First, put your highest ability score in Intelligence, followed by Constitution or Dexterity. I'm starting in a campaign soon where I'm going to play it, so I'll find out how it goes (and the DM has said if it's disappointing I can change subclasses or potentially we can homebrew fixes). Mirror Image boosts your low hitpoint count by a ton, giving you a relatively high chance to avoid attacks. In addition, the next attack roll against it has advantage, and if that attack hits, the target takes an extra 1d6 lightning damage. If that wasn’t quite enough, your Armor also gains an enchantment based on your Model. Without DM approval, this is the only way to apply an enchantment bonus to your Armor’s special weapon. An artificer who specializes as an Armorer modifies armor to function almost like a second skin. However, it still makes attacking with the weapon worthwhile, and probably barely edges out casting a 4d6 cantrip. Opportunity Knocks reduces your cooldown times whenever you or an ally crits, while Looked Like it Hurt refunds stamina whenever you crit. The idea of a nervous nerd who makes neat toys for friends temporarily turning into a mecha juggernaut seems very fun, and I think mechanically works well. Once on each of your turns when you hit a creature with it, you can deal an extra 1d6 lightning damage to that target. A creature hit by the gauntlet has disadvantage on attack rolls against targets other than you until the start of your next turn, as the armor magically emits a distracting pulse when the creature attacks someone else. I'm looked at multiclassing my characters into armourer for 9 armourer/11x because the synergy between the classes are so good. Artificer Specialist Armorer. And do keep in mind that only one attack does 2d6; cantrips might slowly deal more damage than this weapon can, though this weapon has much better range than them. The artificer bonds with this armor, becoming one with it even as they experiment with it and refine its magical capabilities. I was building a 9th level Artificer (Armorer subclass) Human (Speed 30 ft) and choosing a Plate (Heavy Armor) as his Infiltrator Power Armor. An artificer who specializes as an Armorer modifies armor to function almost like a second skin. Source: Unearthed Arcana 69 - Subclasses, Part 3. The armor is enhanced to hone the artificer’s magic, unleash potent attacks, and generate a formidable defense. These artificers excel at using their magic to build gadgets and modifications to their magical armor that help them protect others in the heat of battle. It’s high AC and versatility make it hard to beat, and the ability to ignore limb loss makes it great for gritty campaigns, since other artificers are wasting infusions and attunement on an arm that they won’t need once the cleric can cast Regenerate. The artificer bonds with this armor, becoming one with it even as they experiment with it and refine its magical capabilities. Pick up shield of faith. An artificer who specializes as an Armorer modifies armor to function almost like a second skin. Pop it once at the start of your day, and pop it whenever you lose your temp HP! To learn more about it, check out our Artificer 5E Guide! An armorer is a presence on the battlefield, protected by the powerful suit of special mechanical armor that they've built. The artificer bonds with this armor, becoming one with it even as they experiment with it and refine its magical capabilities. It also forces disadvantage on attacks other than you, allowing you to become a fairly good tank. But, in general, this does very little to improve your chances of sprinting after someone. – The core of the build would be a Battle Smith Artificer – My race is going to be modified with Tasha's rules so that it will have +2 Int. Stardew Valley Gourmand Frog | What is It, What Does It Do? Armorer Artificer. Press J to jump to the feed. Gnomes have Darkvision (great for dungeon crawling) and Gnome Cunning, which gives advantage for mental stats against magic. The Artificer is kind of the forgotten class of 5E. Nothing seems particularly broken here. Speaking of damage, Lightning Bolt usually ends up being a poor man’s Fireball, but it definitely has it’s uses in tight hallways or against specific enemy types. The Lightning Launcher is less happy, since it’s subsequent hits deal 1d6 + Intelligence… not great. […], Why play on hand-written gridded paper when you can do so much better with a battle mat? The Armorer is an artificer that focuses more on the self, and improving their own equipment. The Infiltrator should consider getting Constitution, but can also use Dexterity and wear Medium Armor for better stealth. 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