I have a new potential low level multiclass idea! And I would love to have some extra input from you experts! Here is the build:
Artificer 3 (Artillerist)
Wizard 2 (War Mage/ Bladesinger, Not sure yet, leaning towards Bladesinger)
Find a melee enemy and booming blade him, then have your force ballista (handheld) blast them 5ft away from you, they must then decide to either do nothing that turn or run towards (or away) from you and set off Booming Blade.
What are your thoughts, I think the build flourishes at higher levels (Bladesinger 6 for a smacc and BB) but I don't think I would take Artificer very far. Perhaps taking a Paladin dip for smites?
This could work, but keep in mind that the Force Ballista does a "Ranged Spell Attack", and if it's in handheld form and firing from your space it will have disadvantage on the attack. Even creating it with legs could be a problem... although it can safely remain out of melee range, it's harder to hit the enemy at an angle that fully takes them out of range for Attacks of Opportunity, unless your DM allows it to simply fire through your space without any kind of penalty (like, if it was right behind you and the DM rules you can just duck and the enemy won't get half-cover from you being in the way).
I think an easier way to accomplish more or less the same thing is to take the Crusher feat, then just use a Hammer to cast Booming Blade and move the enemy that way. In that scenario I would just go full Bladesinger, since you're really going to want the Bladesinger's unique form of Extra Attack where they can replace one of their attacks with a cantrip, so you can go for one regular hit and one booming blade hit on a target. However, it's also a 6th level feature, and that's a long wait to get that if you're also taking Artificer to 3rd level (instead of taking the Crusher feat) just to get a summonable cannon to do the same thing.
I have a new potential low level multiclass idea! And I would love to have some extra input from you experts! Here is the build:
Artificer 3 (Artillerist)
Wizard 2 (War Mage/ Bladesinger, Not sure yet, leaning towards Bladesinger)
Find a melee enemy and booming blade him, then have your force ballista (handheld) blast them 5ft away from you, they must then decide to either do nothing that turn or run towards (or away) from you and set off Booming Blade.
What are your thoughts, I think the build flourishes at higher levels (Bladesinger 6 for a smacc and BB) but I don't think I would take Artificer very far. Perhaps taking a Paladin dip for smites?
Or they could throw something at you, use a ranged weapon, call for help, decide to run at you and snatch your "seemingly magic" weapon away from you, Intimidate you, persuade you to let them live, show you pictures of their family, bribe you with money, ............................................
Basically showing its more than "stand and do nothing" Things with any intelligence don't just do the "learned helplessness and wait for their own death" thing that lab mice do when tortured.
Alternate mechanical way of achieving the same concept:
Battlesmith Artificer: At L3 you can use your Intelligence as the ability score for your bonus to attack and damage with magical weapons, and you can use an invocation to turn any manufactured weapon into a magical weapon (you are proficient with Quarterstaffs, and they're cheap, making them perfect). Combine that with the Crusher Feat and Booming Blade, and every turn you can hit an enemy, pushing it 5ft away from you, and causing it to take additional damage if it moves on its next turn. I'd take the 4th level in Artificer for the ASI to improve Intelligence. The point being that the melee attack is what gives you the breathing room by pushing the enemy away. I'd focus on battlefield control spells to maximize your effect on the flow of combat.
This could work, but keep in mind that the Force Ballista does a "Ranged Spell Attack", and if it's in handheld form and firing from your space it will have disadvantage on the attack. Even creating it with legs could be a problem... although it can safely remain out of melee range, it's harder to hit the enemy at an angle that fully takes them out of range for Attacks of Opportunity, unless your DM allows it to simply fire through your space without any kind of penalty (like, if it was right behind you and the DM rules you can just duck and the enemy won't get half-cover from you being in the way).
I think an easier way to accomplish more or less the same thing is to take the Crusher feat, then just use a Hammer to cast Booming Blade and move the enemy that way. In that scenario I would just go full Bladesinger, since you're really going to want the Bladesinger's unique form of Extra Attack where they can replace one of their attacks with a cantrip, so you can go for one regular hit and one booming blade hit on a target. However, it's also a 6th level feature, and that's a long wait to get that if you're also taking Artificer to 3rd level (instead of taking the Crusher feat) just to get a summonable cannon to do the same thing.
Oo! Interesting, I’m gonna have to have a look at that!
Alternate mechanical way of achieving the same concept:
Battlesmith Artificer: At L3 you can use your Intelligence as the ability score for your bonus to attack and damage with magical weapons, and you can use an invocation to turn any manufactured weapon into a magical weapon (you are proficient with Quarterstaffs, and they're cheap, making them perfect). Combine that with the Crusher Feat and Booming Blade, and every turn you can hit an enemy, pushing it 5ft away from you, and causing it to take additional damage if it moves on its next turn. I'd take the 4th level in Artificer for the ASI to improve Intelligence. The point being that the melee attack is what gives you the breathing room by pushing the enemy away. I'd focus on battlefield control spells to maximize your effect on the flow of combat.
That would also leave me with my bonus action!
Gosh darn I feel dumb now for forgetting about Crusher.
Firstly Artificer/bladesinger is not new. It has been around for ages. The canon only lasts for one hour per day which often gets completely forgotten. Meaning you may get it for a fight or two. Then you have to waste a spell slot to get it back…. for another hour.
Next, the cannon is a ranged attack, meaning if you are in melee to hit with the booming blade then you are at disadvantage to hit with the cannon. Also it has terrible damage that doesn’t scale. At third level an extra 2d8 damage is a nice little bonus. At 20th level an enemy is more likely to notice you sneezing on it.
As mentioned by other posters there are significantly better ways to get the same effect - telekinetic feat, artificer with the crusher feat and a bludgeoning weapon, artificer/dao genie with the crusher feat and any weapon.
Firstly Artificer/bladesinger is not new. It has been around for ages. The canon only lasts for one hour per day which often gets completely forgotten. Meaning you may get it for a fight or two. Then you have to waste a spell slot to get it back…. for another hour.
Next, the cannon is a ranged attack, meaning if you are in melee to hit with the booming blade then you are at disadvantage to hit with the cannon. Also it has terrible damage that doesn’t scale. At third level an extra 2d8 damage is a nice little bonus. At 20th level an enemy is more likely to notice you sneezing on it.
As mentioned by other posters there are significantly better ways to get the same effect - telekinetic feat, artificer with the crusher feat and a bludgeoning weapon, artificer/dao genie with the crusher feat and any weapon.
Firstly Artificer/bladesinger is not new. It has been around for ages. The canon only lasts for one hour per day which often gets completely forgotten. Meaning you may get it for a fight or two. Then you have to waste a spell slot to get it back…. for another hour.
Next, the cannon is a ranged attack, meaning if you are in melee to hit with the booming blade then you are at disadvantage to hit with the cannon. Also it has terrible damage that doesn’t scale. At third level an extra 2d8 damage is a nice little bonus. At 20th level an enemy is more likely to notice you sneezing on it.
As mentioned by other posters there are significantly better ways to get the same effect - telekinetic feat, artificer with the crusher feat and a bludgeoning weapon, artificer/dao genie with the crusher feat and any weapon.
Hmm, if I am going for the booming blade and push, I kinda wanted to specifically play an Artificer/Wizard just for the slots, so let’s say I was to play an Armourer, how would I build this combo?
Oh also! Could I use my thunder gauntlets for booming blade?
Yes, you could use Booming Blade with the Thunder Gauntlets, but you wouldn't be able to use the Crusher feat with the combo, because the Thunder Gauntlets do Thunder damage, not Bludgeoning.
Oh also! Could I use my thunder gauntlets for booming blade?
By Raw no, because the gauntlets are not melee weapons costing 1sp and they don’t do bludgeoning damage so crusher wouldn’t work. If you went wizard then you would need to take war wizard or take light armour and bladesinger which kinda defeats the object. Use the telekinetic push to move them away but that relies on them failing a str save. I would consider artificer 3 armourer then warlock 3 dao genie, pact of the tome.
Oh also! Could I use my thunder gauntlets for booming blade?
By Raw no, because the gauntlets are not melee weapons costing 1sp and they don’t do bludgeoning damage so crusher wouldn’t work. If you went wizard then you would need to take war wizard or take light armour and bladesinger which kinda defeats the object. Use the telekinetic push to move them away but that relies on them failing a str save. I would consider artificer 3 armourer then warlock 3 dao genie, pact of the tome.
The first part of that is incorrect. The first line of the description of the Thunder Gauntlets specifies that they are Simple Melee Weapons, and since they're part of a suit of armor that costs significantly more than 1sp, even before being turned into Arcane Armor, the Thunder Gauntlets definitely qualify for Booming Blade.
Oh also! Could I use my thunder gauntlets for booming blade?
By Raw no, because the gauntlets are not melee weapons costing 1sp and they don’t do bludgeoning damage so crusher wouldn’t work. If you went wizard then you would need to take war wizard or take light armour and bladesinger which kinda defeats the object. Use the telekinetic push to move them away but that relies on them failing a str save. I would consider artificer 3 armourer then warlock 3 dao genie, pact of the tome.
The first part of that is incorrect. The first line of the description of the Thunder Gauntlets specifies that they are Simple Melee Weapons, and since they're part of a suit of armor that costs significantly more than 1sp, even before being turned into Arcane Armor, the Thunder Gauntlets definitely qualify for Booming Blade.
There is no coma after weapons. I didn’t say they weren’t weapons, I said they weren’t weapons costing more than 1sp. There is nothing in raw that says how much the gloves might cost individually. So it is at the discretion of the dm. The rules don’t say no, but they don’t say yes either.
Oh also! Could I use my thunder gauntlets for booming blade?
By Raw no, because the gauntlets are not melee weapons costing 1sp and they don’t do bludgeoning damage so crusher wouldn’t work. If you went wizard then you would need to take war wizard or take light armour and bladesinger which kinda defeats the object. Use the telekinetic push to move them away but that relies on them failing a str save. I would consider artificer 3 armourer then warlock 3 dao genie, pact of the tome.
The first part of that is incorrect. The first line of the description of the Thunder Gauntlets specifies that they are Simple Melee Weapons, and since they're part of a suit of armor that costs significantly more than 1sp, even before being turned into Arcane Armor, the Thunder Gauntlets definitely qualify for Booming Blade.
There is no coma after weapons. I didn’t say they weren’t weapons, I said they weren’t weapons costing more than 1sp. There is nothing in raw that says how much the gloves might cost individually. So it is at the discretion of the dm. The rules don’t say no, but they don’t say yes either.
by RAW things with a cost have a cost next to the item. The Thunder gauntlets are a "modification of your power armor" and your power armor "The armor continues to be power armor until you doff it, you don another suit of armor, or you die." So it has no value to anyone besides yourself. By RAW the thunder gauntlets have no value. By RAF, wouldn't stop it personally.
Oh also! Could I use my thunder gauntlets for booming blade?
By Raw no, because the gauntlets are not melee weapons costing 1sp and they don’t do bludgeoning damage so crusher wouldn’t work. If you went wizard then you would need to take war wizard or take light armour and bladesinger which kinda defeats the object. Use the telekinetic push to move them away but that relies on them failing a str save. I would consider artificer 3 armourer then warlock 3 dao genie, pact of the tome.
The first part of that is incorrect. The first line of the description of the Thunder Gauntlets specifies that they are Simple Melee Weapons, and since they're part of a suit of armor that costs significantly more than 1sp, even before being turned into Arcane Armor, the Thunder Gauntlets definitely qualify for Booming Blade.
There is no coma after weapons. I didn’t say they weren’t weapons, I said they weren’t weapons costing more than 1sp. There is nothing in raw that says how much the gloves might cost individually. So it is at the discretion of the dm. The rules don’t say no, but they don’t say yes either.
A lot of things in D&D don't have listed prices, but that doesn't mean they don't have a value. The DM has the discretion to set values, and even move prices up or down, but basic common sense is that when the value of non-magical armor ranges from 5gp to 65 gp, the gauntlets will have a value at least equivalent to a hunk of cheese, or half of a pitcher of common wine (1 sp), especially as part of the full set of armor. It's nonsensical to say that the Thunder Gauntlets don't qualify for Booming Blade on the basis of their value.
edit: If you think something has no value, go to the artisan who makes it and try to get a few of it for free. Gauntlets objectively have value, and basic common sense shows that in the context of the price of sets of non-magical armor, the gauntlets are worth more than the 1sp minimum to qualify for Booming Blade.
The rulebooks don't have rules for every possible scenario, just as they don't have prices for every possible thing that might be bought or sold. That's why DMs need to use common sense to fill in the gaps, and not just answer everything with "no".
Oh also! Could I use my thunder gauntlets for booming blade?
By Raw no, because the gauntlets are not melee weapons costing 1sp and they don’t do bludgeoning damage so crusher wouldn’t work. If you went wizard then you would need to take war wizard or take light armour and bladesinger which kinda defeats the object. Use the telekinetic push to move them away but that relies on them failing a str save. I would consider artificer 3 armourer then warlock 3 dao genie, pact of the tome.
The first part of that is incorrect. The first line of the description of the Thunder Gauntlets specifies that they are Simple Melee Weapons, and since they're part of a suit of armor that costs significantly more than 1sp, even before being turned into Arcane Armor, the Thunder Gauntlets definitely qualify for Booming Blade.
There is no coma after weapons. I didn’t say they weren’t weapons, I said they weren’t weapons costing more than 1sp. There is nothing in raw that says how much the gloves might cost individually. So it is at the discretion of the dm. The rules don’t say no, but they don’t say yes either.
A lot of things in D&D don't have listed prices, but that doesn't mean they don't have a value. The DM has the discretion to set values, and even move prices up or down, but basic common sense is that when the value of non-magical armor ranges from 5gp to 65 gp, the gauntlets will have a value at least equivalent to a hunk of cheese, or half of a pitcher of common wine (1 sp), especially as part of the full set of armor. It's nonsensical to say that the Thunder Gauntlets don't qualify for Booming Blade on the basis of their value.
The Armor is only power armor for that specific artificer. it becomes normal armor the second they doff it, or die. Therefore its useless to anyone else. The Thunder Gauntlets become normal gauntlets. So now you dive into a huge rabbit hole of unwritten things, such as pricing apart each individual piece of metal of a set of armor to a set value individual of the assembled product as a whole, at DM discretion, for a spell. Again, RAF, I'd just let the booming blade happen. worst case, I'd tell the artificer to "solder" 1 gold coin or whatever into the gauntlets. and boom problem solved at all areas, RAI/RAW/RAF. But RAW stand alone. The thunder gauntlets are worthless to everyone else in the world as they cannot be used as thunder gauntlets.
where as, attaching a coin onto it via magic/smith tools/etc. Relatively easy to do. and meets the requirement as now it has a minimum value of the coin attached to it.
There is no coma after weapons. I didn’t say they weren’t weapons, I said they weren’t weapons costing more than 1sp. There is nothing in raw that says how much the gloves might cost individually. So it is at the discretion of the dm. The rules don’t say no, but they don’t say yes either.
A lot of things in D&D don't have listed prices, but that doesn't mean they don't have a value. The DM has the discretion to set values, and even move prices up or down, but basic common sense is that when the value of non-magical armor ranges from 5gp to 65 gp, the gauntlets will have a value at least equivalent to a hunk of cheese, or half of a pitcher of common wine (1 sp), especially as part of the full set of armor. It's nonsensical to say that the Thunder Gauntlets don't qualify for Booming Blade on the basis of their value.
Wow, you’re correct. The dm has discretion. It’s almost as if I hadn’t already said it’s at the discretion of the dm. Personally, as a dm, I say no in my game. Because they don’t exist without the artificer, they can’t be sold by themselves and therefore they have no value. A temporary magic item that does nothing, can’t be used by anyone other than the artificer, and only lasts for a day or two is worthless. Therefore no booming blade.
There is no coma after weapons. I didn’t say they weren’t weapons, I said they weren’t weapons costing more than 1sp. There is nothing in raw that says how much the gloves might cost individually. So it is at the discretion of the dm. The rules don’t say no, but they don’t say yes either.
A lot of things in D&D don't have listed prices, but that doesn't mean they don't have a value. The DM has the discretion to set values, and even move prices up or down, but basic common sense is that when the value of non-magical armor ranges from 5gp to 65 gp, the gauntlets will have a value at least equivalent to a hunk of cheese, or half of a pitcher of common wine (1 sp), especially as part of the full set of armor. It's nonsensical to say that the Thunder Gauntlets don't qualify for Booming Blade on the basis of their value.
Wow, you’re correct. The dm has discretion. It’s almost as if I hadn’t already said it’s at the discretion of the dm. Personally, as a dm, I say no in my game. Because they don’t exist without the artificer, they can’t be sold by themselves and therefore they have no value. A temporary magic item that does nothing, can’t be used by anyone other than the artificer, and only lasts for a day or two is worthless. Therefore no booming blade.
Hey guys! Stop arguing, my dm says yes, go argue in a different channel :)
So if I do Dao Genie Warlock 3 Crusher Feat Artificer Armorer 3, I can use BB?
There is no coma after weapons. I didn’t say they weren’t weapons, I said they weren’t weapons costing more than 1sp. There is nothing in raw that says how much the gloves might cost individually. So it is at the discretion of the dm. The rules don’t say no, but they don’t say yes either.
A lot of things in D&D don't have listed prices, but that doesn't mean they don't have a value. The DM has the discretion to set values, and even move prices up or down, but basic common sense is that when the value of non-magical armor ranges from 5gp to 65 gp, the gauntlets will have a value at least equivalent to a hunk of cheese, or half of a pitcher of common wine (1 sp), especially as part of the full set of armor. It's nonsensical to say that the Thunder Gauntlets don't qualify for Booming Blade on the basis of their value.
Wow, you’re correct. The dm has discretion. It’s almost as if I hadn’t already said it’s at the discretion of the dm. Personally, as a dm, I say no in my game. Because they don’t exist without the artificer, they can’t be sold by themselves and therefore they have no value. A temporary magic item that does nothing, can’t be used by anyone other than the artificer, and only lasts for a day or two is worthless. Therefore no booming blade.
Hey guys! Stop arguing, my dm says yes, go argue in a different channel :)
So if I do Dao Genie Warlock 3 Crusher Feat Artificer Armorer 3, I can use BB?
And would you guys consider this a good build?
Not a good build, IMO; you're working off of two different casting stats, and you've put your ASI off until your character is level 7 overall. Honestly, my big advice is that you don't even want to start thinking about multiclassing until you've hit level 5 in your primary class, and 3 levels of dip is not really ideal in a running campaign. Multiclassing early almost always just means you'll be underperforming in both classes rather than synergizing to equate to a single class character of the same overall level, particular if you split your casting like this. Honestly, I don't get why you're making it a three-level dip into Warlock, you only need one level for the bludgeoning damage rider. Also, I wouldn't over-invest in building for this one combo, it's not hard to counter. High AC enemies will already make investing your whole action into a single attack roll chancy, give them throwing weapons and they don't need to move to attack, reach forces you to move around during battle as well, potentially procing AoO's.
As a side note, from a lore perspective I don't like dipping into classes like Warlock that involve interacting with a higher power because narratively speaking it just seems weird for a character to just suddenly have this connection with such a being mid-story, particularly if you're just dipping for a feature and aren't exploring the larger interactions of the class, but that's all more a personal take.
There is no coma after weapons. I didn’t say they weren’t weapons, I said they weren’t weapons costing more than 1sp. There is nothing in raw that says how much the gloves might cost individually. So it is at the discretion of the dm. The rules don’t say no, but they don’t say yes either.
A lot of things in D&D don't have listed prices, but that doesn't mean they don't have a value. The DM has the discretion to set values, and even move prices up or down, but basic common sense is that when the value of non-magical armor ranges from 5gp to 65 gp, the gauntlets will have a value at least equivalent to a hunk of cheese, or half of a pitcher of common wine (1 sp), especially as part of the full set of armor. It's nonsensical to say that the Thunder Gauntlets don't qualify for Booming Blade on the basis of their value.
Wow, you’re correct. The dm has discretion. It’s almost as if I hadn’t already said it’s at the discretion of the dm. Personally, as a dm, I say no in my game. Because they don’t exist without the artificer, they can’t be sold by themselves and therefore they have no value. A temporary magic item that does nothing, can’t be used by anyone other than the artificer, and only lasts for a day or two is worthless. Therefore no booming blade.
Hey guys! Stop arguing, my dm says yes, go argue in a different channel :)
So if I do Dao Genie Warlock 3 Crusher Feat Artificer Armorer 3, I can use BB?
And would you guys consider this a good build?
That multiclass is not ideal. You'd need really good, rolled stats to make it work due to the multiple-ability score-dependency (M.A.D).
The Battle Smith Artificer accomplishes the same thing with a single class and avoids the nonsensical arguments people are making against Thunder Gauntlets, and it lets you get your Intelligence (used for melee & spell attack rolls and spell save DCs) to 20 by Level 8 using the standard array, not needing a lucky rolled set of stats.
Variant Human or Custom Lineage lets you start with the Crusher Feat at L1, so at L8 you could be making your attacks with a Booming Blade +1 Quarterstaff at a +9 to hit, to deal 1d8+5 Bludgeoning + 1d8 Thunder + push 5 feet + if the target moves on its turn another 2d8 Thunder damage.
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I have a new potential low level multiclass idea! And I would love to have some extra input from you experts! Here is the build:
Artificer 3 (Artillerist)
Wizard 2 (War Mage/ Bladesinger, Not sure yet, leaning towards Bladesinger)
Find a melee enemy and booming blade him, then have your force ballista (handheld) blast them 5ft away from you, they must then decide to either do nothing that turn or run towards (or away) from you and set off Booming Blade.
What are your thoughts, I think the build flourishes at higher levels (Bladesinger 6 for a smacc and BB) but I don't think I would take Artificer very far. Perhaps taking a Paladin dip for smites?
This could work, but keep in mind that the Force Ballista does a "Ranged Spell Attack", and if it's in handheld form and firing from your space it will have disadvantage on the attack. Even creating it with legs could be a problem... although it can safely remain out of melee range, it's harder to hit the enemy at an angle that fully takes them out of range for Attacks of Opportunity, unless your DM allows it to simply fire through your space without any kind of penalty (like, if it was right behind you and the DM rules you can just duck and the enemy won't get half-cover from you being in the way).
I think an easier way to accomplish more or less the same thing is to take the Crusher feat, then just use a Hammer to cast Booming Blade and move the enemy that way. In that scenario I would just go full Bladesinger, since you're really going to want the Bladesinger's unique form of Extra Attack where they can replace one of their attacks with a cantrip, so you can go for one regular hit and one booming blade hit on a target. However, it's also a 6th level feature, and that's a long wait to get that if you're also taking Artificer to 3rd level (instead of taking the Crusher feat) just to get a summonable cannon to do the same thing.
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Or they could throw something at you, use a ranged weapon, call for help, decide to run at you and snatch your "seemingly magic" weapon away from you, Intimidate you, persuade you to let them live, show you pictures of their family, bribe you with money, ............................................
Basically showing its more than "stand and do nothing" Things with any intelligence don't just do the "learned helplessness and wait for their own death" thing that lab mice do when tortured.
Blank
Alternate mechanical way of achieving the same concept:
Battlesmith Artificer: At L3 you can use your Intelligence as the ability score for your bonus to attack and damage with magical weapons, and you can use an invocation to turn any manufactured weapon into a magical weapon (you are proficient with Quarterstaffs, and they're cheap, making them perfect). Combine that with the Crusher Feat and Booming Blade, and every turn you can hit an enemy, pushing it 5ft away from you, and causing it to take additional damage if it moves on its next turn. I'd take the 4th level in Artificer for the ASI to improve Intelligence. The point being that the melee attack is what gives you the breathing room by pushing the enemy away. I'd focus on battlefield control spells to maximize your effect on the flow of combat.
Oo! Interesting, I’m gonna have to have a look at that!
That would also leave me with my bonus action!
Gosh darn I feel dumb now for forgetting about Crusher.
Edit: Oh I forgot about control funny metal boi
Firstly Artificer/bladesinger is not new. It has been around for ages. The canon only lasts for one hour per day which often gets completely forgotten. Meaning you may get it for a fight or two. Then you have to waste a spell slot to get it back…. for another hour.
Next, the cannon is a ranged attack, meaning if you are in melee to hit with the booming blade then you are at disadvantage to hit with the cannon. Also it has terrible damage that doesn’t scale. At third level an extra 2d8 damage is a nice little bonus. At 20th level an enemy is more likely to notice you sneezing on it.
As mentioned by other posters there are significantly better ways to get the same effect - telekinetic feat, artificer with the crusher feat and a bludgeoning weapon, artificer/dao genie with the crusher feat and any weapon.
Hmm, if I am going for the booming blade and push, I kinda wanted to specifically play an Artificer/Wizard just for the slots, so let’s say I was to play an Armourer, how would I build this combo?
Oh also! Could I use my thunder gauntlets for booming blade?
Yes, you could use Booming Blade with the Thunder Gauntlets, but you wouldn't be able to use the Crusher feat with the combo, because the Thunder Gauntlets do Thunder damage, not Bludgeoning.
By Raw no, because the gauntlets are not melee weapons costing 1sp and they don’t do bludgeoning damage so crusher wouldn’t work. If you went wizard then you would need to take war wizard or take light armour and bladesinger which kinda defeats the object. Use the telekinetic push to move them away but that relies on them failing a str save. I would consider artificer 3 armourer then warlock 3 dao genie, pact of the tome.
The first part of that is incorrect. The first line of the description of the Thunder Gauntlets specifies that they are Simple Melee Weapons, and since they're part of a suit of armor that costs significantly more than 1sp, even before being turned into Arcane Armor, the Thunder Gauntlets definitely qualify for Booming Blade.
There is no coma after weapons. I didn’t say they weren’t weapons, I said they weren’t weapons costing more than 1sp. There is nothing in raw that says how much the gloves might cost individually. So it is at the discretion of the dm. The rules don’t say no, but they don’t say yes either.
by RAW things with a cost have a cost next to the item. The Thunder gauntlets are a "modification of your power armor" and your power armor "The armor continues to be power armor until you doff it, you don another suit of armor, or you die." So it has no value to anyone besides yourself. By RAW the thunder gauntlets have no value. By RAF, wouldn't stop it personally.
Blank
A lot of things in D&D don't have listed prices, but that doesn't mean they don't have a value. The DM has the discretion to set values, and even move prices up or down, but basic common sense is that when the value of non-magical armor ranges from 5gp to 65 gp, the gauntlets will have a value at least equivalent to a hunk of cheese, or half of a pitcher of common wine (1 sp), especially as part of the full set of armor. It's nonsensical to say that the Thunder Gauntlets don't qualify for Booming Blade on the basis of their value.
edit: If you think something has no value, go to the artisan who makes it and try to get a few of it for free. Gauntlets objectively have value, and basic common sense shows that in the context of the price of sets of non-magical armor, the gauntlets are worth more than the 1sp minimum to qualify for Booming Blade.
The rulebooks don't have rules for every possible scenario, just as they don't have prices for every possible thing that might be bought or sold. That's why DMs need to use common sense to fill in the gaps, and not just answer everything with "no".
The Armor is only power armor for that specific artificer. it becomes normal armor the second they doff it, or die. Therefore its useless to anyone else. The Thunder Gauntlets become normal gauntlets. So now you dive into a huge rabbit hole of unwritten things, such as pricing apart each individual piece of metal of a set of armor to a set value individual of the assembled product as a whole, at DM discretion, for a spell. Again, RAF, I'd just let the booming blade happen. worst case, I'd tell the artificer to "solder" 1 gold coin or whatever into the gauntlets. and boom problem solved at all areas, RAI/RAW/RAF. But RAW stand alone. The thunder gauntlets are worthless to everyone else in the world as they cannot be used as thunder gauntlets.
where as, attaching a coin onto it via magic/smith tools/etc. Relatively easy to do. and meets the requirement as now it has a minimum value of the coin attached to it.
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Wow, you’re correct. The dm has discretion. It’s almost as if I hadn’t already said it’s at the discretion of the dm. Personally, as a dm, I say no in my game. Because they don’t exist without the artificer, they can’t be sold by themselves and therefore they have no value. A temporary magic item that does nothing, can’t be used by anyone other than the artificer, and only lasts for a day or two is worthless. Therefore no booming blade.
Hey guys! Stop arguing, my dm says yes, go argue in a different channel :)
So if I do Dao Genie Warlock 3 Crusher Feat Artificer Armorer 3, I can use BB?
And would you guys consider this a good build?
Not a good build, IMO; you're working off of two different casting stats, and you've put your ASI off until your character is level 7 overall. Honestly, my big advice is that you don't even want to start thinking about multiclassing until you've hit level 5 in your primary class, and 3 levels of dip is not really ideal in a running campaign. Multiclassing early almost always just means you'll be underperforming in both classes rather than synergizing to equate to a single class character of the same overall level, particular if you split your casting like this. Honestly, I don't get why you're making it a three-level dip into Warlock, you only need one level for the bludgeoning damage rider. Also, I wouldn't over-invest in building for this one combo, it's not hard to counter. High AC enemies will already make investing your whole action into a single attack roll chancy, give them throwing weapons and they don't need to move to attack, reach forces you to move around during battle as well, potentially procing AoO's.
As a side note, from a lore perspective I don't like dipping into classes like Warlock that involve interacting with a higher power because narratively speaking it just seems weird for a character to just suddenly have this connection with such a being mid-story, particularly if you're just dipping for a feature and aren't exploring the larger interactions of the class, but that's all more a personal take.
That multiclass is not ideal. You'd need really good, rolled stats to make it work due to the multiple-ability score-dependency (M.A.D).
The Battle Smith Artificer accomplishes the same thing with a single class and avoids the nonsensical arguments people are making against Thunder Gauntlets, and it lets you get your Intelligence (used for melee & spell attack rolls and spell save DCs) to 20 by Level 8 using the standard array, not needing a lucky rolled set of stats.
Variant Human or Custom Lineage lets you start with the Crusher Feat at L1, so at L8 you could be making your attacks with a Booming Blade +1 Quarterstaff at a +9 to hit, to deal 1d8+5 Bludgeoning + 1d8 Thunder + push 5 feet + if the target moves on its turn another 2d8 Thunder damage.