up a new world of opportunities. On one side I thought of a 3 sub-classes barbarian. On the other I know there are a lot of cool multi-classing options for magic users that can be borderline OP...
What would you make? Anything you can recommend to me in particular? If it's in the books (or even UA at certain extend), it goes.
(If this is the wrong place to post this, sorry, I wasn't so sure where to post it!)
How do the rules deal with spell slots? If you are a cleric 9, druid 9 do have 9th level spell slots as an 18th level caster? If so how do spell slots progress after level 20? If not what happens if you take full caster and half caster levels? What level are you expected to progress to?
With no ASI to level 12 I would want something pretty SAD though if you are not getting any ASIs that is less important. If you want to try spellcasting something like sorlock is a classic multiclass that would work well with these rules.
If you are not keen on magic something like a rogue with a dex based fighter should work well with plenty of attempts you should be able to land a sneak every turn.
Because the algorithm for spell slots, even using spell points instead, has no apparently reliable pattern, it's my experience that DMs who attempt something like this cap spellcasting progress at caster level 20. That simply means you want no more than 20 pure caster levels.
That means it's basically impossible for you to outperform Sorlock. Specifically, a Genie Warlock/Divine Soul Sorcerer (you can replace Divine with Clockwork if you want - Divine Soul is probably better, but so long as you have Greater Restoration on your spell list, you're on track to godhood). Warlock will fully stack with normal casting, so you'll simply get all of the slots you're due.
If your DM is instead adding slots together (violating the rules on multiclassing), so e.g. Cleric 20/Druid 20 has 2 L9 slots, then I'd have to have a think, because like most people, all of the builds I've ever contemplated have assumed the multiclassing rules for slots. As an example build that would make wildly more powerful, moon druid 20/bladesinger 19/monk 1 becomes absolutely ridiculous. But if slots stack, we need to know what stacks and what doesn't (e.g. you were clear hit dice don't) in order to reason about it.
So it's basiacally a form of gestalt character levelling?
Artificers with all the Artillerist, Battle Smith and Armourer subclasses would probably just break the game...
Wizard: Evocation, Chronurgy, and Order of Scribes, Reborn, Quandrix Student:
Intelligence is this character's "god-stat", with as high of a Constitution as possible for survivability and Concentration checks
standard array: Str: 10, Dex: 114, Con: 14, Int: 16, Wis: 12, Cha: 8
Your Cantrips that force saves always deal damage even if they pass, you can exclude your allies from your AoE damage, you can manipulate statistical chance, and you can never lose access to the spells you know. Arguably the perfect wizard, especially with access to Guidance from the Quandrix background.
Devotion Paladin/Hexblade Warlock, Aasimar (MMotM), with the Quandrix Student background:
Charisma is the character's "god stat", with a minimum of 13 in strength, and the second highest stat being Constitution.
standard array: Str: 13, Dex: 10, Con: 16, Int: 8, Wis: 12, Cha: 16
Lots of spellcasting (including Guidance), but the slots are more likely to be used on double-smiting, and the character can either fly for 1-minute per day or create an aura of radiant damage around you depending on the flavor of Aasimar you choose.
Variant: Devotion Paladin/Swords Bard,
(similar outcome, but more spellcasting options, more smites, but they're less massive)
variant needing more investiture in strength to pull off.
Swashbuckler Rogue/Echo Knight Fighter, Half-Elf (sun), with the Quandrix Student background:
Dexterity is the character's top stat, with Constitution being the second most important stat, and Charisma third.
standard array: Str: 8, Dex: 16, Con: 14, Int: 10, Wis: 14, Cha: 14
Sneak Attack through the Echo! On turns when your Echo is already out, you can stand still (not using YOUR movement), move the Echo into position (ITs movement) and then use Steady Aim to give yourself advantage on the roll, improving your chance to hit, and giving you Sneak attack if you wouldn't have already had it from the multitude of options the Swashbuckler gets. And the Echo Knight gives you Action Surge, and the Blind Fighting Style, giving you 10ft of blindsight. And the best part of the Echo Knight is it lets your rogue teleport at will, without any expenditure of resources, just taking two bonus actions to do (one to manifest the echo, and one to swap places with it). And at later levels, you can scout with the Echo! The Quandrix background gives you Guidance and a L1 spell... so in my mind, it's generally the best background for almost any build.
3 levels of Hexblade Warlock/Drakewarden Ranger, then taking the rest of your levels in Aberrant Mind Sorcerer/Drakewarden Ranger, Eladrin, Quandrix Student background:
Charisma is the character's main stat, with a minimum of 13 Dexterity and Wisdom, but you want high Constitution as well
standard array: Str: 8, Dex: 14, Con: 14, Int: 10, Wis: 13, Cha: 16
At Level 10, you gain the Tireless feature from the Ranger's L10 Deft Explorer feature, which lets you remove a Level of Exhaustion on a Short Rest. So at L10, every time your party takes a Long rest, you're taking 8 Short Rests, gaining four sorcery points that can be turned into spell slots with each one from the refreshed Warlock slots. You can long-rest to regain your higher spell slots, but every party-long-rest where you don't need to, you can start the next day with an extra 16 L1 slots, that can be used to bring back your elemental-breathing dragon at full health as an action, with no material components. And even before you get to L10, because the Eladrin long-rests in 4 hours, As early as Level 5, you can create 8 L1 slots each knight when the party long rests, provided you trance for the first four hours of it.
At L20 you're a dragon-riding spellcaster with 9th level slots and Wish, with practically infinite low-level slots, and Agonizing Eldritch Blast that you can quicken every turn, for a total output of 8d10+40 Force damage, for a cost of two sorcery points every turn, and you can have Greater Invisibility up while you do it.
I would build a STRanger starting with one level of Fighter for heavy armor proficiency and CON saves without the need to have DEX 13.
Besides the fact that OP hasn't said anything about disregarding the multiclass requirements?
Myself, I'd go Monk/Druid or Monk/Cleric. Stats all line up, so no more MaD than any other Monk and now getting Clerical or Druidic magic. I've wondered often how well it would play out and I picture a character that NEVER has "nothing" they can contribute to virtually any situation.
This sounds like something our DM did, offering us guidelines to make "broken" characters. His rules:
level 16 character, Multi classing allowed
One free starting feat (no limitation)
At each ASI, you take the ASI and ALSO one non-combat feat
***Being generous, he decided a few fringe feats (skilled, resilient as examples) would qualify as non-combat. We ended up with very OP characters and are looking forward to the chaos he will throw at us.
Talk to your Players. Talk to your DM. If more people used this advice, there would be 24.74% fewer threads on Tactics, Rules and DM discussions.
Hi again, sorry I could not answer sooner. The requirement for multiclassing is the same as always, the typical 13 base stat for most classes.
And yeah it's a gestalt-like levelling. For instance, if I decided to be a fighter / rogue, and we levelled up, I would get both a single fighter level and a single rogue level. So in the end the level cap of 20 is the same, and you can end up as a level 20 fighter with 20 levels of rogue. As for spell slots, I'm still awaiting answer from him. I'll keep you updated!
The DM wants to do this as a way to extend the campaign, giving new challenges and giving us the chance to try multi-classing without losing levels in our main class (because in the last 6 years we've been playing none of us wanted to do it before hahah). And yeah, I'm aware this will end up as something very chaotic and probably OP, but apparently he'll balance it out. Thank you everyone for your ideas!
Arcane firearm + magic missile works beautifully with that.
While wearing a heavy armour that doesn't cause disadvantage on stealth with two extra infusions and hiding behind your Steel Defender. Yup. Carnage. :)
Edit for those asking about spell slots. DM says they stack lmao, this campaign won't probably end well but, hey, go crazy I suppose!
Would it really? That's some good stuff but you've got so many things vying your bonus action.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Seriously??? And let me guess, your DM *isn't* letting EA stack, right?
Ok, so while the build I listed is still probably the best in the game, because you get infinite wishes and infinite spell slots at the same time, that ruling means a bunch of caster mixes get opened up, and you should straight up ignore the vast majority of martial levels.
Here are the strongest combos I know of:
Genie (Dao) Warlock/Divine Soul Sorcerer (infinite wishes and infinite spell slots; you can use a different genie and/or clockwork soul, which will be weaker overall but possibly more fun)
Moon Druid/Bladesinger (you'll probably want a monk level; Wizard 20 is garbage and Druid 20 is priceless, so give up Wizard 20)
Artillerist or Battlesmith Artificer/Bladesinger or War Wizard 20 (different choices are differently powerful, but you'll all be so OP I'd just go with what sounds the most fun) (this is almost certainly the most powerful way in the game to exploit Glyph of Warding)
Twilight Cleric/Shepherd Druid (this will render your entire party indestructible unless the GM gets out even more ludicrously high numbers on the DPR side)
--You can swap Twilight for Peace for a very different kind of indestructibility.
Special Mentions:
Hexblade Warlock / Redemption Paladin (you can use any Paladin you prefer, Redemption is just my favorite) for the obvious use. Paladin stops giving you much you care about once you have The Aura, so feel free to mix in Bard (Eloquence is best, but if you're obsessed with DPR, Whispers does exist).
Arcane Trickster Rogue / War Wizard makes for a shockingly competent Booming Bladester, if that's your thing. You can also dump stat int and mix AT Rogue with your preferred casting class; the probably best options are Warlock and Cleric.
If I'm wrong about EA stacking, you should explore making a blender lord. Just as your DM has told you you can build up all the L1 spell slots you want by taking more and more casting classes, spamming classes for more attacks is suddenly on the table.
Spitballing off the barbarian. Totem with bear @3rd, Ancestral Guardians, and Zealot would make a nasty tank. The extra damage from Zealot would help make you a threat plus the extra protection from death, totem gives you resistance to almost everything while raging, and ancestral guardians makes the first target you hit attack at disadvantage against everyone else and you've got the spirit shield to reduce damage someone else takes once per round.
There are enough choices available to limit action economy conflicts.
Instead of zealot, you could throw one of the other subclasses in for a little different flavor. Notably, Storm Herald could give you a ranged damage option against another creature, a damaging AoE aura, or triple down on defense with temp HPs, all of which are activated when you rage or on subsequent turns with your bonus action.
If you enjoyed the barbarian and want to play the tank, that could be a way to go.
Quindraco has great ideas, but I’ll suggest a different variant on the Artificer/Wizard combo. How about Armorer/Abjurer? While you can’t stack THP, the Abjurer’s ward isn’t your THP, so it stacks with Defensive Field. You’ll have a huge bank of THP that you can replenish with an action (Abjuration spell) or bonus action (Defensive Field) in Guardian mode. Plus, you’ll likely be very hard to hit with high AC from heavy armor and ready access to Shield and Absorb Elements. Once you get Flash of Genius you’ll rarely fail a save. The end result is a completely SAD wizard that is not squishy - you’ll probably be pretty hard to kill, and not easy to beat with save or suck spells after you get Flash of Genius.
Part of the rationale for this build is that your DM set up a trap in the MC home brew rules. By taking the lesser hit die at each level, arcane caster multi classes will have less hit points in a world that’s likely to contain some insanely OP threats compared to your level. Characters with Wizard (except for Abjuration and War) or Sorcerer levels are going to have a tough time staying alive. Sorcadin and Sorlock multi classes will be stuck with all d6s, and the latter won’t even get heavy armor.
As much as a game can be broken, yes. Sure, you will have a busy action eceonomy but the sheer amount of stuff you can do is still quite amazing. Not only will you be one of the SAD-est characters ever (you can attack with any kind of weapon using your int, you don't need strength for heavy armour and all your special abilities also run on Int), between the AC from your Eldritch cannon and heavy armour and the shield spell, assistance from the Steel Defender (throw in a homonculus for good measure) and extra infusions from being an armorer and there probably won't be anything you can't handle. Need more HP? Protector cannon or armourer ability. Need more AC? How about a base of 25 + the Shield spell? Want to blast something? Just use your Arcane firearm (which, depending on how you how interpret Magic Missile could be devastating).
That said, this seems like the kind of game where everything will be pretty much bonkers anyway so it's hard to say if it can even be "broken" in any sense of the word. :)