I have just started a new campaign with some friends, and am rolling Artificer with plans to go as an Armorer (already approved to use UA by the DM) and am planning for the future. Gonna spend most of my time in the Guardian armor as our tankadin, so I decided to go looking through the feats lists, to see if there were any that really jumped out for this subclass, like War Caster for casters and Great Weapon Master for Barbs but...nothing really jumped out at me. Each time I see a feat, I think to myself "Yeah, but constitution could be higher..." or "we have other party members that could do that better..." and haven't really found many reasons to not just take the ability scores.
Am I blind, wise ones? Am I ignoring a golden goose as it lays right before me? What would you lot suggest?
If the focus is tanking you can add a lot of control by using the UA feat Crusher.
You are practiced in the art of crushing your enemies, granting you the following benefits:
Increase your Strength or Dexterity by 1, to a maximum of 20.
Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.
When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the end of your next turn.
This works even with a sling and with Infusions you can ignore the loading property and get your 2 attacks with a sling at 5th level. An extra chance on a turn to push that mob off your squishy healer/caster buddy.
I mean, the low-hanging fruit is Heavy Armor Master, which is fantastic early on. Resilient (Dex or Wis) is great if you need to round up one of those ability scores. Good feats for tanks and thematically appropriate for your armor - although if all your stats are even, then probably not worth the feat. An appropriate racial feat might be handy, depending. And Sentinel is always good on a tank.
But there's never anything wrong with just taking ASIs instead of a feat. Feats are an optional rule, after all.
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Even a blind squirrel finds a nut once in awhile.
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I have just started a new campaign with some friends, and am rolling Artificer with plans to go as an Armorer (already approved to use UA by the DM) and am planning for the future. Gonna spend most of my time in the Guardian armor as our tankadin, so I decided to go looking through the feats lists, to see if there were any that really jumped out for this subclass, like War Caster for casters and Great Weapon Master for Barbs but...nothing really jumped out at me. Each time I see a feat, I think to myself "Yeah, but constitution could be higher..." or "we have other party members that could do that better..." and haven't really found many reasons to not just take the ability scores.
Am I blind, wise ones? Am I ignoring a golden goose as it lays right before me? What would you lot suggest?
If the focus is tanking you can add a lot of control by using the UA feat Crusher.
You are practiced in the art of crushing your enemies, granting you the following benefits:
This works even with a sling and with Infusions you can ignore the loading property and get your 2 attacks with a sling at 5th level. An extra chance on a turn to push that mob off your squishy healer/caster buddy.
I mean, the low-hanging fruit is Heavy Armor Master, which is fantastic early on. Resilient (Dex or Wis) is great if you need to round up one of those ability scores. Good feats for tanks and thematically appropriate for your armor - although if all your stats are even, then probably not worth the feat. An appropriate racial feat might be handy, depending. And Sentinel is always good on a tank.
But there's never anything wrong with just taking ASIs instead of a feat. Feats are an optional rule, after all.
Even a blind squirrel finds a nut once in awhile.