Can mithral full plate armor be used with a -1 Strength modifier by any other class? The mere fact that the Armorer can use the best armor in the game without needing to dip any of your stats into strength as well as, essentially, make it mithral after a short or long rest makes this subclass one of the new top contenders for best Artificer choice.
As soon as you can afford a set of full plate, you're set. The Armorer is proficient with smith's tools, so you can forge your own weapons, if you plan to use any, as well as a shield. A potential 20AC at lvl 3 is nothing to sneeze at.
Yes. Mithral armor ignores the Strength requirement, if any, of the armor the 'Mithral' modifier is being attached to. Mithral ignores Strength, ignores stealth disadvantage, and in certain forms can be worn under clothing. The Armorer is just making anything it wears mithral for free.
Trying to decide if your adding to the schtick or are actually confused. If the first, brava! If the second (and for any not actually following), Crossbow Expert and Tavern Brawler aren't ones that I normally see packaged together and certainly not with Weapons Master. Post 72 leaves that as an option. Many people would probably prefer Fighter1 or War Cleric1 depending on what their preferred Stark flavor demanded, but any option that gives martial proficiency or at least the right weapons could work (maybe rogue1 to hopefully be able to trigger some sneak attack damage with the hand crossbow). But the three feat route might be the preferred route for those who want to be Tony Stark now!
"As an action, you can turn a suit of heavy armor you are wearing into power armor, provided you have smith’s tools in hand." I'm afraid it appears it has to be heavy armor.
I'm not the one "packaging them together." I don't know why you think I am?
Post 72 leaves that as "ANOTHER OPTION" as in "this is something you might do instead" not "let's pack on all the feats for no reason."
To leave everything ABUNDANTLY clear because I apparently fail at all forms of communication in my life for some reason.
My idea (as far as feats were concerned) was Tavern Brawler alone. End of story. Post 55.
You replied bringing up the disadvantage of ranged weapon attacks something which didn't at all apply when making melee attacks with a ranged weapon which was the only thing Tavern Brawler would help with. Post 70.
I replied saying something to the effect of "If you're not in melee use ranged attacks. If you are in melee use melee attacks." And then brought up other options which were all meant to compare as alternative means of things that let you do close quarters combat without disadvantage. NOT as just an ever increasing pile of heaping unconnected junk to attach onto what was said in post 55. I assumed (apparently incorrectly) that making paragraph breaks would make it clear that I was talking about different things. Maybe next time I need to draw out a table. Or reduce my replies to a single thought or idea because I'm clearly not getting things across here. At no point did I EVER mean to imply take Tavern Brawler and Crossbow Expert and Weapons Master and this feat and that feat and this homebrew and this other thing... ad nausea unto infinity. Post 72.
Is this clear now or do I have to take screen shots, dissect and diagram these posts?
Not sure if this was asked already, but does your power armor HAVE to be heavy?
Yes, the power armor feature says only heavy armor can be converted.
When then I have this question: If you use the infiltrator model and it becomes weightless and form-fitting, would that still interfere with Barbarian Rage or similar abilities? Stealth is unaffected so it's obviously much easier to get around in...
Not sure if this was asked already, but does your power armor HAVE to be heavy?
Yes, the power armor feature says only heavy armor can be converted.
When then I have this question: If you use the infiltrator model and it becomes weightless and form-fitting, would that still interfere with Barbarian Rage or similar abilities? Stealth is unaffected so it's obviously much easier to get around in...
RAW, Infiltrator armor would still interfere with Rage, etc.
Yes. Mithral armor ignores the Strength requirement, if any, of the armor the 'Mithral' modifier is being attached to. Mithral ignores Strength, ignores stealth disadvantage, and in certain forms can be worn under clothing. The Armorer is just making anything it wears mithral for free.
Thanks for that. My initial reaction was ignoring "cannot" by simply saying "you can" was low rent, but if there's already a precedent for it, then it's just me. :-D
Not sure if this was asked already, but does your power armor HAVE to be heavy?
Yes, the power armor feature says only heavy armor can be converted.
When then I have this question: If you use the infiltrator model and it becomes weightless and form-fitting, would that still interfere with Barbarian Rage or similar abilities? Stealth is unaffected so it's obviously much easier to get around in...
RAW, Infiltrator armor would still interfere with Rage, etc.
Though as it's currently written, I'd probably allow it. A three level dip into Artificer just to get the benefits of the Infiltrator armor isn't going to break the game. Probably.
Settle down, Unclever. Heh, I understand the frustration when talking to people who cannot for the life of them connect the dots, but [REDACTED] we're not allowed to tell them where to stuff it.
Frankly, the idea of using Tavern Brawler to gain proficiency back when clubbing people with crossbow stocks, bowstaves, or apparently slapping them with lightning crystals never occurred to me. it's a really cool idea, especially for hardened soldier types who can be reasonably expected to be surprisingly deadly with basically any solid and/or pointed object that comes to hand. Gonna remember that trick for the next time I need a hard-bitten mercenary.
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Stars Druid is cool, I enjoy the flavor and mechanics. Armorer artificer is a hell yes hell yes. It looks like it would be fun to play. I just wish they had come up with something even slightly more in flavor than "power armor" (magic armor? Enchanted Armor? Spell Armor? Mechanical Armor?)
I like all of the subclasses. Fey Wanderer should get some mechanical changes, but I have no problem with it sharing a bit of space with the Horizon Walker.
Stars Druid is amazing, and I don't think it needs to change. Some people say that the resistance to bludgeoning, piercing, slashing damage at level 10 is OP, but no, Moon Druid is way more powerful than this, at level 10 they can turn into elementals, which gives them more hit points and similar damage resistances, and damage immunities as well.
I like the Armorist, I think that there should be another option for armor types, subclasses generally give 3 options for features, not just 2, but otherwise, it is good.
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I didn’t read all 5 pages. So I am sorry if I am regurgitating said conversations or something:
The balance doesn’t really seem there.
i realize this is all in playtest portion and will be adjusted down the road (like the warforged race was), but right now, it’s like they don’t even try to balance things initially. They just throw it out there, and then balance it after the fact.
is this a marketing ploy to keep it in the forefront of topics and mentions and people’s thoughts and such to just bring out content, however imbalance, to bring people in and then worry about balancing it later?
with all the cannon of stuff here too, I’d find it hard to believe any enemy spellcaster doesn’t know heat metal, on the off chance they run into armored artifcers in settings where that makes sense. And if they don’t. Then what the heck? also, It replaces limbs you lose. At 3rd level. That’s a 14th level undying warlock thing, or a thing from regenerate a 7th level spell. At level 3!! The helm of awareness (10th level infusion) makes the feat Alert worthless. Mind sharpener infusion. Basically gives you legendary resistance to concentration saves for those who aren’t dragon star druids who are concentration save masters as is. And the spell refueling ring... a 6th level artifcer infusion. Can allow you to cast 4 9th level spell slots a day. If you are attuned to 3 magic items. That’s just plain broken. BROKEN. There needs to be a limit to what spell slots it can refuel. Maybe all the lines of INT mod 0 or less 1st level. Int mod 1 2-3, 2 3-4, 3 4-5, 4 6-7, 5 8-9. Would STILL be broken allowing 4 9th level spells a day, but atleast it would be restrictive as the char would need to have a +5 int for that.
the Druid, dragon, 2nd level! is practically guaranteed to save on concentration unless it takes over 24 damage minimum. That’s basically reliable talent for select situations at level 2. Outside that. Star Flare also, I dunno, something seems weird or off about its balance. Why long rest or after a 5th level spell slot? Why not wisdom modifier if you wanted more than just once per long rest. That gives you 10 uses per long rest at level 20 currently. The Druid seems pretty balanced outside those 2 specific things.
The ranger one, surprising seems balanced. Which makes me think either they put more care into ranger, or were less enthused about ranger and couldn’t think of a way to OP it. The idea to give rangers their own form of a paladin smite. That they get at level 7 was a nice touch. Cunning Will was to open players to playing something besides elf-based races of ranger but compared to the Druid and the artifcer is a completely worthless 3rd level thing.
The Spell Fueling Ring can't restore 4 9th level spell slots. It is a maximum of 6th level, for the artificer, but in order to have 6th level spell slots you have to be multiclassed Artificer 18 any Full-Caster 2 in order to have this benefit. You won't have 6th level spells, just spell slots. This ring is not overpowered. It can also be used once each long rest. So, one 6th level spell slot at most, once a day. Not broken.
The Helm of Awareness doesn't invalidate Alert, it makes it better for players that want to have as high an initiative as possible. Alert gives you a +5 to initiative, the Helm of Awareness gives you advantage. It makes you better at why you took Alert in the first place.
What do you mean by heat metal? The same thing can be applied to all Warforged. I don't think I've found a monster stat block with heat metal. If there is one with it, it is rare.
Mind Sharpener isn't OP either, it takes a reaction, Legendary Resistance doesn't. It lets you succeed on one failed saving throw. It is extremely useful, but only if you are hit only once a round and fail the saving throw. I do think it should require attunement, though.
Dragon is the aspect you're complaining about? That just makes you better at concentration spells and uncommon ability checks. Archer is much more powerful, but still isn't broken either.
The reason that Star Flare isn't Wisdom Modifier times per long rest is because they've been testing out these abilities that recharge during a long rest, or when you expend a spell slot ever since the Artificer. It lets you do it multiple times in a long rest, if you're willing to use the ability instead of casting a spell.
I think the ranger is balanced, but they need a bit of change in the wording for Dreadful Strikes if they want to make it be what they want it to be.
People keep saying that it is bad to be an Elf Fey Wanderer, but they completely ignore that you also have advantage on saving throws against being frightened, not just charmed. Not sure if this what you were trying to say, but Eladrin Fey Wanderer seems like a nice idea now.
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Please check out my homebrew, I would appreciate feedback:
See also: the mere existence of mithral armor.
Please do not contact or message me.
Can mithral full plate armor be used with a -1 Strength modifier by any other class? The mere fact that the Armorer can use the best armor in the game without needing to dip any of your stats into strength as well as, essentially, make it mithral after a short or long rest makes this subclass one of the new top contenders for best Artificer choice.
As soon as you can afford a set of full plate, you're set. The Armorer is proficient with smith's tools, so you can forge your own weapons, if you plan to use any, as well as a shield. A potential 20AC at lvl 3 is nothing to sneeze at.
Yes. Mithral armor ignores the Strength requirement, if any, of the armor the 'Mithral' modifier is being attached to. Mithral ignores Strength, ignores stealth disadvantage, and in certain forms can be worn under clothing. The Armorer is just making anything it wears mithral for free.
Please do not contact or message me.
Trying to decide if your adding to the schtick or are actually confused. If the first, brava! If the second (and for any not actually following), Crossbow Expert and Tavern Brawler aren't ones that I normally see packaged together and certainly not with Weapons Master. Post 72 leaves that as an option. Many people would probably prefer Fighter1 or War Cleric1 depending on what their preferred Stark flavor demanded, but any option that gives martial proficiency or at least the right weapons could work (maybe rogue1 to hopefully be able to trigger some sneak attack damage with the hand crossbow). But the three feat route might be the preferred route for those who want to be Tony Stark now!
Depends on how literal the DM takes the Heavy Armor vs no armor thing. My read is that there isn't RAW.
Not sure if this was asked already, but does your power armor HAVE to be heavy?
Based on my reading of the document, yes.
Partway through the quest for absolute truth.
"As an action, you can turn a suit of heavy armor
you are wearing into power armor, provided you
have smith’s tools in hand." I'm afraid it appears it has to be heavy armor.
I'm not the one "packaging them together." I don't know why you think I am?
Post 72 leaves that as "ANOTHER OPTION" as in "this is something you might do instead" not "let's pack on all the feats for no reason."
To leave everything ABUNDANTLY clear because I apparently fail at all forms of communication in my life for some reason.
My idea (as far as feats were concerned) was Tavern Brawler alone. End of story. Post 55.
You replied bringing up the disadvantage of ranged weapon attacks something which didn't at all apply when making melee attacks with a ranged weapon which was the only thing Tavern Brawler would help with. Post 70.
I replied saying something to the effect of "If you're not in melee use ranged attacks. If you are in melee use melee attacks." And then brought up other options which were all meant to compare as alternative means of things that let you do close quarters combat without disadvantage. NOT as just an ever increasing pile of heaping unconnected junk to attach onto what was said in post 55. I assumed (apparently incorrectly) that making paragraph breaks would make it clear that I was talking about different things. Maybe next time I need to draw out a table. Or reduce my replies to a single thought or idea because I'm clearly not getting things across here. At no point did I EVER mean to imply take Tavern Brawler and Crossbow Expert and Weapons Master and this feat and that feat and this homebrew and this other thing... ad nausea unto infinity. Post 72.
Is this clear now or do I have to take screen shots, dissect and diagram these posts?
Yes, the power armor feature says only heavy armor can be converted.
When then I have this question: If you use the infiltrator model and it becomes weightless and form-fitting, would that still interfere with Barbarian Rage or similar abilities? Stealth is unaffected so it's obviously much easier to get around in...
RAW, Infiltrator armor would still interfere with Rage, etc.
Partway through the quest for absolute truth.
Thanks for that. My initial reaction was ignoring "cannot" by simply saying "you can" was low rent, but if there's already a precedent for it, then it's just me. :-D
Gnome Armorist - Artificer Subclass Homebrew
Though as it's currently written, I'd probably allow it. A three level dip into Artificer just to get the benefits of the Infiltrator armor isn't going to break the game. Probably.
Settle down, Unclever. Heh, I understand the frustration when talking to people who cannot for the life of them connect the dots, but [REDACTED] we're not allowed to tell them where to stuff it.
Frankly, the idea of using Tavern Brawler to gain proficiency back when clubbing people with crossbow stocks, bowstaves, or apparently slapping them with lightning crystals never occurred to me. it's a really cool idea, especially for hardened soldier types who can be reasonably expected to be surprisingly deadly with basically any solid and/or pointed object that comes to hand. Gonna remember that trick for the next time I need a hard-bitten mercenary.
Please do not contact or message me.
I was following along with everything you wrote. I gotcha slice.
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I like these.
Not a big fan of fey wanderer.
Stars Druid is cool, I enjoy the flavor and mechanics.
Armorer artificer is a hell yes hell yes. It looks like it would be fun to play. I just wish they had come up with something even slightly more in flavor than "power armor" (magic armor? Enchanted Armor? Spell Armor? Mechanical Armor?)
I like all of the subclasses. Fey Wanderer should get some mechanical changes, but I have no problem with it sharing a bit of space with the Horizon Walker.
Stars Druid is amazing, and I don't think it needs to change. Some people say that the resistance to bludgeoning, piercing, slashing damage at level 10 is OP, but no, Moon Druid is way more powerful than this, at level 10 they can turn into elementals, which gives them more hit points and similar damage resistances, and damage immunities as well.
I like the Armorist, I think that there should be another option for armor types, subclasses generally give 3 options for features, not just 2, but otherwise, it is good.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I didn’t read all 5 pages. So I am sorry if I am regurgitating said conversations or something:
The balance doesn’t really seem there.
i realize this is all in playtest portion and will be adjusted down the road (like the warforged race was), but right now, it’s like they don’t even try to balance things initially. They just throw it out there, and then balance it after the fact.
is this a marketing ploy to keep it in the forefront of topics and mentions and people’s thoughts and such to just bring out content, however imbalance, to bring people in and then worry about balancing it later?
with all the cannon of stuff here too, I’d find it hard to believe any enemy spellcaster doesn’t know heat metal, on the off chance they run into armored artifcers in settings where that makes sense. And if they don’t. Then what the heck? also, It replaces limbs you lose. At 3rd level. That’s a 14th level undying warlock thing, or a thing from regenerate a 7th level spell. At level 3!! The helm of awareness (10th level infusion) makes the feat Alert worthless. Mind sharpener infusion. Basically gives you legendary resistance to concentration saves for those who aren’t dragon star druids who are concentration save masters as is. And the spell refueling ring... a 6th level artifcer infusion. Can allow you to cast 4 9th level spell slots a day. If you are attuned to 3 magic items. That’s just plain broken. BROKEN. There needs to be a limit to what spell slots it can refuel. Maybe all the lines of INT mod 0 or less 1st level. Int mod 1 2-3, 2 3-4, 3 4-5, 4 6-7, 5 8-9. Would STILL be broken allowing 4 9th level spells a day, but atleast it would be restrictive as the char would need to have a +5 int for that.
the Druid, dragon, 2nd level! is practically guaranteed to save on concentration unless it takes over 24 damage minimum. That’s basically reliable talent for select situations at level 2. Outside that. Star Flare also, I dunno, something seems weird or off about its balance. Why long rest or after a 5th level spell slot? Why not wisdom modifier if you wanted more than just once per long rest. That gives you 10 uses per long rest at level 20 currently. The Druid seems pretty balanced outside those 2 specific things.
The ranger one, surprising seems balanced. Which makes me think either they put more care into ranger, or were less enthused about ranger and couldn’t think of a way to OP it. The idea to give rangers their own form of a paladin smite. That they get at level 7 was a nice touch. Cunning Will was to open players to playing something besides elf-based races of ranger but compared to the Druid and the artifcer is a completely worthless 3rd level thing.
Blank
The Spell Fueling Ring can't restore 4 9th level spell slots. It is a maximum of 6th level, for the artificer, but in order to have 6th level spell slots you have to be multiclassed Artificer 18 any Full-Caster 2 in order to have this benefit. You won't have 6th level spells, just spell slots. This ring is not overpowered. It can also be used once each long rest. So, one 6th level spell slot at most, once a day. Not broken.
The Helm of Awareness doesn't invalidate Alert, it makes it better for players that want to have as high an initiative as possible. Alert gives you a +5 to initiative, the Helm of Awareness gives you advantage. It makes you better at why you took Alert in the first place.
What do you mean by heat metal? The same thing can be applied to all Warforged. I don't think I've found a monster stat block with heat metal. If there is one with it, it is rare.
Mind Sharpener isn't OP either, it takes a reaction, Legendary Resistance doesn't. It lets you succeed on one failed saving throw. It is extremely useful, but only if you are hit only once a round and fail the saving throw. I do think it should require attunement, though.
Dragon is the aspect you're complaining about? That just makes you better at concentration spells and uncommon ability checks. Archer is much more powerful, but still isn't broken either.
The reason that Star Flare isn't Wisdom Modifier times per long rest is because they've been testing out these abilities that recharge during a long rest, or when you expend a spell slot ever since the Artificer. It lets you do it multiple times in a long rest, if you're willing to use the ability instead of casting a spell.
I think the ranger is balanced, but they need a bit of change in the wording for Dreadful Strikes if they want to make it be what they want it to be.
People keep saying that it is bad to be an Elf Fey Wanderer, but they completely ignore that you also have advantage on saving throws against being frightened, not just charmed. Not sure if this what you were trying to say, but Eladrin Fey Wanderer seems like a nice idea now.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms