Assuming I understand it right. I am totally fond of the lv 6 artificer ring. That'll help a ton I think with situations for at least the Alchemist.
though really if you can get healing on your spell list somehow, at least healing word, then you can basaically ignore alchemist in lieu of other subclasses to heal.
I know I wanna remake my alchemist using the infiltrator suit
From first impressions the Circle of Stars subclass is my favourite. I wish it had an ability that would be similar in effect to Melf's Minute Meteors and Crown of Stars
The Armorer lets you play as Samus which to be honest is rather fun, and the Fey Wanderer is rather neat too; albeit MAD.
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Ye know Zoken, that seems harsh. Considering you and I got into it over my wishing that the "Unity" cleric would not be poisoned by undue Social Warrior backlash and go back to the original, stronger characterization.
Nevertheless. "Your armor becomes power armor, it covers your entire body, and it gains the ability to shoot energy blasts from a crystal in its palm" is...not really Wizards being subtle, ne? I get that "Iron Man" is basically a trope unto itself at this point and anything that does any kind of 'power armor/advanced armor' ability is going to draw comparisons to Iron Man, especially when fully a quarter of the "Introduce Your Artificer!" thread is some variation of Torey Spark, mad genius arms maker even before this hits.
And pardon me for not particularly savoring Wizards flipping Horizon Walkers the bird finger X_X. I really like Horizon Walkers. My very first 5e character was nearly a Horizon Walker before the DM meddled, and I've been intending to revisit the subclass ever since. This Fey Wanderer thing is "mechanically distinct", yes...but what the **** is the Horizon Walker even doing with its life if every outer plane out there is going to get its own special custom ranger subclass devoted to making that plane its *****? Horizon Walkers are supposed to be the guardians at the gates, preserving the Prime Material from threats unknown and unknowable beyond the realms of Man.
Why bother with any of that when you can just pick the plane you don't like and get every tool you need to never have to worry about it again?
I think the Horizon Walker is the “defend the gate against all comers” type, and the others would be the “take the fight to their houses” types.
Or "I've had to learn how to survive on this plane." Which has attractive value; if your campaign is taking place on a specific plane, I'd want to play a subclass that will do very well in that locale.
Though I can't see them taking this to every plane for every class; there's just too many planes for that to be feasible.
The description text for Fey Wanderer says that they guide stranded people from the Feywild back to the prime material plane, and keep the monsters from the Feywild away. I've always seen the Horizon Walker more of a planar tracker, you're good at keeping other planes from invading, Fey Wanderer is more of a "I guide people through the Feywild, and keep others out."
Not much you can do about gates to the Feywild, as they are different from most other planar portals. Horizon Walker seems different, though similar, to me.
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I'm with you on the fact that the Horizon Walker and Fey Wanderer are quite different in my interpretation. One flits between two realms interchangeably, acting as a guide to mortals lost within the Fey or protector to the denizens who reside on either side. The other is one that wanders the material plane as a sort of guardian against the horrors that reside on the other side.
I'm also curious as to why people get their feathers all ruffled when a new subclass comes out that shares adjacent design space to a pre-existing one? The Brute and Champion for instance. People really hated the Brute, even though it was mechanically very different from the Champion, because it was another "normal" fighter. Champion is all about easy criticals and better athletic skill checks when it comes to RP and the Brute was about le DAMAGE and a bit of tanking. Never saw why they couldn't coexist and the same goes for the Horizon Walker and Fey Wanderer.
With the Lightning Launcher counting as a "simple ranged weapon" as opposed to a spell attack, I wonder what sort of shenanigans you could get into using non-Artificer spells or class features that augment weapons
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Anything that procs off of a “ranged weapon attack” or “weapon attack”...🤔 Maneuvers for one thing, 😳oh my.... would that work with Conjure Barrage or Conjure Volley?
Melee weapon attacks with ranged weapons are treated as with an improvised weapon which would normally remove proficiency bonus to attack and make the damage die 1d4 instead of 1d6.
But toss in the Tavern Brawler feat and you get your proficiency bonus back and can now grapple as a bonus action after a melee hit with the lightning launcher, which is excellent since infiltrator didn't have any bonus actions to use anyway.
Since it's part of the Armor Model subclass feature and not just a property of the weapon I think you still get your INT bonus to attack instead of STR as would be normal with an improvised weapon. However the extra 1d6 lightning damage per turn seems more like a property of the weapon itself so that seems iffier to me but it does say "hit with it" without specifying whether the attack was melee or ranged so... maybe?
However it gets better. Add the Armor of Magic Strength infusion and now you can make strength checks and saving throws with your Intelligence modifier. Now you've got a solid INT based grappling build.
Which is kind of hilarious considering the level 15 Guardian feature all but lets you grapple as a reaction assuming your opponent has less than 30 move and crap strength saves.
Too bad, I wanted to break the game. Does Sharpshooter work?
Seems like it would work to me. It counts as a simple ranged weapon and therefor performs ranged weapon attacks.
SHARPSHOOTER
You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:
Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
Your ranged weapon attacks ignore half cover and three-quarters cover.
Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a - 5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.
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Assuming I understand it right. I am totally fond of the lv 6 artificer ring. That'll help a ton I think with situations for at least the Alchemist.
though really if you can get healing on your spell list somehow, at least healing word, then you can basaically ignore alchemist in lieu of other subclasses to heal.
I know I wanna remake my alchemist using the infiltrator suit
From first impressions the Circle of Stars subclass is my favourite. I wish it had an ability that would be similar in effect to Melf's Minute Meteors and Crown of Stars
The Armorer lets you play as Samus which to be honest is rather fun, and the Fey Wanderer is rather neat too; albeit MAD.
Ye know Zoken, that seems harsh. Considering you and I got into it over my wishing that the "Unity" cleric would not be poisoned by undue Social Warrior backlash and go back to the original, stronger characterization.
Nevertheless. "Your armor becomes power armor, it covers your entire body, and it gains the ability to shoot energy blasts from a crystal in its palm" is...not really Wizards being subtle, ne? I get that "Iron Man" is basically a trope unto itself at this point and anything that does any kind of 'power armor/advanced armor' ability is going to draw comparisons to Iron Man, especially when fully a quarter of the "Introduce Your Artificer!" thread is some variation of Torey Spark, mad genius arms maker even before this hits.
And pardon me for not particularly savoring Wizards flipping Horizon Walkers the bird finger X_X. I really like Horizon Walkers. My very first 5e character was nearly a Horizon Walker before the DM meddled, and I've been intending to revisit the subclass ever since. This Fey Wanderer thing is "mechanically distinct", yes...but what the **** is the Horizon Walker even doing with its life if every outer plane out there is going to get its own special custom ranger subclass devoted to making that plane its *****? Horizon Walkers are supposed to be the guardians at the gates, preserving the Prime Material from threats unknown and unknowable beyond the realms of Man.
Why bother with any of that when you can just pick the plane you don't like and get every tool you need to never have to worry about it again?
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I think the Horizon Walker is the “defend the gate against all comers” type, and the others would be the “take the fight to their houses” types.
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I like how people are all "No gunz n mah fantazy!!!" but robots and power armor are ok lol
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So, are Iron Man's "thunder fists" capable of dual-wielding? It does say "your armored fists each count as a simple melee weapon . . . "
Edit: I guess the fists don't have the Light property, so no DW without the feat.
Defensive field seems pretty damn OP - your level in temporary hp every round for a bonus action?
If the Infiltrator makes into print, I'm gonna make a QCF+Punch motion with my hands and shout UNIBEAM every time.
It's as subtle as a hammer.
Gnome Armorist - Artificer Subclass Homebrew
Or "I've had to learn how to survive on this plane." Which has attractive value; if your campaign is taking place on a specific plane, I'd want to play a subclass that will do very well in that locale.
Though I can't see them taking this to every plane for every class; there's just too many planes for that to be feasible.
The description text for Fey Wanderer says that they guide stranded people from the Feywild back to the prime material plane, and keep the monsters from the Feywild away. I've always seen the Horizon Walker more of a planar tracker, you're good at keeping other planes from invading, Fey Wanderer is more of a "I guide people through the Feywild, and keep others out."
Not much you can do about gates to the Feywild, as they are different from most other planar portals. Horizon Walker seems different, though similar, to me.
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I'm with you on the fact that the Horizon Walker and Fey Wanderer are quite different in my interpretation. One flits between two realms interchangeably, acting as a guide to mortals lost within the Fey or protector to the denizens who reside on either side. The other is one that wanders the material plane as a sort of guardian against the horrors that reside on the other side.
I'm also curious as to why people get their feathers all ruffled when a new subclass comes out that shares adjacent design space to a pre-existing one? The Brute and Champion for instance. People really hated the Brute, even though it was mechanically very different from the Champion, because it was another "normal" fighter. Champion is all about easy criticals and better athletic skill checks when it comes to RP and the Brute was about le DAMAGE and a bit of tanking. Never saw why they couldn't coexist and the same goes for the Horizon Walker and Fey Wanderer.
With the Lightning Launcher counting as a "simple ranged weapon" as opposed to a spell attack, I wonder what sort of shenanigans you could get into using non-Artificer spells or class features that augment weapons
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Anything that procs off of a “ranged weapon attack” or “weapon attack”...🤔 Maneuvers for one thing, 😳oh my.... would that work with Conjure Barrage or Conjure Volley?
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Sharpshooter?
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Here's a wild one. Tavern Brawler.
Melee weapon attacks with ranged weapons are treated as with an improvised weapon which would normally remove proficiency bonus to attack and make the damage die 1d4 instead of 1d6.
But toss in the Tavern Brawler feat and you get your proficiency bonus back and can now grapple as a bonus action after a melee hit with the lightning launcher, which is excellent since infiltrator didn't have any bonus actions to use anyway.
Since it's part of the Armor Model subclass feature and not just a property of the weapon I think you still get your INT bonus to attack instead of STR as would be normal with an improvised weapon. However the extra 1d6 lightning damage per turn seems more like a property of the weapon itself so that seems iffier to me but it does say "hit with it" without specifying whether the attack was melee or ranged so... maybe?
However it gets better. Add the Armor of Magic Strength infusion and now you can make strength checks and saving throws with your Intelligence modifier. Now you've got a solid INT based grappling build.
Which is kind of hilarious considering the level 15 Guardian feature all but lets you grapple as a reaction assuming your opponent has less than 30 move and crap strength saves.
Intelligence grappling? Weird. I can grab you in a place that will be advantageous!
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Both of those spells specify using nonmagical ammunition or nonmagical weapons, so I doubt that would work RAW
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I'm picturing those Judo masters from martial arts movies who just effortlessly flip guys twice their size
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Too bad, I wanted to break the game. Does Sharpshooter work?
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Seems like it would work to me. It counts as a simple ranged weapon and therefor performs ranged weapon attacks.
SHARPSHOOTER
You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:
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Nice, you can be iron man, or thor!
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