And one, solitary lacrima stone with a 5th level spell slot stored with in. Also inside is a bonus, a sentient soul of an adventurer wizard lost to the ages name Yardis the Smith Gnome.
@@jackdizzy123 I did, but did you get my reference? Yardis as a parody of Jarvis. As in Tony Stark's Ai Butler. Sure the comment is a throwback to The first iron Man movie and how he creates his first suit. Great, got the reference, but dnd isn't always about sticking to the realm of continuity. Having a Jarvis equivalent trapped in a lacrima used to power the suit is a fun way of changing the script. So...Any confusion remaining?
I just had a fun idea for a Tortle Armorer, frustrated at being unable to find decent armor, just saying “Screw it! I’ll make it myself!” Maybe when it’s “off”, it recedes back onto the shell, like shifting plates.
I had a Sorcerer with 2 levels in Artificer, I think he just stuck to wearing studded leather and an enhanced defense shield, he might have picked up half plate at some point, but in combination with a homebrew dagger from a book called Ancestral Weapons, and a Staff of Power, he ended up having either a 22 or 23 AC as well as the Shield Spell, and an infusion he called Jenkin's Helping Hand that held the dagger for him, so he could have all 3 items held at once Of course, the AC didn't matter when Meteor Swarm was cast or when he got hit by a nat 20 from a certain demon's pet
Try AC 33. Plate Armor+2 enhanced infusion, Shield+2 enhanced infusion, Haste+2, Cloak of Protection+1, Ring of Protection+1, Shield spell+5 with Magic Initiate Feat.
@@Mr_Kriegon You can't have the same infusion on more than one item, so you'd have to put Repulsive Shield +1 on that shield instead of +2. Unless you have multiple artificers working together, of course.
I've actually always loved the idea of going a bit more "classical" fantasy with the artificer... A sage smith working runes into their craft as they whisper secret names into the metal at their forge. The celebrimbors or dwarven smiths of norse mythology. I think I'll make a crippled dwarven craftsman who forges himself a suit of armour to fight again, infused with all his frustration and fury...
I think the idea of artificers in Theros is under rated. You would steal ideas of clockwork owls or the tales of the Greeks polishing shields to reflect light in a magnifying glass to set Roman ships on fire.
Yes, I do need my AC to be 26. When playing Tier 3 when you get to levels 11-16, 26 AC is as good as you might think it is. Many enemies will have high attack bonuses able to his high ACs pretty easily.
Build: 'Gundan' Race: Goliath - use the new variant rule and get +2 to int and +1 to con, dump str to 8 since you get the belt later Multiclass: Artificer Armorer (17) + Rune Knight (3) The idea is use the 'Giant's Might' to become Large as a bonus action, then cast 'Enlarge/Reduce' and become Huge. With the belt giving 21 STR, plus your huge size, plus the 'Powerful build' from the Goliath, the size calculation become GARGANTUAN, allowing you to carry/push/lift up to 2400 pound or a TON of material Congratulation you now are a Giant Robot
you can have an AC of: 18 (full plate armor) + 2 (enchanced defense)+ 2 (shield) + 1 (repulsion shield) + 1 (ring of protection) + 1 (cloak of protection) + 2 (shield of faith) --- you can have an AC of 27. and dont make me talk about the saving trows. edit: you can have enchanced defense on two items, my bad.
Watching and listening to all of this, as well as the other subclasses, creates such a great opening for a Brotherhood of Steel style faction. Who else to send in and take magical items than your extremely high AC Guardian, high stealth Infiltrator, and a gaggle of Battle Smiths, Alchemists, and Artillerists.
@@karpmageddon4155 I had an idea for an Armorer Artificer from the Simic Combine, that created a suit of bio-armor, probably from some kind of ooze. All their spellcasting with the armor has a biological feel (Thorn Whip as an extruded tentacle, Fly as a pair of wings, etc.). The artificer prepares spells each day by inserting needles into it, to edit the armor's DNA.
What about reflavoring it as bio-armor, like from Guyver, or a symbiote, like Venom? Heck, this could even be a super suit, complete with transformation sequence, like the Power Rangers or any magical girl ever. LOL
Works _really_ well on Ravnica, with the Simic Combine. I imagined one engineering a set of bio-armor made of ooze. It hardens instantly in response to trauma.
You're not the greatest until you travel to sigil and find a certain modron who makes steel predators, and persuading him to let you use his machine that makes steel predators to make armor for yourself
I am building a Dragonborn Path of the beast Barb/ Rune knight Fighter. Essentially once you grow you become Godzilla with a breath weapon. Kaiju fight!
I had a Dragonborn artificer that my DM allowed me to play as a Warforged fighter for the first few levels. The idea was like a mech suit, and this new subclass makes this idea so much easier
When I started playing an armorer and read the fact that the armor can replace limbs I wrote the character to have lost a hand from a trap in a dungeon. Now he always has mage hand casted to act as his left hand or has the armor on. My only disappointment is that they removed the ability to wear the infiltrator under clothes
I can now get to play as a marine from Warhammer 40k. Repeating Heavy Crossbow Full Plate Ask the DM to swap out the lightning/thunder damage for fire, to act as a portable flame unit. All hail the God Emperor!
@@chairflipper4313 tasha's just came out and pretty much the only games i am able to play are AL. So this is all just conceptual. I have not been able to play an artificer beyond level 2.
They should still get shield. It really makes me mad they don’t get it. Literally out off all spells that would make the most sense on armorer is shield but no let’s give it one that makes no sense in magic missile (or thunderwave). Y does the artillerist get shield but not magic missile. This crap is completely backwards. And they r saying that’s fair? R u kidding. Even with full plate and a shield your ac is barely gonna go over 20. Giving them shield not only would’ve been perfectly fine but also would just flat out made more sense. The armorer is based around defense (yea I know shocking). I stopped watching the second they said it’s fair. Like it just completely cucks them that’s all it does. Put it this way Bladesingers can get up to 30+ac without magic items (armorer wouldn’t even be able to get to 30 with magic items). Now explain to me y somehow giving them shield would be too much. Simple answer it wouldn’t. Once u get to a certain point unless u have around 30 ac then it’s not gonna matter cause enemies have such a high chance to hit. So it would be good early game but start losing its factor later lvs and it also uses your reaction. The artillerist’s cannon that gives temp hp is even more op early lvs so that’s no excuse for armorer to not get shield.
@@dicorockhimself If your talking about magic initiate then u can only cast that spell once for free and then have to take a long rest to be able to cast it again. So that doesn’t work. Yea I’ve always hated that about that feat. If the feat just made it so it just added to your spells u have I would like it so much more but I’ve never had any interest in getting it cause of the once per long rest. It should work like fey/shadow touched from Tasha’s. Those ones give u spells u can cast once for free per long rest but after u use it once for free then u can use regular spell slots for it. Armorer shouldn’t have to waste any feat or multiclass to get this spell tho. They should just get it. Like y magic missile? Shield literally makes the most sense on armorer.
I had so much fun playing this in a one shot recently. My character was a Half Wood Elf Armorer, and I flavored the armor as a supplement to help her with her physical handicap of being in a wheelchair...because she made the armor INTO the chair and activated it whenever needed. I love the concept of using modern tech in fantasy settings. Just wish I had more opportunities to play.
I just realize that you can use your reaction to save an allied pulling they off danger (like when someone gets prone or unconcious) withougt triggering oportunity attacks! Because you don't provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction. "Perfected Armor Guardian. When a Huge or smaller creature you can see ends its turn within 30 feet of you, you can use your reaction to magically force the creature to make a Strength saving throw against your spell save DC, pulling the creature up to 30 feet toward you to an unoccupied space. If you pull the target to a space within 5 feet of you, you can make a melee weapon attack against it as part of this reaction."
With my armorer, I've focused on the infiltrator armor to make a frontline skirmisher to help supplement my party's lack of the usual martial classes. Lucky rolls in dex and con really helped.
- I'm making a Wendigo themed Armorer. I theme it as using parts i aquire from slain enemies to create a kind of necromancer style flesh suit. My DM likes the Artificer but doesn't really like the whole technology thing in DnD. he wouldn't outright refuse me using it as an Iron man type char, but he's much happier with the style i came up with. I often tend to make my characters a bit weird and monsterish, and I think this one is gonna be an awesome one.
a cantrip i felt you guys should have talked about for the guardian is lightning lure. its basically the 15th level ability as a cantrip, and i think its a super cool combo. you dont get to add on the disadvantage on everyone but you, but you can at least pull an enemy away from your friend, and when you hit level 15 and can use that ability you could replace it with another cantrip cuz artificers can do that. i think its just super cool
Made a set in stone character for a lev 15 one shot if we decide to play it. His name is Project J.U.N.O. and he is a rock gnome armorer artificer with a robotic hawk and mainly fights with a shoulder-mounted cannon. He is a spy/infiltrator for the Svirfneblin in the underdark. Usually taking on tasks to obtain Drow battle plans. He is stealthy, but heavily armored and augmented for the job. I have a great backstory in his character sheet. Tbh I'm kind of excited about it. Never played an artificer, but it seems super fun. He has a lot of feats, so his scores are kind of scattered, but I think he will be effective and fun to RP especially with the backstory.
I agree, this is also my favorite Artificer. The Battlesmith has the steel defender, and while the steel defender is cool, I wanted martial-focused Artificer without a companion.
@@jand.4737 I also never said "the best". I asked why you find it to be your favorite? I don't see the appeal to this class as it seems to fail at being a caster, and fail at being a martial class (the eternal curse of a martial spellcasters) Saying "it's fun" is not a reason. *Why is it fun? What is the selling point?* The selling point of the Scout Rogue is that you can become an EXTREMELY good non-magic Ranger that might be a way better pick then a Ranger when it comes to knowledge of nature and survival. Why should I pick this class over a Paladin, Eldritch Knight, Arcane Trickster, Ranger, War Cleric, Hexblade or Battlemaster Fighter? Just take the Guardian. - The subclass is supposed to be using its fists to attack, but it only deals Thunder Damage which means any enemy resistant or immune just can't be hurt. - It only deals 1d8 which is worse then a common Longsword as it at least add its STR mod to it. No INT mod is applied which make it worse as a weapon. - You can't dual wield your Gauntlets without a feat. - You can use your INT to attack, but that only apply to the special weapon in the armor and not all weapons you got access to like with the Hexblade. This means that if you can not rely on Thunder Gauntlets, or it does not deal enough damage anymore. You got to pick up another weapons, which means you need DEX or STR. That means you most likely need high STR as you get access to Heavy Armor so a DEX character is suboptimal if you don't plan to sneak. This also means you need a lot of stats as you require INT, CON and STR/DEX. At this point, you already got the stats for a really good Fighter.
I feel the lightning launcher is way too weak as is. Even if it gets an extra d6 once per turn it makes cantrips seem like the better choice still. I’d make it 2d4 standard and gains an extra d4 once a turn. The game needs more d4 usage anyways.
But u like cantrips, the lightning gauntlets class as simple weapons and therefore can be used twice because of extra attack. It probably all levels out in the end, but you have 2 chances of hitting (and getting a crit), rather than 1.
As an old sage once said , "D4s should only be used for magic missiles, thrown daggers and making caltrops for your friends taking to mutch time in the bathroom."
It bothers me how hard they have pushed the "Ironman" comparisons, to the point that I think it's stunted the creativity of people trying to play it. Everyone is constantly " it's ironman! Ironmaaaaaaaan!" And I've had multiple instances of trying to reinterpret it as something else, and people actually get angry at me, "NOOOOO! ITS IRONMAAAAAAN! IRONMAN ONLY!"
I have been building a quadriplegic character whose goal is to make artificial limbs for everyone who needs them the ones her father made for her but has to adventure to fund charity. The problem with the build was if the artificial limbs counted as heavy armour or not
They also made prosthetic limbs Common and removed the Attune requirement, so your build is looking very doable even if you just use breastplate for your power armor.
Can an Armorer dual wield the thunder gauntlets with the dual wielder feat? Would he, or she, get the +1 to AC? The text says 2 gauntlets that count as simple melee weapons.
Side note: right now, dndbeyond character creator does not allow that bc it classifies the thunder gauntlets as unarmed strikes, which doesn't really match the text on the book.
Defensive field probably could have been 1+Int, reward players for investing in Int, and not as limited as just Proficiency. Plus it makes sense, a better Artificer could probably make a better defensive field.
One thing I'm having trouble figuring out, and seems to be splitting the FB D&D community, is if you can take Dual Wielder to attack with both Thunder Gauntlets. The ability says both gauntlets get the lighting abiltyand they don't have the light property so the feat would be needed, but no one is quite sure if you can.
Why wouldn't you be able to? RAW on the subclass says that each gauntlet counts as a simple weapon for attacks, and RAW on Dual Wielding specifies that it works with weapons that don't have the light property.
@@luke_of_astora A number of FB groups have said you can only BA attack with held weapons RAW, as the Gauntlets are not held... This was also an answer when I asked Sage Advice (although not the only answer, so still unsure).
@@Blackwolf83ad that would make no sense; there would be no point in having both gauntlets enchanted if that were the case, because artificer doesn't get the Extra Attack feature
@@Blackwolf83ad after more research, I think it's important to examine the specific language alongside the circumstances they were written in. It does say that you must be holding a weapon, but consider: when the rules were written, there was no way to wear a weapon. Since the gauntlets are specifically stated to count as weapons, I would argue that they fulfill the RAI if not the RAW.
I personally wouldn;'t say that losing Shield is fair, considering that both Artillerist and Battle Smith get it, and they can get up to 17 AC with Half Plate (Or 18 with the Medium Armor Master feat, which is the same as Plate)
I must say, i love the amorer but i must point out that it was way stronger in UA. EspeciallyThe Guardian's Defensive Field and Infiltrator's Second Skin on top of the ice berg we lost the shield spell. that is a little bit sad, it would had opend up a few more optiens.
Yeah ridiculous that the AMOURER of all things doesn't have the spell that adds +5 to your AMOUR Class. Particularly at higher levels, 26 AC is not at all diminishing returns, as long as anything has more than a +6 to hit, which at even late first tier a lot of enemies have, Shield is a straight 25% less chance to hit, no matter the attack bonus (Ok if the attack bonus is more than +20-25, there are diminishing returns in the other direction, as in only a natural 1 fails anyway, but I'm not aware of anything in 5e that has such attack bonuses). Tbh I think this spell fits the armourer better than the wizard, and definitely better than the artillerist. (Honestly, I was insanely surprised to find out it's not in the overall Artificer spell list in the first case when it came out in Ebberon). The Armourer should be the best tank in the game, and it just isn't, which in my point of view is a straight fail from WotC. Edit: btw lvl 1st or 2nd lvl you don't have this subclass (so no heavy armour or any expanded spells) and 3rd lvl you probably don't have full plate + shield +1 yet. Only full plate + shield + enhanced defence gets you this and until 10th lvl enhanced defence is fairly mediocre (even at 10th lvl there are better options). Repulsion shield is a 6th lvl option, so that is not possible until second tier, when a +6 attack is commonplace. So really no, shield has maximum efficiency against almost all of the enemies for almost every build over all lvls of play.
@@penguinpioneer3835 yes well they both get 2 first lvl spells, and the artillerist gets shield while the armourer only gets offensive spells, if I want to do damage I'd use my weapon (or take another subclass), as an Armourer I really don't care about offensive spells, I'll probably never use either Magic Missile or Thunderwave, your few precious spell slots are way better used for other actually useful spells. I guess I'll find out next week when I'll actually play it, but I'm 99% certain I'm not going to use either one at all. Also Thunderwave specifically mentions that it is audible up to 300 feet, great for an infiltrator......
@@jaspermooren5883 I'm agreeing, I'm just adding that long range damage cannon guy not getting one of the most iconic dps spells sucks as well, they should be swapped.
okay have question if my race gives me smith's tools proficiency and so dose my sub class dose that mean my proficiency bonus is doubled for my smith's tools ?
If someone can help me with the rules real quick. On guardian it says both gauntlets are weapons, does this mean that you get two different attacks (like dual wielding) at level 3?
No, that is not correct. It is correct that they say both "gauntlets" counts as simple weapons, but this is looking to much into the word itself. Unarmed attacks does not have any properties at all and does not have the light property which is required for any weapon you want to dual wield without having the Dual Wielder Feat. As the light property is not added to your unarmed attack, you can only do a single attack as a unarmed attack. You can dual wield both gauntlets if you got the Dual Wielder Feat. What the rules say is that you get a simple melee weapon that uses INT, deals 1d8 thunder damage (added bonuses) and gives disadvantage if the target attack anyone else. The more I read about this feature, the more disappointed I become. The Armorer just suck. A Ranger is simply better. On a side note. What allows monks to attack using a bonus action is their "Martial Arts" feature. They can not actually dual wield their fists.
I mean, a paladin/warlock has plate, shield, and shield spell. And since I have an artificer in my party, cloak of protection and a +2 shield :P with the +1 plate I got, 24 AC, which can be raised to 29 as a reaction lol
@@RedTyranno I'm not sure what you're asking, but a +1 armor is magical and, under "infusing an item" it says "whenever you finish a long rest, you can touch a **nonmagical** object and imbue it with **one** of your artificer infusions" (emphasis mine) Since my armor is already a +1, and therefore magical, it can't be infused. My shield, however, can be Again, I'm the paladin, and the artificer is assisting me.
Since the armour you wear covers your whole body including missing limbs. Does that mean if you wear half plate it becomes full plate armor since it covers your whole body? Hehe
I know this will be an unpopular take, but I find the Armorer as too cartoony, especially the infiltrator. Overall, I really like the steampunk/spellpunk feel of Artificers, but I would probably not allow Armorers, especially not Infiltrators, in my campaign.
I think that is quite obvious. It seems only the Iron Man version is worth anything. The Guardian just suck. Master Chief is a legendary warrior. The Guardian is just pretending it is a martial class and will be outshined by any martial class without really brining anything new to the table.
Hey dnd creative director Todd, can you allow more creativity when home brewing magical items on dnd beyond? Maybe I want a gun with the thrown property. Maybe I want to make a weapon with custom properties and not be based off of an existing item. I feel the options are so limiting. Also can we even expect custom class creation? HB subclasses are great and all but I want to make full on new classes
Okay. I just had a serious look at this subclass and .... it just suck, especially the Guardian. I will focus on the Guardian right now. It is a half-caster that is basically trying to be a martial character. Problem is that the Artificer simply do not have much health to become a martial class and is way to split on what it wants to be to be good in either area. It will have the same HP as a Rogue does, but unlike a Rogue they can not slip away from combat easily or have reactions to half the damage. For this reason the Guardian Artificer has to focus on Con to actually have enough HP to withstand a fight when they eventually get hit. They also need INT for spells and its special weapons, but since the Thunder Gauntlets does not deal extra damage based on INT, it will never ever scale. The fact it only deals Thunder Damage means that any creature immune to Thunder Damage is impossible to beat without having a backup weapon. However, this means the Guardian needs some good STR/DEX for the backup weapons. It can not rely on a INT, CON character as the Guardian special weapons is not very good. So Priority stats is: INT CON STR/DEX That is half of the stats already. The spells are also not very good. Why does the Armorer not get the shield spell while the Artillerist does? Seriously why? A Guardian will be able to get 20 if he uses Plate Armor + Shield. Then if you add the Enhance Defense he can have a AC of 22 until level 10. That might sound great, but it also cost 2 out of 3 attunement slots while not having the HP or the damage to back it up. The good spells comes online WAY to late to really have a impact in playstyle. Level 9 to be able to cast Haste? I can say. It sounds look in theory, but I don't want to be iron man. When you also look at its, it seems like just not a very good class. I am not digging it.
Really dislike artificer's theming. The arcanomechanical aspect really pulls me out of the setting. In ebberon, sure. But forgotten realms? The armorer is just another step away from believability. Idk, a rocket firing mech suit just feels like it doesn't belong.
Then re flavor it to something else? I really don't understand this argument from people. We can accept wizards casting spells that literally bend reality, death being treated like a momentary inconvenience that pc's can yoyo from even some classes being able to call upon the gods themselves but arcane tech is too far? I don't mean this as an attack I just don't get this hang up when its all make believe.
Then play your artificer as celebrimbor, forging magical wonders by whispering the secret names into the steel as you work it in your forge. I had an alchemist who was a straight fantasy plague Doctor. All his spells were flasks off acid, potions, or other concoctions. That's squarely within generic d&d. If something doesn't fit in your setting, reflavor it or remove it from your campaign. I run horror themed games that don't allow non-humans. Not every option belongs in every game, but I'm still glad they're on the game (unless they're mechanically broken)
Oh I agree entirely. Every artificer i build is reflavored to fit the setting. I just dislike that this is official theming. When my players want to be iron man and it is a sword and sorcery campaign i have to be the bad guy. They think they can because it is official content, and it makes life more difficult. All classes are simply mechanical chasis for characters. They can be reflavored infinitely. I just dont know what WOC is doing bringing mechas into a classic fantasy setting.
@@marc0s158 there isn't actually that much theming written into the classes or subclasses. All this class really says is, "you make your armour magical" and "you use it as a tool to cast your spells". If they think it explicitly endorses actual iron man, they're reading that in. Even the official art doesn't really look like that.
artificer is such a disappointing class. I wanna be the dwarven blacksmith enchanter. hammering magic metal on anvil and carving runes of power into it. I don't wanna be iron man, potion seller, engineer from tf2 or the owner of Goddard from Jimmy neutron. don't get me wrong they're great clashes. but give me general, give me vannilla before you give me niesh. give me champion fighter before you give me rune knight. give me way of the open hand before you give me way of mercy. ya feel me?
Why don't you play that vanilla dwarven blacksmith enchanter then? Armorer lends itself very well to that kind of archetype with its armor just as easily being flavoured as runes of power as opposed to scientific wonder. The art at the beginning of the video looked like runic armor to me.
Purchase Tasha's Cauldron of Everything on D&D Beyond: dndbeyond.link/tashasarmorartificer
AND..........we still don't have the new infusions in the game.
@@ryanwaters6586 I think you missed my point. Without clicking UA in D&D Beyond, the new infusions from Tasha's *ARE NOT* available.
@@ryanwaters6586 the infusions were *JUST* added.
@@ryanwaters6586 Yeah, they're never late on billing me....
Live the idea of a crippled dwarf too stubborn to stop fighting so be makes himself a suit in a cave while being held captives by goblins
... out of a box of scraps!
And one, solitary lacrima stone with a 5th level spell slot stored with in. Also inside is a bonus, a sentient soul of an adventurer wizard lost to the ages name Yardis the Smith Gnome.
@@RoadAveku I'm not sure if you got the reference...
@@jackdizzy123 I did, but did you get my reference? Yardis as a parody of Jarvis. As in Tony Stark's Ai Butler. Sure the comment is a throwback to The first iron Man movie and how he creates his first suit. Great, got the reference, but dnd isn't always about sticking to the realm of continuity. Having a Jarvis equivalent trapped in a lacrima used to power the suit is a fun way of changing the script.
So...Any confusion remaining?
@@jackdizzy123 Actually, perhaps I have mistaken this for a different reference. Enlighten me? As now I'm heavily curious...
I just had a fun idea for a Tortle Armorer, frustrated at being unable to find decent armor, just saying “Screw it! I’ll make it myself!”
Maybe when it’s “off”, it recedes back onto the shell, like shifting plates.
Or a wizard that decided to *wear* his Shield Guardian
@@kingmasterlord troll wizards unite!!!!!
Call him Donatello.
Yes I need 26 AC, my DM sometimes rolls 27
I had a Sorcerer with 2 levels in Artificer, I think he just stuck to wearing studded leather and an enhanced defense shield, he might have picked up half plate at some point, but in combination with a homebrew dagger from a book called Ancestral Weapons, and a Staff of Power, he ended up having either a 22 or 23 AC as well as the Shield Spell, and an infusion he called Jenkin's Helping Hand that held the dagger for him, so he could have all 3 items held at once
Of course, the AC didn't matter when Meteor Swarm was cast or when he got hit by a nat 20 from a certain demon's pet
Try AC 33. Plate Armor+2 enhanced infusion, Shield+2 enhanced infusion, Haste+2, Cloak of Protection+1, Ring of Protection+1, Shield spell+5 with Magic Initiate Feat.
@@Mr_Kriegon You can't have the same infusion on more than one item, so you'd have to put Repulsive Shield +1 on that shield instead of +2. Unless you have multiple artificers working together, of course.
@@aladner3 My mistake. 32 Ac. 33 if Warforged.
@@Mr_Kriegon magic initiate only lets you cast sheild once. You need to multiclass
Tony Stark, Blue Beetle, Fallout Power Armor, WARFRAME Warframes. There are so many kinds of second-skin or powerful armor.
Don’t forget the Adeptus Astartes.
@@lt.branwulfram4794 Doom Guy
Even the Mandalorian I'd consider to be one of these.
Too many only in that there's so many inspirational sources. 😉
Spiderman
I've actually always loved the idea of going a bit more "classical" fantasy with the artificer... A sage smith working runes into their craft as they whisper secret names into the metal at their forge. The celebrimbors or dwarven smiths of norse mythology. I think I'll make a crippled dwarven craftsman who forges himself a suit of armour to fight again, infused with all his frustration and fury...
House Verditus from Ars Magica/Mage: The Ascension. Craft-wizards that specialize in imbuing their magic into items.
I think the idea of artificers in Theros is under rated. You would steal ideas of clockwork owls or the tales of the Greeks polishing shields to reflect light in a magnifying glass to set Roman ships on fire.
@@rip4324 great for a champion of purphoros.
Or make a Torbjorn wannabe
Yes, I do need my AC to be 26. When playing Tier 3 when you get to levels 11-16, 26 AC is as good as you might think it is. Many enemies will have high attack bonuses able to his high ACs pretty easily.
Build: 'Gundan'
Race: Goliath - use the new variant rule and get +2 to int and +1 to con, dump str to 8 since you get the belt later
Multiclass: Artificer Armorer (17) + Rune Knight (3)
The idea is use the 'Giant's Might' to become Large as a bonus action, then cast 'Enlarge/Reduce' and become Huge.
With the belt giving 21 STR, plus your huge size, plus the 'Powerful build' from the Goliath, the size calculation become GARGANTUAN, allowing you to carry/push/lift up to 2400 pound or a TON of material
Congratulation you now are a Giant Robot
Powerful Build, doesn't boost your size, it just boosts your carrying/push & drag/lift capacity to a large creature.
@@jackdizzy123 the size "calculation" become GARGANTUAN
I do enjoy the gundam reference in this build
Hmm... I may or may now try this
you can have an AC of: 18 (full plate armor) + 2 (enchanced defense)+ 2 (shield) + 1 (repulsion shield) + 1 (ring of protection) + 1 (cloak of protection) + 2 (shield of faith) --- you can have an AC of 27.
and dont make me talk about the saving trows.
edit: you can have enchanced defense on two items, my bad.
how do you feel about charm saves?
And don’t forget being a Warforged grants you an additional +1
Why shield of Faith just use haste
But it could be 33...
@@SharpKris wouldn't flash of genious help with that?
Watching and listening to all of this, as well as the other subclasses, creates such a great opening for a Brotherhood of Steel style faction. Who else to send in and take magical items than your extremely high AC Guardian, high stealth Infiltrator, and a gaggle of Battle Smiths, Alchemists, and Artillerists.
I like the idea of an armorer that's flavored around a cloak
Ooo
How about a cloak that is a cloaker acting as a symbiont? 👾
@@karpmageddon4155 I had an idea for an Armorer Artificer from the Simic Combine, that created a suit of bio-armor, probably from some kind of ooze. All their spellcasting with the armor has a biological feel (Thorn Whip as an extruded tentacle, Fly as a pair of wings, etc.). The artificer prepares spells each day by inserting needles into it, to edit the armor's DNA.
@@Bluecho4 so graft is your keyword ability?
Sounds like Spawn
What about reflavoring it as bio-armor, like from Guyver, or a symbiote, like Venom? Heck, this could even be a super suit, complete with transformation sequence, like the Power Rangers or any magical girl ever. LOL
Works _really_ well on Ravnica, with the Simic Combine. I imagined one engineering a set of bio-armor made of ooze. It hardens instantly in response to trauma.
@@Bluecho4 gorgeous!
Just get a bag of holding as one of their first infusions, jump into it, then in a flash of light, your character's in the armor.
@@Bluecho4 sounds to me like, _"Nanomachines Son"_
Ancient Egyptian themed jackal batman power armor. It is so much fun to flavor this class.
I am playing a rune knight armorer Warforged. Clearly I am the greatest gundam armor
You're not the greatest until you travel to sigil and find a certain modron who makes steel predators, and persuading him to let you use his machine that makes steel predators to make armor for yourself
I am building a Dragonborn Path of the beast Barb/ Rune knight Fighter. Essentially once you grow you become Godzilla with a breath weapon. Kaiju fight!
If you don’t mind me asking, how exactly did you go about doing this leveling wise?
I've thought about an Armorer Grung whose power armor is medium size and has a sort of a fish tank to hold him embedded in it's chest..
so you want to play Murky
@@kingnothing007 More like Battletoads
@@kingnothing007 Murky? Sounds like a murloc of some kind?
Krang (TMNT)
I had a Dragonborn artificer that my DM allowed me to play as a Warforged fighter for the first few levels. The idea was like a mech suit, and this new subclass makes this idea so much easier
As a JRPGer who also loves D&D I really appreciate the shout-out to the sorta things found there.
When I started playing an armorer and read the fact that the armor can replace limbs I wrote the character to have lost a hand from a trap in a dungeon. Now he always has mage hand casted to act as his left hand or has the armor on. My only disappointment is that they removed the ability to wear the infiltrator under clothes
Love the idea of arcane armor that incorporates the combat wheelchair.
Tank treads. TANK TREADS.
Or creepy spider legs.... Or metal geaaaarrrrrrrr
I can now get to play as a marine from Warhammer 40k.
Repeating Heavy Crossbow
Full Plate
Ask the DM to swap out the lightning/thunder damage for fire, to act as a portable flame unit.
All hail the God Emperor!
4:45 you can easily get back shield with one level multiclass in wizard. Oh no! I need to meet the int 13 prerequisite! Wait...
No worries... you DID max your intelligence, right?
@@chairflipper4313 tasha's just came out and pretty much the only games i am able to play are AL. So this is all just conceptual. I have not been able to play an artificer beyond level 2.
Or grab arcane initate...
They should still get shield. It really makes me mad they don’t get it. Literally out off all spells that would make the most sense on armorer is shield but no let’s give it one that makes no sense in magic missile (or thunderwave). Y does the artillerist get shield but not magic missile. This crap is completely backwards.
And they r saying that’s fair? R u kidding. Even with full plate and a shield your ac is barely gonna go over 20. Giving them shield not only would’ve been perfectly fine but also would just flat out made more sense. The armorer is based around defense (yea I know shocking). I stopped watching the second they said it’s fair. Like it just completely cucks them that’s all it does.
Put it this way Bladesingers can get up to 30+ac without magic items (armorer wouldn’t even be able to get to 30 with magic items). Now explain to me y somehow giving them shield would be too much. Simple answer it wouldn’t. Once u get to a certain point unless u have around 30 ac then it’s not gonna matter cause enemies have such a high chance to hit. So it would be good early game but start losing its factor later lvs and it also uses your reaction. The artillerist’s cannon that gives temp hp is even more op early lvs so that’s no excuse for armorer to not get shield.
@@dicorockhimself If your talking about magic initiate then u can only cast that spell once for free and then have to take a long rest to be able to cast it again. So that doesn’t work. Yea I’ve always hated that about that feat. If the feat just made it so it just added to your spells u have I would like it so much more but I’ve never had any interest in getting it cause of the once per long rest. It should work like fey/shadow touched from Tasha’s. Those ones give u spells u can cast once for free per long rest but after u use it once for free then u can use regular spell slots for it.
Armorer shouldn’t have to waste any feat or multiclass to get this spell tho. They should just get it. Like y magic missile? Shield literally makes the most sense on armorer.
Some day, when I get to play instead of dm. This will definitely be my next character. Now to figure out a race Kobold or Goblin...?
Warforged. Tinker on yourself
Gnome by the name of Anthony Sparks. See if your DM lets you change your size to medium when you're wearing your armor.
I feel like armorer has lots of Hobgoblin energy
MINOTAUR
@@Mr_Kriegon oh this might be the answer.
I had so much fun playing this in a one shot recently. My character was a Half Wood Elf Armorer, and I flavored the armor as a supplement to help her with her physical handicap of being in a wheelchair...because she made the armor INTO the chair and activated it whenever needed. I love the concept of using modern tech in fantasy settings. Just wish I had more opportunities to play.
This is my chance to have a Warlock Engineer character YES-YES!
No one is talking about how this can literally make you a Kamen Rider
Agreed, please talk more about it!!
I just realize that you can use your reaction to save an allied pulling they off danger (like when someone gets prone or unconcious) withougt triggering oportunity attacks! Because you don't provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction.
"Perfected Armor
Guardian. When a Huge or smaller creature you can see ends its turn within 30 feet of you, you can use your reaction to magically force the creature to make a Strength saving throw against your spell save DC, pulling the creature up to 30 feet toward you to an unoccupied space. If you pull the target to a space within 5 feet of you, you can make a melee weapon attack against it as part of this reaction."
With my armorer, I've focused on the infiltrator armor to make a frontline skirmisher to help supplement my party's lack of the usual martial classes. Lucky rolls in dex and con really helped.
- I'm making a Wendigo themed Armorer. I theme it as using parts i aquire from slain enemies to create a kind of necromancer style flesh suit. My DM likes the Artificer but doesn't really like the whole technology thing in DnD. he wouldn't outright refuse me using it as an Iron man type char, but he's much happier with the style i came up with. I often tend to make my characters a bit weird and monsterish, and I think this one is gonna be an awesome one.
New Stargate Inspiration: Goa’uld Hand 🖐🏼 Ribbon Device
1. Shocking Grasp
2. Thunder Wave
3. Shield
4. Mind Sliver + Suggestion?
@@dynestis2875 um, yes it has….
a cantrip i felt you guys should have talked about for the guardian is lightning lure. its basically the 15th level ability as a cantrip, and i think its a super cool combo. you dont get to add on the disadvantage on everyone but you, but you can at least pull an enemy away from your friend, and when you hit level 15 and can use that ability you could replace it with another cantrip cuz artificers can do that. i think its just super cool
Made a set in stone character for a lev 15 one shot if we decide to play it. His name is Project J.U.N.O. and he is a rock gnome armorer artificer with a robotic hawk and mainly fights with a shoulder-mounted cannon. He is a spy/infiltrator for the Svirfneblin in the underdark. Usually taking on tasks to obtain Drow battle plans. He is stealthy, but heavily armored and augmented for the job. I have a great backstory in his character sheet. Tbh I'm kind of excited about it. Never played an artificer, but it seems super fun. He has a lot of feats, so his scores are kind of scattered, but I think he will be effective and fun to RP especially with the backstory.
I agree, this is also my favorite Artificer. The Battlesmith has the steel defender, and while the steel defender is cool, I wanted martial-focused Artificer without a companion.
Why is it so good? I don't see it. The iron man sounds interesting, but the Guardian just seems to suck.
It's fun. That makes it my favorite.
I never said it's "the best", just my favorite.
@@jand.4737 I also never said "the best". I asked why you find it to be your favorite? I don't see the appeal to this class as it seems to fail at being a caster, and fail at being a martial class (the eternal curse of a martial spellcasters)
Saying "it's fun" is not a reason. *Why is it fun? What is the selling point?* The selling point of the Scout Rogue is that you can become an EXTREMELY good non-magic Ranger that might be a way better pick then a Ranger when it comes to knowledge of nature and survival.
Why should I pick this class over a Paladin, Eldritch Knight, Arcane Trickster, Ranger, War Cleric, Hexblade or Battlemaster Fighter?
Just take the Guardian.
- The subclass is supposed to be using its fists to attack, but it only deals Thunder Damage which means any enemy resistant or immune just can't be hurt.
- It only deals 1d8 which is worse then a common Longsword as it at least add its STR mod to it. No INT mod is applied which make it worse as a weapon.
- You can't dual wield your Gauntlets without a feat.
- You can use your INT to attack, but that only apply to the special weapon in the armor and not all weapons you got access to like with the Hexblade. This means that if you can not rely on Thunder Gauntlets, or it does not deal enough damage anymore. You got to pick up another weapons, which means you need DEX or STR. That means you most likely need high STR as you get access to Heavy Armor so a DEX character is suboptimal if you don't plan to sneak. This also means you need a lot of stats as you require INT, CON and STR/DEX. At this point, you already got the stats for a really good Fighter.
Humming inspector gadget theme in my head
I almost wish there was more armor models. It'd probably be OP but I love the versatility
I feel the lightning launcher is way too weak as is. Even if it gets an extra d6 once per turn it makes cantrips seem like the better choice still. I’d make it 2d4 standard and gains an extra d4 once a turn. The game needs more d4 usage anyways.
2d4 and an extra d4 had average damage of 6. 1d6 and an extra d6 has an average damage of 6. This changes nothing.
@@zernst2798 higher max and min damage. Avg damage isn’t everything. Regardless lightning launcher needs changes
But u like cantrips, the lightning gauntlets class as simple weapons and therefore can be used twice because of extra attack. It probably all levels out in the end, but you have 2 chances of hitting (and getting a crit), rather than 1.
As an old sage once said , "D4s should only be used for magic missiles, thrown daggers and making caltrops for your friends taking to mutch time in the bathroom."
Warhammer Dawi engineer & slayer combo inc!!! so happy this subclass is now offical
It bothers me how hard they have pushed the "Ironman" comparisons, to the point that I think it's stunted the creativity of people trying to play it.
Everyone is constantly " it's ironman! Ironmaaaaaaaan!" And I've had multiple instances of trying to reinterpret it as something else, and people actually get angry at me, "NOOOOO! ITS IRONMAAAAAAN! IRONMAN ONLY!"
The Armormancer!
Helms with beholder-like design for flavor text.
The "Clear Division" comment has made me wish You Tube would allow me to give more than one Like!
ironicly i still use a wand from time to time on this class but i tend to use wrist mounted blasters that act as wands :D fun class
Me:
Gets my head cut off....
My arcane armour:
Replaces my head and functions identically!!!
I have been building a quadriplegic character whose goal is to make artificial limbs for everyone who needs them the ones her father made for her but has to adventure to fund charity. The problem with the build was if the artificial limbs counted as heavy armour or not
They also made prosthetic limbs Common and removed the Attune requirement, so your build is looking very doable even if you just use breastplate for your power armor.
Does dispell magic or something like Silence affect their "spells" since they're not traditional magic?
Can an Armorer dual wield the thunder gauntlets with the dual wielder feat? Would he, or she, get the +1 to AC? The text says 2 gauntlets that count as simple melee weapons.
Side note: right now, dndbeyond character creator does not allow that bc it classifies the thunder gauntlets as unarmed strikes, which doesn't really match the text on the book.
Defensive field probably could have been 1+Int, reward players for investing in Int, and not as limited as just Proficiency. Plus it makes sense, a better Artificer could probably make a better defensive field.
Wish I had this two months ago when I picked Battle Smith. Maybe the DM will let me change it.
One thing I'm having trouble figuring out, and seems to be splitting the FB D&D community, is if you can take Dual Wielder to attack with both Thunder Gauntlets.
The ability says both gauntlets get the lighting abiltyand they don't have the light property so the feat would be needed, but no one is quite sure if you can.
Why wouldn't you be able to? RAW on the subclass says that each gauntlet counts as a simple weapon for attacks, and RAW on Dual Wielding specifies that it works with weapons that don't have the light property.
@@luke_of_astora A number of FB groups have said you can only BA attack with held weapons RAW, as the Gauntlets are not held...
This was also an answer when I asked Sage Advice (although not the only answer, so still unsure).
@@Blackwolf83ad that would make no sense; there would be no point in having both gauntlets enchanted if that were the case, because artificer doesn't get the Extra Attack feature
@@Blackwolf83ad after more research, I think it's important to examine the specific language alongside the circumstances they were written in. It does say that you must be holding a weapon, but consider: when the rules were written, there was no way to wear a weapon. Since the gauntlets are specifically stated to count as weapons, I would argue that they fulfill the RAI if not the RAW.
They rly missed the opportunity to put the tunnelfighter feat in this book and use proficiency modifyers to make it work
I personally wouldn;'t say that losing Shield is fair, considering that both Artillerist and Battle Smith get it, and they can get up to 17 AC with Half Plate (Or 18 with the Medium Armor Master feat, which is the same as Plate)
Well sheild is better for armor than battle smith since you have a free hand
Also you can skin this as a MEK suit summoner sorta like D.VA
You can make lightning more stealthy by making it green, blue or ultraviolet!
I think of Black Widow's gauntlets when I think of the lightning launcher
by my read lighting launcher would pair with sneak attack right?
It's a simple range attack, so yes, it counts for Sneak Attack if you have it.
Well, This might be my answer for a Ryuko build
I must say, i love the amorer but i must point out that it was way stronger in UA. EspeciallyThe Guardian's Defensive Field and Infiltrator's Second Skin on top of the ice berg we lost the shield spell. that is a little bit sad, it would had opend up a few more optiens.
Yes I need 26 ac
same
Yeah ridiculous that the AMOURER of all things doesn't have the spell that adds +5 to your AMOUR Class. Particularly at higher levels, 26 AC is not at all diminishing returns, as long as anything has more than a +6 to hit, which at even late first tier a lot of enemies have, Shield is a straight 25% less chance to hit, no matter the attack bonus (Ok if the attack bonus is more than +20-25, there are diminishing returns in the other direction, as in only a natural 1 fails anyway, but I'm not aware of anything in 5e that has such attack bonuses). Tbh I think this spell fits the armourer better than the wizard, and definitely better than the artillerist. (Honestly, I was insanely surprised to find out it's not in the overall Artificer spell list in the first case when it came out in Ebberon). The Armourer should be the best tank in the game, and it just isn't, which in my point of view is a straight fail from WotC.
Edit: btw lvl 1st or 2nd lvl you don't have this subclass (so no heavy armour or any expanded spells) and 3rd lvl you probably don't have full plate + shield +1 yet. Only full plate + shield + enhanced defence gets you this and until 10th lvl enhanced defence is fairly mediocre (even at 10th lvl there are better options). Repulsion shield is a 6th lvl option, so that is not possible until second tier, when a +6 attack is commonplace. So really no, shield has maximum efficiency against almost all of the enemies for almost every build over all lvls of play.
@@jaspermooren5883 also they get magic missile and artillerist gets shield instead
@@penguinpioneer3835 yes well they both get 2 first lvl spells, and the artillerist gets shield while the armourer only gets offensive spells, if I want to do damage I'd use my weapon (or take another subclass), as an Armourer I really don't care about offensive spells, I'll probably never use either Magic Missile or Thunderwave, your few precious spell slots are way better used for other actually useful spells. I guess I'll find out next week when I'll actually play it, but I'm 99% certain I'm not going to use either one at all. Also Thunderwave specifically mentions that it is audible up to 300 feet, great for an infiltrator......
@@jaspermooren5883 I'm agreeing, I'm just adding that long range damage cannon guy not getting one of the most iconic dps spells sucks as well, they should be swapped.
so heres a question: can we cast green flame blade and booming blade (not at the same time) on our thunder gauntlets?
yes
The description of the gauntlets actually state they _simply melee weapons_
Consider, artificer Armorer 15, ranger 5, there’s your mandalorian build
Warforged artificer means your armour is literally attached to you.
You are now mega death robot.
I wish they kept the form fitting infiltrator armour. Can't hide it under clothing anymore.
Can if you're really skinny
Yess
Mandalorian/SpaceMarine here we go!
I was gonna get full plate, but then my battlesmith picked up a mizzium breastplate, and I dont think I want to give that away...
Can you use an actual shield with the guardian or infiltrator weapon ?
yes
okay have question if my race gives me smith's tools proficiency and so dose my sub class dose that mean my proficiency bonus is doubled for my smith's tools ?
No
Use the rules for origin customization and change your Smith's tools proficiency to some other tool if you like.
If someone can help me with the rules real quick. On guardian it says both gauntlets are weapons, does this mean that you get two different attacks (like dual wielding) at level 3?
I think so yes, but also remember anyone can duel weild at any time
No, that is not correct. It is correct that they say both "gauntlets" counts as simple weapons, but this is looking to much into the word itself. Unarmed attacks does not have any properties at all and does not have the light property which is required for any weapon you want to dual wield without having the Dual Wielder Feat.
As the light property is not added to your unarmed attack, you can only do a single attack as a unarmed attack. You can dual wield both gauntlets if you got the Dual Wielder Feat.
What the rules say is that you get a simple melee weapon that uses INT, deals 1d8 thunder damage (added bonuses) and gives disadvantage if the target attack anyone else.
The more I read about this feature, the more disappointed I become. The Armorer just suck. A Ranger is simply better.
On a side note. What allows monks to attack using a bonus action is their "Martial Arts" feature. They can not actually dual wield their fists.
So how does a Warforged work with this? They integrate the power armor?
Yeah, why not? I've got a warforged armorer npc who is just about modifying himself as he seeks to transcend the limited body his makers gave him.
I am thinking of making a multi class. Get three levels of paladin and then going armor artificer.
It's super easy to get shield too
finally a chance to create Iorek Byrnison
I want a wand of mordenkainens sword that's just a lightsaber to go with this
I mean, a paladin/warlock has plate, shield, and shield spell.
And since I have an artificer in my party, cloak of protection and a +2 shield :P with the +1 plate I got, 24 AC, which can be raised to 29 as a reaction lol
Can you add the enhance defense infusion to that armor? That would bump up the AC to 25, 30 with a shield reaction.
@@RedTyranno i don't think you can infuse magical armor. Not sure on that though
@@RedTyranno i could, however, have him make the shield a +2
Edit: I think...
@@crownlexicon5225 is arcane armor considered magical?
@@RedTyranno I'm not sure what you're asking, but a +1 armor is magical and, under "infusing an item" it says "whenever you finish a long rest, you can touch a **nonmagical** object and imbue it with **one** of your artificer infusions" (emphasis mine)
Since my armor is already a +1, and therefore magical, it can't be infused. My shield, however, can be
Again, I'm the paladin, and the artificer is assisting me.
Cool, magical power armor...
What about a warforged armorer who IS their armor
Half plate, medium armor master, infiltrator armor
"so ya' zay'n youz could have a poweclaw & shoot, in me armor, an'z ya didnt let ya boss know?"
"Fine, I'z do it myz self"
WWWHHAAAAGGGGHHH!
i made a lvl 11 dragonborn named ravenhammer
Countermeasures!
Since the armour you wear covers your whole body including missing limbs. Does that mean if you wear half plate it becomes full plate armor since it covers your whole body? Hehe
My crippled 15 year old noble-born with crap dex and con will finally be made
I know this will be an unpopular take, but I find the Armorer as too cartoony, especially the infiltrator. Overall, I really like the steampunk/spellpunk feel of Artificers, but I would probably not allow Armorers, especially not Infiltrators, in my campaign.
Wearable golems don't seem like that big a stretch
I could buy that for the guardian suit.
Infiltrator could be a suit of armor bound to an air elemental
Heat Metal
Mobile Feat and Haste on this subclass and the baddies won't get a single straight roll.
Everyone saying iron man but nobody mentioning master chief
I think that is quite obvious. It seems only the Iron Man version is worth anything. The Guardian just suck. Master Chief is a legendary warrior. The Guardian is just pretending it is a martial class and will be outshined by any martial class without really brining anything new to the table.
Jesus Christ it's Tony Stark!
Sorry had to be done
Half orc barbarian artificer
Meganobz!
i'm gonna make doom guy
Hey dnd creative director Todd, can you allow more creativity when home brewing magical items on dnd beyond? Maybe I want a gun with the thrown property. Maybe I want to make a weapon with custom properties and not be based off of an existing item. I feel the options are so limiting. Also can we even expect custom class creation? HB subclasses are great and all but I want to make full on new classes
Every gun can have the thrown property if you use it wrong enough
You bastards stole my character arc a year before I did it lmao 12:40
Except the part where it disconnected fantasy and turned it into steampunk.
This guy looks a little like Wil Wheaton
R tiss A Fur
Not art a fisser
Dr DOOM
Ranger
What is that? I’ve never heard of it
Okay. I just had a serious look at this subclass and .... it just suck, especially the Guardian. I will focus on the Guardian right now.
It is a half-caster that is basically trying to be a martial character. Problem is that the Artificer simply do not have much health to become a martial class and is way to split on what it wants to be to be good in either area. It will have the same HP as a Rogue does, but unlike a Rogue they can not slip away from combat easily or have reactions to half the damage.
For this reason the Guardian Artificer has to focus on Con to actually have enough HP to withstand a fight when they eventually get hit. They also need INT for spells and its special weapons, but since the Thunder Gauntlets does not deal extra damage based on INT, it will never ever scale. The fact it only deals Thunder Damage means that any creature immune to Thunder Damage is impossible to beat without having a backup weapon. However, this means the Guardian needs some good STR/DEX for the backup weapons. It can not rely on a INT, CON character as the Guardian special weapons is not very good.
So Priority stats is:
INT
CON
STR/DEX
That is half of the stats already.
The spells are also not very good. Why does the Armorer not get the shield spell while the Artillerist does? Seriously why?
A Guardian will be able to get 20 if he uses Plate Armor + Shield. Then if you add the Enhance Defense he can have a AC of 22 until level 10. That might sound great, but it also cost 2 out of 3 attunement slots while not having the HP or the damage to back it up.
The good spells comes online WAY to late to really have a impact in playstyle. Level 9 to be able to cast Haste?
I can say. It sounds look in theory, but I don't want to be iron man. When you also look at its, it seems like just not a very good class. I am not digging it.
Really dislike artificer's theming. The arcanomechanical aspect really pulls me out of the setting. In ebberon, sure. But forgotten realms? The armorer is just another step away from believability.
Idk, a rocket firing mech suit just feels like it doesn't belong.
Then re flavor it to something else? I really don't understand this argument from people. We can accept wizards casting spells that literally bend reality, death being treated like a momentary inconvenience that pc's can yoyo from even some classes being able to call upon the gods themselves but arcane tech is too far? I don't mean this as an attack I just don't get this hang up when its all make believe.
Then play your artificer as celebrimbor, forging magical wonders by whispering the secret names into the steel as you work it in your forge. I had an alchemist who was a straight fantasy plague Doctor. All his spells were flasks off acid, potions, or other concoctions. That's squarely within generic d&d. If something doesn't fit in your setting, reflavor it or remove it from your campaign. I run horror themed games that don't allow non-humans. Not every option belongs in every game, but I'm still glad they're on the game (unless they're mechanically broken)
So reflavor it? It’s not hard if you’re creative.
Oh I agree entirely. Every artificer i build is reflavored to fit the setting.
I just dislike that this is official theming. When my players want to be iron man and it is a sword and sorcery campaign i have to be the bad guy. They think they can because it is official content, and it makes life more difficult.
All classes are simply mechanical chasis for characters. They can be reflavored infinitely. I just dont know what WOC is doing bringing mechas into a classic fantasy setting.
@@marc0s158 there isn't actually that much theming written into the classes or subclasses. All this class really says is, "you make your armour magical" and "you use it as a tool to cast your spells". If they think it explicitly endorses actual iron man, they're reading that in. Even the official art doesn't really look like that.
artificer is such a disappointing class. I wanna be the dwarven blacksmith enchanter. hammering magic metal on anvil and carving runes of power into it. I don't wanna be iron man, potion seller, engineer from tf2 or the owner of Goddard from Jimmy neutron. don't get me wrong they're great clashes. but give me general, give me vannilla before you give me niesh. give me champion fighter before you give me rune knight. give me way of the open hand before you give me way of mercy. ya feel me?
Why don't you play that vanilla dwarven blacksmith enchanter then? Armorer lends itself very well to that kind of archetype with its armor just as easily being flavoured as runes of power as opposed to scientific wonder. The art at the beginning of the video looked like runic armor to me.
@@liftforwaifus6741 yeah but the mechanics of the subclass are very power armour esk.
nah it should have still had shield. the thing hits like a wet noodle, the least they could do is let it tank.
The worst thing in Tasha's by a long shot.
That’s funny, I didn’t know you were in the book.