Here's some more fun rules interactions for the Armorer:
Per the Armor Model 3rd-level Armorer feature: "Each model includes a special weapon. When you attack with that weapon, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls."
This means that attacks made with the Thunder Gauntlets could be affected by the second effect of the Elven Accuracy feat: "Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once."
Interestingly enough, Elven Accuracy betters your odds of activating the first effect of the Great Weapon Master feat: "On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action." Although you'll still need the Dual Wielder feat to have a consistent bonus action melee attack, albeit one that's lacking your melee attack modifier bonus to its damage.
Elven Accuracy also synergizes well with Sharpshooter, and both feats also work with the Lightning Launcher.
Since the power armor can be used as a spellcasting focus, you can also store a 1st- or 2nd-level spell in it per the Spell-Storing Item 11th-level artificer feature. One could even reasonably argue that the power armor special weapons could store spells since they're classified as simple weapons. As for spell selection, the armorer spell list has three solid options to store: magic missile, mirror image, and shatter.
On Storing a spell for multiple uses don't forget the Shield spell a great defensive option for tanking.
Has to be an action spell, can't be a reaction, so shield doesn't work.
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I'm still looking this document over and sussing out my thoughts, but I just have to throw out there that the longer I think about it, the more I'm tempted to play the Armorer as either a Magical Girl or as part of a Super Sentai team...
Also, not sure if this was ever considered or not, but I can also see someone playing Circle of Stars as a druid who delved too deep in searching for knowledge of the Elder Ones. Ia! Ia! Cthulhu Fhtagn!
Also, not sure if this was ever considered or not, but I can also see someone playing Circle of Stars as a druid who delved too deep in searching for knowledge of the Elder Ones. Ia! Ia! Cthulhu Fhtagn!
Bingo.
I like how they don't explicitly state such a concept as they do, say, the Aberrant Mind Sorcerer or Great Old One Warlock...but give the tools.
Your "star form" could easily be transforming into an unsettling constellation...and your "weal & woe" divinations could be your peering into the eldritch truth. Re-flavor the "Entangle" spell as tentacles...add the "Haunted One" background...presto.
So of the infusions, like the mind sharpener are a bit powerful for when you get them. as is just getting two extra infusions that you can use per day for your armor. I don't have a better idea, these just seem like the really OP things.
Hmm...do these additional two infusions mean that the Artificer receives additional points to their saves with the artificer capstone, "Soul of Artifice"?
Hmm...do these additional two infusions mean that the Artificer receives additional points to their saves with the artificer capstone, "Soul of Artifice"?
Because that's pretty neat.
Close, but no.
They do however get two additional "not dead yet" moments from this feature. Remember, in addition to the enhanced saving throws, you get to change falling to 0 hp into falling to 1 hp by ending an infusion. this gives you two more infusions you can end.
How do you think the Armorer's Power Armor should interact with an arcane propulsion arm?
Could you wield a thunder gauntlet with the arm? (Probably, but with a lot of caveats.)
Could you rocket punch with the thunder gauntlet on? (Probably not.)
Would you get the disadvantage effect on a target you hit with the thunder gauntlet's rocket punch? (Assuming you could thunder gauntlet rocket punch, still probably not.)
The arm really is one of the more fascinating magic items to come out of E:RftLW, even if you couldn't use it completely together with the thunder gauntlets. If you picked up Sharpshooter to use with your lightning launcher, you also benefit from not having disadvantage on ranged attacks with the arm up to its long range of 60 ft.; if you had Dual Wielder, the bonus action attack from two-weapon-fighting could also be used to hit with or throw the arm.
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Has to be an action spell, can't be a reaction, so shield doesn't work.
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Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Maybe this topic is best for another thread.
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I like all of the subclasses, but there are a few things that need a bit of changing.
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The druid and ranger subclasses can make a really interesting multiclass ...
'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
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I'm still looking this document over and sussing out my thoughts, but I just have to throw out there that the longer I think about it, the more I'm tempted to play the Armorer as either a Magical Girl or as part of a Super Sentai team...
Also, not sure if this was ever considered or not, but I can also see someone playing Circle of Stars as a druid who delved too deep in searching for knowledge of the Elder Ones. Ia! Ia! Cthulhu Fhtagn!
Bingo.
I like how they don't explicitly state such a concept as they do, say, the Aberrant Mind Sorcerer or Great Old One Warlock...but give the tools.
Your "star form" could easily be transforming into an unsettling constellation...and your "weal & woe" divinations could be your peering into the eldritch truth. Re-flavor the "Entangle" spell as tentacles...add the "Haunted One" background...presto.
Eldritch Druid.
Oh, do you have any idea's? I'm planning on rolling up a star druid to test, it looks super interesting :)
Edit: I just noticed you meant multiclassing them with each other! Any big reasons besides flavour?
I'm wanting to play a Warforged Armorer Artificer.
They're now live!!!
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Looks like they're gonna need to add a generic helmet to D&D Beyond for the Helm of Awareness infusion.
Yeah, I wish helmets had a use in 5e.
I really like the Armorer, what needs fixing?
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So of the infusions, like the mind sharpener are a bit powerful for when you get them. as is just getting two extra infusions that you can use per day for your armor. I don't have a better idea, these just seem like the really OP things.
Why do they seem OP to you?
Hmm...do these additional two infusions mean that the Artificer receives additional points to their saves with the artificer capstone, "Soul of Artifice"?
Because that's pretty neat.
Just take a look at this pic:
'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
I'll worldbuild for your DnD games!
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Second pic is the star map. But how cool is that?
'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
I'll worldbuild for your DnD games!
Just a D&D enjoyer, check out my fiverr page if you need any worldbuilding done for ya!
Close, but no.
They do however get two additional "not dead yet" moments from this feature. Remember, in addition to the enhanced saving throws, you get to change falling to 0 hp into falling to 1 hp by ending an infusion. this gives you two more infusions you can end.
Yeah, no extra bonus to saves, doesn't increase your attunement slots, but it does make you more survivable.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
How do you think the Armorer's Power Armor should interact with an arcane propulsion arm?
The arm really is one of the more fascinating magic items to come out of E:RftLW, even if you couldn't use it completely together with the thunder gauntlets. If you picked up Sharpshooter to use with your lightning launcher, you also benefit from not having disadvantage on ranged attacks with the arm up to its long range of 60 ft.; if you had Dual Wielder, the bonus action attack from two-weapon-fighting could also be used to hit with or throw the arm.