
Veteran Armorer by Ralph Horsely
I have been disappointed with the Dungeons and Dragons artificer class since it was introduced in Eberron: Rising from the Last War. Like many in the community, I love the idea of gadgetry in D&D, and all the fan art of arcane Iron Man makes me very happy. Unfortunately, the reality we got was another weak half caster to keep the ranger company. A bad spell list, small hit dice, and very weak offense left me feeling cold on the original three subclasses, but perhaps now is the time to change all that.
The Armorer, an artificer subclass found in the newly released Tasha’s Cauldron of Everything, takes the hints of Iron Man found throughout the class and tries to bring them together into a consolidated set of features, allowing players to customize their own sets of arcane armor. Let’s take a look at this new subclass and see if there’s enough here to make me revise my somewhat low opinion of 5E’s newest class, starting at level 3.
Level 3 – Tools of the Trade
You gain proficiency with heavy armor. You also gain proficiency with smith’s tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
You can rarely go wrong with adding heavy armor to a class, and the Armorer is no exception. I can’t say the same for tool proficiencies. Tools have always been a very weak part of 5E; they aren’t used by all that many rules, and many of their effects can be replicated by low-level magic or ancestry features.* Thankfully, the subclass has a lot of features at level 3, so we can afford to spend some of those features on near-useless tool proficiencies.
Level 3 – Armorer Spells
You always have certain spells prepared after you reach particular levels in this class, as shown in the Armorer Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Armorer Spells Artificer Level Spell 3rd magic missile, thunderwave 5th mirror image, shatter 9th hypnotic pattern, lightning bolt 13th fire shield, greater invisibility 17th passwall, wall of force
I’m of two minds on this list of spells. On the one hand, Magic Missile, Hypnotic Pattern, Greater Invisibility, and Wall of Force are all great spells. However, the artificer being a half caster means it gains access to all these spells later than a full caster, making it relatively weaker. This late spell progression is a problem for all half casters, so I don’t want to single out the Armorer, but the artificer lacks a useful outlet for spell slots like the paladin’s Holy Smite. Overall, I’m more positive on this list than most half caster expansions, but it does suffer due to the class’s underlying issues of being both a bad caster and a bad martial character.
Level 3 – Arcane Armor
Your metallurgical pursuits have led to you making armor a conduit for your magic. As an action, you can turn a suit of armor you are wearing into Arcane Armor, provided you have smith’s tools in hand.
You gain the following benefits while wearing this armor:
- If the armor normally has a Strength requirement, the arcane armor lacks this requirement for you.
- You can use the arcane armor as a spellcasting focus for your artificer spells.
- The armor attaches to you and can’t be removed against your will. It also expands to cover your entire body, although you can retract or deploy the helmet as a bonus action. The armor replaces any missing limbs, functioning identically to a limb it replaces.
- You can doff or don the armor as an action. The armor continues to be Arcane Armor until you don another suit of armor or you die.
This is a fine feature that combines useful mechanics with fluff. The first bullet is a free pass to dump strength, allowing the artificer to focus on intelligence or dexterity while retaining its normal movement. Unfortunately dumping other combat stats in favor of pure intelligence does lock the artificer into using its subclass’s subpar unique weapons, ones I cover in detail below, but it’s at least a nice bonus for doing so.
The second bullet that allows the use of the armor as a spell focus is probably the strongest part of this feature, as it frees up the player’s hand if they don’t plan on taking Warcaster immediately. The third and fourth bullets are essentially flavor unless your GM likes to ambush the party when everyone is out of their armor.*
Level 3 – Armor Model
You can customize your Arcane Armor. When you do so, choose one of the following armor models: Guardian or Infiltrator. The model you choose gives you special benefits while you wear it.
Each model includes a special weapon. When you attack with that weapon, you can add your Intelligence modifier, instead of Strength or Dexterity, to the attack and damage rolls.
You can change the armor’s model whenever you finish a short or long rest, provided you have smith’s tools in hand.
The fourth and final level 3 feature, this is the central mechanic of the subclass. Putting aside my opinion of the variants themselves, I like how the Armorer is allowed to switch the type of armor they have whenever they rest. I like giving players the freedom to make decisions on their own, instead of locking them into a single choice when a feature is acquired.
Guardian. You design your armor to be in the front line of conflict. It has the following features:
- Thunder Gauntlets. Each of the armor’s gauntlets counts as a simple melee weapon while you aren’t holding anything in it, and it deals 1d8 thunder damage on a hit. 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.
- Defensive Field. As a bonus action, you can gain temporary hit points equal to your level in this class, replacing any temporary hit points you already have. You lose these temporary hit points if you doff the armor. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
I like the idea of the Guardian making it hard for enemies to focus on their friends while they buff their own survivability. Unfortunately, I think it fails on its execution. The first major issue is with Thunder Gauntlets, and it’s one I see crop up a lot with any class that has its own special type of weapon.* Simply put, there isn’t enough support for weapons like this to let them compete with powerful options that already exist in the game.
There are no rules for adding a flametongue enchantment to the gauntlets, it doesn’t work with feats like Polearm Master, and its basic +x bonuses are much slower than other weapons.* Even if you set aside all those issues, the fact that the gauntlets aren’t light means you have to take a feat if you want to use them with two-weapon fighting.
The ability to penalize enemies for attacking people other than you is useful, and I like abilities that build in tank-like mechanics, but the gauntlets are so weak offensively that you’re probably better off making monsters look at you by threatening to murder them if they don’t. Tanking as the artificer also has the issue that you’re a class with no real healing and d8 hit dice, meaning you’ll crumple quickly under concentrated attack.
As for Defensive Field, it has certainly fallen from its Unearthed Arcana printing where it had no limitation on its number of uses. I don’t have much to say on this feature; it’s a fine defensive option that nets you an additional 6 temporary HP at level 3 and will equal between 32 and 40 HP at levels 8-10, where many campaigns end. If you do make it to level 20 with a mono-classed artificer, you’ll get a whopping 120 extra HP, but like many things that happen at level 20, this is more theoretical than practical.
I definitely like this feature more than Thunder Gauntlets, as it shores up a weakness the artificer has without locking me out of using powerful options already in the game. I also find it funny that people forget how temporary HP works so often that they had to add a redundant clause about the HP replacing existing temporary HP, as the game already has rules for that.
Infiltrator. You customize your armor for subtle undertakings. It has the following features:
- Lightning Launcher. A gemlike node appears on one of your armored fists or on the chest (your choice). It counts as a simple ranged weapon, with a normal range of 90 feet and a long range of 300 feet, and it deals 1d6 lightning damage on a hit. Once on each of your turns when you hit a creature with it, you can deal an extra 1d6 lightning damage to that target.
- Powered Steps. Your walking speed increases by 5 feet.
- Dampening Field. You have advantage on Dexterity (Stealth) checks. If the armor normally imposes disadvantage on such checks, the advantage and disadvantage cancel each other, as normal.
While I’m glad the Infiltrator exists for the flexibility it provides, if the player wants to get their sneak on, it is definitely the weaker of the two in my mind. The Lightning Launcher suffers from all the same issues that the Thunder Gauntlets do and is compounded by the artificer’s lack of the Archery Fighting Style. The +2 to attack rolls is a key part of what makes ranged attacks so good in 5E, and its absence is keenly felt.
The weapon’s special feature of 1d6 extra damage per round suffers from attempting to compete with the strong vanilla ranged options like the hand crossbow. A flat 1d6 is not nearly as good as the bonus attack offered through the Crossbow Expert feat. If designers want their unique weapons to be viable options, then these comparisons need to be examined.
Level 5 – Extra Attack
You can attack twice, rather than once, whenever you take the Attack action on your turn.
A simple but very powerful feature. The artificer is already a low damage class, and the Armorer definitely needed this if they even want to look competitive compared to other martial options. This extra attack also lets the Armorer spread out their on-hit effects on more targets, although this means spreading out damage, which is rarely a good idea in 5E.
Level 9 – Armor Modifications
You learn how to use your artificer infusions to specially modify your Arcane Armor. That armor now counts as separate items for the purposes of your Infuse Items feature: armor (the chest piece), boots, helmet, and the armor’s special weapon. Each of those items can bear one of your infusions, and the infusions transfer over if you change your armor’s model with the Armor Model feature. In addition, the maximum number of items you can infuse at once increases by 2, but those extra items must be part of your Arcane Armor.
Finally, the Armorer’s special weapons gain the magical boost everyone else has most likely had since around level 5 from finding or buying magic items. I like where this feature is headed, but I don’t think it goes far enough. At this level, the artificer can infuse 3 different items, coming to a total of 5 infusions with this feature. This means an Armorer that wants to fully infuse their Arcane Armor only has one infusion left to use for something else.
Infusions are by far the strongest artificer mechanic, but between the artificer and their party members, there will almost always be more infusions the artificer wants to make than slots available. This means infusing the entirety of a character’s Arcane Armor will rarely be the optimal use of those limited infusions, clashing with what the subclass is pushing the player to do. I don’t think the Armorer should be penalized for wanting to live the fantasy this subclass keeps promising of having tricked-out magic armor.
Level 15 – Perfected Armor
Your Arcane Armor gains additional benefits based on its model, as shown below.
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.
You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.Infiltrator. Any creature that takes lightning damage from your Lightning Launcher glimmers with magical light until the start of your next turn. The glimmering creature sheds dim light in a 5-foot radius, and it has disadvantage on attack rolls against you, as the light jolts it if it attacks you. In addition, the next attack roll against it has advantage, and if that attack hits, the target takes an extra 1d6 lightning damage.
I really like the upgraded feature that Guardian suits get at this level. I only wish it wasn’t limited to a number of times based on proficiency. The feature already costs a reaction, targets what is often a monster’s strongest save, and can only be used against one enemy per round. If someone has powered through 14 levels of artificer, they should receive a better reward than this.
As for the Infiltrator, its enhancement is okay, finally allowing the Lightning Launcher to out-scale the hand crossbow, assuming you spread your damage across two targets and both follow-up damage boosts are triggered.* The feature that makes it harder for enemies to attack you is also nice, although ranged characters usually stay out of harm’s way, making the feature less useful than it would be for a melee-focused martial character.
Overall, I can’t say I’m too impressed with the Armorer. I think a lot of what the subclass tries to add is hamstrung by the class’s fundamental issues of low hitpoints, bad offense, a weak spell list acquired too late to be useful, and base features too weak to properly support any of its subclasses.
For anyone interested in being a support artificer, I’d recommend the Artillerist. Its protector Eldritch Cannon hands out temporary hitpoints every round and will be available for almost every fight. As for a frontline artificer, the Battlesmith would be my pick, as it creates a decent companion and can use its intelligence score for any weapon it wants, not just subpar ones granted by the subclass.
What I’d Change
The first change I would make to the Armorer is the addition of Shield to its expanded spell list. If we’re following the rule of two additional spells per level, I’d replace Thunderwave, as that spell is only good at levels 1 and 2, before the Armorer can make use of it. This subclass is supposed to be defensive in nature, and the lack of the best defensive spell in the game is a major issue.
Next, I would make changes to both the Thunder Gauntlets and Lightning Launcher. The first would be a scaling bonus to attack and damage rolls for both weapons: +1 at level 5, +2 at level 9, and +3 at level 13. As for specific changes, I’d make the Thunder Gauntlets light weapons so they could be dual wielded without taking the requisite feat. This would allow for a more offensive Armorer and grant the ability to apply their debuff to more enemies at once.
My last weapon adjustment would be to allow the Armorer to make an additional attack with their Lightning Launcher as a bonus action if they have nothing else in their hands. This would allow the Armorer’s ranged weapon to stay competitive with the powerhouse hand crossbow, and the final clause would mean using this more offensive option would restrict their ability to use a shield or some other off-hand item.
Next, I’d change Armor Modification to grant the Armorer free infusions for all parts of their Arcane Armor. As written, the Artificer has to use all but one of their total infusions to actually buff each piece of their armor. Infusing is the most powerful thing artificers do; don’t penalize people for doing what their subclass pushes them toward.
Finally, I’d make the Perfected Armor Guardian reaction usable an unlimited number of times. It targets the save that monsters are strongest with on average, and even if it works, the effect is middling for that level of play. I know some people look at battlefield control abilities like this as a way to completely lock down a target, but if a big enemy is defeated by getting dragged around, then it probably wasn’t a huge threat to begin with.
While the tweaks I made here would definitely help the Armorer, I think that the artificer faces a larger design problem that subclass Band-Aids can’t really solve. The class has deeper issues and requires a pretty major rework. As written, I don’t think the Armorer can compete with the Artillerist for support or the Battlesmith for damage, which is a shame as I too would like to be D&D Iron Man. Fortunately, if your DM allows homebrew, you can check out this amazing artificer redesign that does a better job of realizing the class’s fantasy than anything Wizards has put out.
Treat your friends to an evening of ritual murder – in a fictional RPG scenario, of course. Uncover your lost memories and escape a supernatural menace in our one-shot adventure, The Voyage.
> The armor continues to be Arcane Armor until you don another suit of armor… or die.
I had to.
Lol, it spreads!
Me when I first started reading about this subclass: Holy crap! It’s like Iron Man did a fusion dance with Dr. Strange in the forgotten realms! This is awesome!
Me when I finished reading about this class: Oh…oh. *droops in sadness*
Check out this homebrew if you want to experience that fantasy with a good class.
https://www.gmbinder.com/share/-LAEn6ZdC6lYUKhQ67Qk
I have played many successful artificer characters, this class can be very strong in the right hands. I will agree the armorer is not a good .
One of the great things about 5e is that any mono classed build will be at least serviceable mechanically speaking. What builds brought you success?
I respectfully disagree. Currently playing an armorer who is a superb tank. HP not an issue with incredible AC. Currently 22 (I’m 8th level) and will be 25 at 10th with the addition of a Cloak of Protection and the upgrade on some of the armour infusions.
Spell list enables versatility in combat and also utility. Mirror Image and Blur make me almost impossible to hit. Currently 20 rounds into a huge battle with a Drow House, still standing with 30 odd HP.
The suggestions for improvements in this article would make the class ridiculously OP’d, imho. The key is role playing and tactics – this class gives lots of options and AC is a arguably the most important element of 5th Ed combat.
This is also my experience. The Armorer excels at battlefield control in a way that few other tanks can pull off and completely outshines the Battlesmith in this regard. That you can dump your strength score and entirely focus on int and con give you a laser-like focus. Most games that care for balance will use a standard array or point-buy, enabling you to either invest in the versatile dex for the infiltrator or wis for a skill monkey build.
What methods of control are you referring to?
I’m not a huge fan of the Battle Smith either but the subclass only loses 1 AC compared to the Armorer and thanks to its pet and Warding Bond can actually tank damage better than the Armorer while dealing more in return. The BS can also dump strength in favor of intelligence, and it can do so while using any magical weapon compared to the Armorer which is locked into its subclass weapons.
I’m glad your Armorer is doing well. I agree that if you’re facing mostly AC based damage the targets you then the Armorer makes a fine tank, the problem is when damage is coming from sources that don’t target the classes’ AC or they simply ignore the low damage Armorer and hit other, higher threat targets.
How did you get to 25 AC at level 10? The artificer armor infusion gives you a +2, and cloak of protection gives you an additional +1, for a total of 23 with plate armor and a shield, am I missing something?
Mirror Image and Blur are decent spells at improving what the Armorer is already good at, but do little to shore up the classes’ weaknesses. Mirror Image in particular is kinda meh with high AC characters, as attacks that would have missed you anyway still take out 1 of the images.
What parts would make it OP? Any class is capable of the same level of roleplay and what tactics give the Armorer an advantage ahead of other tanking options? I agree that high AC is a key requirement for being a tank, but it’s not the only requirement. Good saves, good damage, and high hit points are also important factors the Armorer is not very good at.
They infused the shield too for 25 AC. Personally I’m lucky to have a DM that doesn’t let DnD rewrite classes for the worse and I love to have shield of faith for another +2 and shield spell giving be a burst 31 AC.
Artificer may not have Dex or Will saves without the feats to get them, but with 20 int, flash of genius gives you (5) +5 to any check or save for you or a 30′ away teammate. Not even bards can give inspiration like that. Lockpicking? +5 Wrestling? +5 Sneaking? +5
With house rules to let you double infuse for more AC yes the Armorer will be stronger, although giving all that AC to a generally better tank is still the optimal way to go.
Flash of Genious is a good ability, it’s just not enough to prop up the generally weak class. It clashes with powerful options like the Shield spell and unlike the paladin’s save aura you can only use it once per turn.
The bard’s inspiration, on average, is higher than a +5 once they hit level 10, so it’s arguable which option is better.
Hey folks, thanks for the replies to this. I’m now 12th level as the Armorer and am still enjoying this class more than any other I have tried in 5e. The caveat to things is that I got *super* lucky with ability rolls. I currently have 20 INT and 18 CONT and CHAR. This means that I’ve also been able to take a Skill Expert feat in Persuasion and take a lead in those kinds of interactions. IMHO it’s a great choice for a party leader who can be super versatile in combat. The last encounter we had was against a Mind Flayer with a Wall of Force. I couldn’t go toe to toe so had to support with Dispel Magics, healing and I could buff our main striker with Intellect Fortress. This is in massive contrast to the encounter before which was against fire giants and my AC (which is actually 24) saved my bacon. Flash of genius is so important and has saved me and my colleagues on many occasions. I really feel there is enough in the class to keep a player engaged right the way up to 20th level. I also find that there are enough infusions to go around, I’ve been surprised at not just needing to keep them all to myself. Once you’ve got the enhanced armour, shield and weapon, you can really do what you want. And a floating mechanical servant with 10 Cure Wounds spell in an item is great. Plus with crafting improvements you can make all the low level non attunement magic items in a few weeks to share out!
25 at level 10? the most you should be able to get would be Plate 18 + shield 2 + Enhanced Defense 2 + Cloak of protection 1 + Repulsion Shield 1 wich leaves us with 24
Another comment mentioned you might have aplied Enhanced Defense twice, to your armor and shield. RAW you can only have each infusion active in a single item
Yep, it’s 24 – I typed it out wrong! See my reply. Still loving the class at 13th Level. My character’s had a kid who is a Sidekick – and transferring over Infusions has been fun, even if my AC is now 22!
I went toe-to-toe with a dragon in the last session. Hasted, I was firing off lightning bolts and punching it on the nose with my thunder gauntlets in the same round. Not bad for a goblin who is three foot tall!
Hoo-woah. I like your tweaks to the class, like how can the gauntlet you move freely be not a light weight item already!? and oh wow I just now noticed that *Trash’s Caldron* took away shield and have let the other two still keep it, vey poor taste on their part and one that I will ignore.
It may be that under my DM’s supervision did I happen to roll a 14,18,18,18,18,16 super human but your review has some merit and you obviously forgot to set up the theoretical armorer with spells. My “weak” 1d8 longsword strength fist that has a passive agro field also deals non physical thunder damage that can then be further enchanted to a radiant weapon with a blinding reaction. and then as a start of battle bonus action given arcane weapon for a 1d6 of second element + all your base dmg. (1d6+1d8+7)
Or granted you are a armorer/assassin where your initial surprise crit from an also arcane enhanced weapon will be giving you a hefty 6d6 roll granted you activate the launcher’s property. How threatening is it to think there is a fully armored invisible knight slinking in you air ducts shooting?
Instead of a bonus attack with the lightning launcher just make two.
Granted everything must come with some flavor and to give credence to why artificers get all this and a good amount of cleric spells is that much like priests worship the god of order and machinery Primus.
Having higher stats will yield a stronger build. Yes you can buff you subclass weapons, but they’re generally still weaker than applying those buffs to generic weapon builds.
If you’re routinely getting surprise on enemies it doesn’t much matter what your build is, you’ve already won that combat due to how powerful having an extra round on your opponents is.
Overall disagree with the sentiment, to be honest. Having theory crafted a fair bit with the Artillerist and Armorer subclasses I can say that both offer a wealth of options to creative players.
No other class can just casually pass invisibility out to everyone else without anyone casting a spell. Or have a familiar shoot web ten times a day. Or (for some subclasses) fire 10 shatter spells in a turn. Or attune to six items, while filling niches in the party item lineup that random loot hasn’t filled. Or have a built in bonus action attack (homuncumus) that also acts as a super familiar. Or have a way to not only get Find Familiar without knowing the spell, but pass it around to the rest of the party for essentially free. Or (for campaigns that support it) craft simple magic items so quickly. Or casually stack +5 on nearly any crucial roll 5 times per day, stacking with any other bonus. This isn’t an exhaustive list by any means, but even the base class is a force multiplier.
And Armorer just makes it all better. It can use that Shatter trick (Battlesmith can’t), and has two extra infusions which is a bigger deal than you give it credit for. More importantly, giving a dangerous enemy disadv on all attacks before getting away – mobile and fey touched feats are both great for this – already give Armorer better damage mitigation for the group than Battlesmith allows, since enemies can just not hit the Warded battlesmith if he’s that hard a target. And while Guardian shows its usefulness early and has a lackluster level 15 perk, Infiltrator is a hidden powerhouse when you hit 15. It goes from being decent to exceptional, effectively allowing permanent advantage on attacks without consuming resources. The slot you save not attuning to a magic weapon that could potentially compete with such a boon can then be used to attune to something else. And lest we forget, you get guaranteed flight that can’t be dispelled at level 10 or so thanks to your infusions – that can make the Armorer a very frustrating tank or blaster compared to classes that just try to get by on melee staying power or ground distance alone.
Suffice to say, while you won’t be throwing around the Wish spell, you also won’t be relying on fire bolt for your resource-less DPR or getting instadowned when an enemy resists spells or gets the jump on you. It is a very capable hybrid class that asks for creativity from the player and really delivers if you do.
The artificer isn’t without its uses and can make for a totally viable character, same as any 5e class. My issue is that nothing the class does is strong enough compared what other good builds are bringing to the table. I’d love to see powerful artificer builds you’ve come up with.
Artificer weapons, like Lightning Launcher, don’t do the flat damage (1d6). They are used as simple weapons which always add the modifier to them as the main attack action. The subclass option also makes it so you’re adding Intelligence to these rolls rather than Strength.
I don’t believe I said that the artificer weapons don’t add a stat mod. If I did please let me know where and I can change it.