I love this subclass thematically but mechanically it leaves a lot to be desired. The class has a lot of features listed at level three but it doesn’t actually do a whole lot when you break it down. It gives you heavy armor which is only marginally better than medium armor, gives you access to special weapons you don’t get to infuse until level 9, and each armor model gives you a ribbon feature. Compare that to the Artillerist who gets a super versatile cannon that can make it a better tank and damage dealer or the Battlesmith who gets an entire second character they get to control as a bonus action and this just isn’t enough. The Armorer also gets a really underwhelming spell list where less than half of the spells actually help it do what the class supposedly focuses on.
Always enjoy your comments! Thematically, this subclass is a success. After playing this in a one-shot I was sold on it. It may not be as strong as the other artificer subclasses you listed but it is successful in doing what it set out to do. Mechanically, I can see where you have issues with it. The subclass trades off power for flexibility in it's Aggressive roles. The Artillerist and Battlesmith in comparison take the Frontliner and Blaster roles play into them.
@@DungeoneersPack I understand that but the class feels like it should be more flexible to compensate for the loss in power. If you could swap your Armor Model as an action a few times per day rather than at the end of a rest I’d be a lot more lenient on it. As it stands you decide what you want to be and you have to stick with it until you get a chance to rest which encourages players to invest feats into their preferred mode which consequently makes swapping the model less appealing.
@@jinxtheunluckypony I've noticed some similar observations on Reddit (www.reddit.com/r/dndnext/comments/k0bexg/some_guys_opinion_on_the_armorer_and_tasha_ranger/gdhb48r/?context=3) where the Artillerist tends to completely outclass the Armorer in everything save the thematic style. I loved the idea of the armorer but am finding it lacking compared to other Artificer options.
@@jinxtheunluckypony I say the same thing. Love the subclass theme, but when you look at its mechanics all I got to say is "oof". It tries to be a magic user fighter, but fails at being both a magic user and a fighter. I rather just play a Battlemaster Fighter with some levels in Wizard. It almost achieve the same effect.
@@DungeoneersPack I'm getting ready to play a goblin artificer with a very low strength score so, narratively this subclass is amazing for him. It's basically an ironman suit that allows him to function above average where otherwise he would be using a cane just to walk/limp along. There would be no other way for this character to wear heavy armor and riffing off of the lvl 15 ability to draw enemies in, he'll be using lightening lure, and shocking grasp or Thunderclap in earlier levels to essentially do the same thing, while staying relatively safe in his armor.
You could also go a more necromantic route and say that the metal you used for your armor has bone ash mixed in and the "Spirits" of the creatures used to make it are augmenting your ability in combat. It says you're a master of metallurgy, adding bone ash to steel is a very old practice here on earth. Who's to say that a dwarven clan can't do the same as a funeral right.
Great breakdown! Very excited to play a character with a mobility disability that built his armor to simply be mobile…but found that it had other adventuring (and therefore financial) benefits, too. Thanks for throwing in some ideas of how to fit Armorers (and artificers in general) into non-Eberron settings as well.
I read that at Level 14, you unlock a new armor known as the Propulsion Armor. It lets gives you a flying speed equal to your walking speed and basically gives you the Charger feat.
Inane comment for the algorithms: I was thinking about the fairy race and how it sort of hobbles the medium/heavy armor benefit of this subclass. Plus, if you crank up dex for light armor, you may as well use a crossbow or something instead. Which got me thinking about how the artillerist is really an underrated subclass, especially as support with the protector cannon. But that's probably a comment for another video. Anyway, subscribed.
Really enjoy the flavor of this subclass. I've always wanted to play a "Tactical Sorcerer" from the anime movie Strait Jacket. This perfectly fits that Magicpunk type setting. This subclass fills the support role, which I tend to be drawn to (starts drooling over the new Peace Domain Cleric). I see peoples arguments that "it's lacking" in certain areas, but when compared to other subclasses within the same class, it's filling a role that's lacking in the class to begin with. The Guardian model isn't meant to be the "ultimate tank", it's meant to support other players by taking aggro and giving them better odds at surviving. The Infiltrator model is there to help party comp. If your party doesn't have a stealth character this model plus the spells learned for this subclass can assist with that. Just discovered your channel and really enjoyed the video. Got a new subscriber here, looking forward to watching your other videos and seeing what you develop next. Hope you have a blessed day.
I just started playing an armourer. I’ve let go of the idea of being a damage dealer. I’ve accepted the role of support and utility. Playing as a goblin I’ll play as a sneaky, lock picker, in combat I may begin using guardian armour and disengage while concentrating in blur..
The Armorer is a pretty good subclass but it has a few issues: While the damage from the Thunder Gauntlets is good (many weapons do 1D8 damage), the Lightning Launcher is a bit weak. Yes, you get to add a single D6 once per turn, and this is fine early on, but it doesn't scale in the mid to late game. However, if your DM approves of multiclassing, the Armorer can be a wonderful platform for a variety of builds. Artificer + Ranger means Hunter's Mark on every shot. As a Hunter, you have tons of potential. Sharpshooter is your friend here. Artificer + Fighter potentially means more attacks. If you take a Battle Master, then that's maneuvers to spice things up. The champion can be a Crit-fisher. Fighting styles are great as well. Artificer + Wizard means more AC than any Wizard has a right to as well as lots of new spells and spell slots. You can really cover lots of bases this way. Artificer + Cleric is a powerful support or combat role. Spirit Guardians makes you a tar pit with high AC and massive damage output. Forge Cleric is very thematic for this. Artificer + Paladin makes you THE party tank. High AC, potential Smites with the gauntlets, a Fighting Style, and possibly auras to buff the party. Artificer + Rogue means you are a Skill demon as well as giving you the potential of Sneak Attack as well as some defensive options.
I’m not sure if I understood the infusion part wrong, but if the pieces of the armor now counts as separate items, and there is a total of 4 items (boots, torso, helm & special weapons) in the arcane armor, theoretically could have a total of 8 infusions for our character to use?
Each armor piece counts as a separate item to infuse but you are still limited by the amount of infusions that you can have active stated on the Artificer level progression table.
I love this subclass thematically but mechanically it leaves a lot to be desired. The class has a lot of features listed at level three but it doesn’t actually do a whole lot when you break it down. It gives you heavy armor which is only marginally better than medium armor, gives you access to special weapons you don’t get to infuse until level 9, and each armor model gives you a ribbon feature. Compare that to the Artillerist who gets a super versatile cannon that can make it a better tank and damage dealer or the Battlesmith who gets an entire second character they get to control as a bonus action and this just isn’t enough. The Armorer also gets a really underwhelming spell list where less than half of the spells actually help it do what the class supposedly focuses on.
Always enjoy your comments! Thematically, this subclass is a success. After playing this in a one-shot I was sold on it. It may not be as strong as the other artificer subclasses you listed but it is successful in doing what it set out to do.
Mechanically, I can see where you have issues with it. The subclass trades off power for flexibility in it's Aggressive roles. The Artillerist and Battlesmith in comparison take the Frontliner and Blaster roles play into them.
@@DungeoneersPack I understand that but the class feels like it should be more flexible to compensate for the loss in power. If you could swap your Armor Model as an action a few times per day rather than at the end of a rest I’d be a lot more lenient on it. As it stands you decide what you want to be and you have to stick with it until you get a chance to rest which encourages players to invest feats into their preferred mode which consequently makes swapping the model less appealing.
@@jinxtheunluckypony I've noticed some similar observations on Reddit (www.reddit.com/r/dndnext/comments/k0bexg/some_guys_opinion_on_the_armorer_and_tasha_ranger/gdhb48r/?context=3) where the Artillerist tends to completely outclass the Armorer in everything save the thematic style. I loved the idea of the armorer but am finding it lacking compared to other Artificer options.
@@jinxtheunluckypony I say the same thing. Love the subclass theme, but when you look at its mechanics all I got to say is "oof".
It tries to be a magic user fighter, but fails at being both a magic user and a fighter. I rather just play a Battlemaster Fighter with some levels in Wizard. It almost achieve the same effect.
@@DungeoneersPack I'm getting ready to play a goblin artificer with a very low strength score so, narratively this subclass is amazing for him. It's basically an ironman suit that allows him to function above average where otherwise he would be using a cane just to walk/limp along. There would be no other way for this character to wear heavy armor and riffing off of the lvl 15 ability to draw enemies in, he'll be using lightening lure, and shocking grasp or Thunderclap in earlier levels to essentially do the same thing, while staying relatively safe in his armor.
I play this as a blacksmith who is interested in magic and learnt the basics for enchanting objects and armors as well as casting spells
I'm about 2 min in the video and I love how direct and simple you state things. Subscribed
Thank you!
You could also go a more necromantic route and say that the metal you used for your armor has bone ash mixed in and the "Spirits" of the creatures used to make it are augmenting your ability in combat.
It says you're a master of metallurgy, adding bone ash to steel is a very old practice here on earth. Who's to say that a dwarven clan can't do the same as a funeral right.
Great breakdown! Very excited to play a character with a mobility disability that built his armor to simply be mobile…but found that it had other adventuring (and therefore financial) benefits, too. Thanks for throwing in some ideas of how to fit Armorers (and artificers in general) into non-Eberron settings as well.
That sounds pretty awesome and thanks! I hope the character ideas provides a bit of inspiration for players looking to jump into the settings.
I really like your suggestions to settings appropriate ideas for characters.
I read that at Level 14, you unlock a new armor known as the Propulsion Armor. It lets gives you a flying speed equal to your walking speed and basically gives you the Charger feat.
Inane comment for the algorithms:
I was thinking about the fairy race and how it sort of hobbles the medium/heavy armor benefit of this subclass. Plus, if you crank up dex for light armor, you may as well use a crossbow or something instead.
Which got me thinking about how the artillerist is really an underrated subclass, especially as support with the protector cannon. But that's probably a comment for another video. Anyway, subscribed.
My favorite is the infiltrator, which pairs extremely well with rouge
-drools- I’m about to start using this class... sold
Really enjoy the flavor of this subclass. I've always wanted to play a "Tactical Sorcerer" from the anime movie Strait Jacket. This perfectly fits that Magicpunk type setting.
This subclass fills the support role, which I tend to be drawn to (starts drooling over the new Peace Domain Cleric). I see peoples arguments that "it's lacking" in certain areas, but when compared to other subclasses within the same class, it's filling a role that's lacking in the class to begin with. The Guardian model isn't meant to be the "ultimate tank", it's meant to support other players by taking aggro and giving them better odds at surviving. The Infiltrator model is there to help party comp. If your party doesn't have a stealth character this model plus the spells learned for this subclass can assist with that.
Just discovered your channel and really enjoyed the video. Got a new subscriber here, looking forward to watching your other videos and seeing what you develop next. Hope you have a blessed day.
Thank you for the sub! The Armorer Artificer is easily one of my favorite subclasses from the new book. It nails its flavor.
I just started playing an armourer. I’ve let go of the idea of being a damage dealer. I’ve accepted the role of support and utility. Playing as a goblin I’ll play as a sneaky, lock picker, in combat I may begin using guardian armour and disengage while concentrating in blur..
Sounds like some good gobbo fun!
I like enlarge and mirror image on my guardian. It's a shield master build
Goblins are great for this. That one time you get to use Fury of the Small per day can be clutch.
The Armorer is a pretty good subclass but it has a few issues: While the damage from the Thunder Gauntlets is good (many weapons do 1D8 damage), the Lightning Launcher is a bit weak. Yes, you get to add a single D6 once per turn, and this is fine early on, but it doesn't scale in the mid to late game. However, if your DM approves of multiclassing, the Armorer can be a wonderful platform for a variety of builds.
Artificer + Ranger means Hunter's Mark on every shot. As a Hunter, you have tons of potential. Sharpshooter is your friend here.
Artificer + Fighter potentially means more attacks. If you take a Battle Master, then that's maneuvers to spice things up. The champion can be a Crit-fisher. Fighting styles are great as well.
Artificer + Wizard means more AC than any Wizard has a right to as well as lots of new spells and spell slots. You can really cover lots of bases this way.
Artificer + Cleric is a powerful support or combat role. Spirit Guardians makes you a tar pit with high AC and massive damage output. Forge Cleric is very thematic for this.
Artificer + Paladin makes you THE party tank. High AC, potential Smites with the gauntlets, a Fighting Style, and possibly auras to buff the party.
Artificer + Rogue means you are a Skill demon as well as giving you the potential of Sneak Attack as well as some defensive options.
XV25 ready for action.
And
XV88 ready for action.
It's more like the XV8 Crisis suit than a broadside
Good video
The name caught my eye
Can't wait to play one
I want to form a group of Dungeon Dwelling adventurers, but I don't want to be a copycat and call them the Avengers.......Davengers? NAILED IT!
I’m not sure if I understood the infusion part wrong, but if the pieces of the armor now counts as separate items, and there is a total of 4 items (boots, torso, helm & special weapons) in the arcane armor, theoretically could have a total of 8 infusions for our character to use?
Each armor piece counts as a separate item to infuse but you are still limited by the amount of infusions that you can have active stated on the Artificer level progression table.
@@DungeoneersPack thank you!
You get two extra infusions but they have to be on your armor.
Ok, but the real question is..
How do I roleplay as an Armorer Artificer WITHOUT becoming Ironman??
You can don or doff your armor in an action, me, who plays mostly warforged, wait what, you take your armor off when you sleep?
we aren't iron man
unless we get the powered armor from the lost lab
ohh yeahh
Build for levels?
This is something I can look into doing!