Monday, November 2, 2020

Armorer vs. Battle-Smith

 With Tasha's Cauldron of Everything arriving in about two weeks, not only is the Artificer getting its campaign-setting-agnostic release (once being able to be around other people becomes a thing, I've got to play one in AL!) but we're also getting a new subclass in the Armorer.

As it stands, there are three existing subclasses for the Artificer, with the Armorer making a fourth. All three are getting reprinted along with the class. The Artificer, like the Paladin and Ranger, is a half-caster, but while the latter two place more emphasis on their martial side, using spells to back up what is largely a weapon-based class, the Artificer is a little different. Artificers get Cantrips and they get their spells starting at level 1 - in fact, a level 1 Artificer is a lot more like an armored Wizard than a Paladin.

It isn't really until level 3 that the class decides what it's going to be. While you never get access to high-level spells, the Alchemist and the Artillerist still focus on casting. I have an Artillerist in my Ravnica game, and their damage routine, while mostly built around just firing an eldritch cannon and using Firebolt, is still pretty intense - with firebolt at this level doing 3d10+1d8 (so an average of 21) and the cannon dealing 3d8 13.5 average damage, for a total of 34.5 average damage per round.)

But the Battle-Smith is a weapon-based subclass, sacrificing none of its casting ability thanks to the fact that you get to use Intelligence to attack with magic weapons (and as an artificer, your weapons are almost always going to be magical.)

So here comes the Armorer. This is also a weapon-based subclass, and again, you get to use Intelligence to make your attacks. But there are differences.

First off, the Battle-Smith has a pet. The Steel Defender obviously adds damage, but can also keep you safe and repair itself. You can also use it to scout or keep watch, which is pretty cool. Just having one more thing on the battlefield for you is nice, even if it's just to draw fire from foes.

The armorer, then, is sort of more internal.

The first obvious bonus is you get to wear heavy armor but don't need any particular strength score to wear it without lowering your speed, which means that this is essentially the only subclass in the game that does not need to put any thought into Strength or Dexterity when thinking about their AC.

Now, we don't actually have the official version of the subclass yet, but we know that you'll be able to use two different modes for your armor. The Guardian is built for tanking, allowing you to gain Temp HP regularly and giving you a melee attack that deals Thunder damage and encourages foes to attack you instead of your allies. The Infiltrator removes the stealth penalty from heavy armor and gives you a ranged lightning attack that you can boost for additional damage.

I think one of the most exciting prospects for the armorer is that you actually get to put more infusions on items, as long as your bonus infusions go onto your suit (which can carry multiple infusions based on what part of the armor gets them.)

So where do I see upsides and downsides?

First, point in favor of the Armorer - with the heavy armor, you can be very tough to hit. And depending on how well the Temp HP option for the Guardian suit works, you might actually wind up being one of the harder-to-kill tanks in the game.

Also, the fact that you can rest in your armor and it can fit beneath your clothes means that night time ambushes on your party will not leave you unprepared.

On the other side, though: the battle-smith gets to use any magical weapon, while an armorer only gets to use Intelligence to attack with the armor's built-in weapons. In most cases, this won't be a big deal, as it's pretty rare in a campaign to see magic weapons that go beyond a +1 or something else you can pretty easily infuse (and the armorer can infuse those built-in weapons.) However, if you get something like a Flametongue or other weapon that does additional dice of damage, that can be a really major factor in pushing weapon-based classes higher in damage output.

I also think the Battle Smith get a little off-the-cuff versatility. They might have a Repeating Heavy Crossbow that they primarily use, but if something closes in melee, they swap to their infused +2 Maul. Given that the armorer can only swap between Guardian and Infiltrator during a rest, you're going to be committing to a ranged or melee style.

Still, I also think that while a Battle Smith is going to be more of an idiosyncratic support-damage-dealer, the Armorer can potentially stand with the rest of the true tanks, even with only a d8 hit die.

I am somewhat torn on which I'd want to play, but I'm very eager to see how the finalized version of the Armorer turns out.

3 comments:

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  2. Hey there!

    I realise it's been a year since the OP, but I thought I'd comment to give my two cents since durable, high AC, high saves character concepts are a passion of mine as well!

    As far as Battle Smith vs Armorer tanking goes, I've found Battle Smith to be the better of the two.

    Armorer only has the Thunder Gauntlet's soft "taunt" ability but it has very little in the way of damage.

    The Battle Smith on the other hand has its Smites, Arcane Jolts, Steel Defender attacks, and they can use ANY magic weapon (by level 15) regardless of class, using only INT. So, not only can you use something like a Greatsword with GWM or a Heavy Crossbow with SS (if you go the damage route) but for tanking you can also weild something like a Staff of Power, which gives you a +2 to all attack rolls, AC and Saves! Plus access to amazing AoE spells like Fireball, Cone of Cold and Thunderbolt, plus allows you to add an additional d6 to your strikes, further increasing your attack damage.

    So, let me present a sample build I hold dear:

    Warforged Battle Smith with 14Dex, Half-Plate, a shield and Shield: 20 regular AC, 25 with casting

    If you craft, find or infuse the following:
    +3 armor, +3 shield, +1 Cloak of Protection, +1 Ring of Protection, Staff of Power, that's another +10 total increase to your AC, so it becomes 30 regular AC, 35 with casting Shield, plus +4 to ALL your saves.

    Finaly, all Artificers learn Haste by level 9, so if you cast this in every fight (which you absolutely should) that's another +2 to your AC, for a grant total of +37 AC with casting!

    To put this number in perspective, ANY monster up to, and including, an Ancient Gold Dragon can only ever hit you if it rolls a Nat 20! The ONLY other monster with a higher To Hit bonus, the Tarrasque, can only hit you if it rolls a 18 or higher!

    Oh but wait! Your Steel Defender can give disadvantage to an attack with its reaction.

    So, even in these rare instances that your enemy crits, or you find yourself fighting the strongest monster in the Monster Manual, you can still try and force a miss.

    To recap, a level 20 Warforged Battle Smith can potentialy have:

    30 regular AC, 37 with casting

    +10 baseline to ALL saves, through items and Soul of Artifice (before even considering ability score bonuses and proficiencies) + another 5 from Flash of Genius

    Four attacks (with Haste and Steel Defender) that can have extra bonus damage from Arcane Jolts, Smites and Staff of Power

    On demand disadvantage on an enemy attack each round (Steel Defender)

    That's a mighty fine tank if you ask me!

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    1. Something else I remembered:

      Since your Steel Defender can be ordered to use items and the Battle Smith gets Warding Bond in its spell list, you can have your Steel Defender use the Spell-Storing item you get on level 11 to cast Warding Bond on you, giving you yet another +1 bonus to both AC and Saves, plus resistance to ALL damage as well.

      You know, in case you weren't already impossible enough to kill!

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