Does the extra 1d6 fire damage to “grasped” weapons granted by the Gauntlets of Flaming Fury effect the Thunder Gauntlets from the Armorer Artificer subclass if the Gauntlets of Flaming Fury are the Thunder Gauntlets?
1.) If you have, say, plate armor +3, and make it your arcane armor can you still infuse the helmet/gauntlets/boots separately?
2.) If you’re already wearing boots such as Boots of Elvenkind (as basic clothing) and you don your arcane armor which has a Winged Boots infusion, would you get both effects, only effects from one, or is this 1000000% a no go?
3.) Can you only put infusions that specifically state they go on helms into the arcane armor’s helm or could I use infusions that say "a suit of armor" such as Enhanced Defense?
The Guardian model described in the Arcane Armor feature of the Armorer Artificer includes "Thunder Gauntlets":
Each of the armor’s gauntlets counts as a simple melee weapon while you aren’t holding anything in it…
If the Artificer holds tools for a material component of a spell, the description above doesn’t apply. However, if the armor itself is used as the focus (assuming it’s an Infused Item), the Artificer is effectively holding a weapon in each hand.
To deal with this, must the Artificer have taken the Warcaster feat (to allow performing the somatic component of a spell while holding a weapon)? Or can the Thunder Gauntlets be considered "sheathed" when not attacking with them?
(Note: All Artificer spellcasting requires a material component, so performing a somatic-only spell is not an concern.)
OK, so the armorer artificer (UA) specialization states:
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.
Page 195 of the PHB states:
When you take the Attack action and attack with a light melee weapon that you’re holding in one hand, you can use a bonus action to attack with a different light melee weapon that you’re holding in the other hand. You don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative. If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it.
This, to me, implies that the artificer can use a shield, have his gem-node on his chest attack, and still has a hand free for an off-hand thrown weapon attack (as long as it’s a simple weapon). The fact that one of his infusions can allow boomeranging thrown weapons make this viable if, you know, it’s viable.
Anyone have any insight?
I have made a PC (5e) Artificer’s Armorer subclass from UA that has the Dual Wielder (DW) feat. What happens when the PC is in the guardian mode and equips a shield?
When you take the Attack action and attack with a light melee weapon that you’re holding in one hand, you can use a bonus action to attack with a different light melee weapon that you’re holding in the other hand. You don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative.
Dual Wielder Feat:
You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand. You can use two-weapon fighting even when the one handed melee weapons you are wielding aren’t light. You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one
Your gauntlets are weapons that due to the DW feat can be used for an off-hand bonus action attack. If you equip a shield, are you still qualified to perform this bonus action off-hand attack, as your offhand is both a weapon and a shield?
You qualify for the +1AC, as you are wielding 2 separate weapons. Is the +1AC from the DW feat still applicable when you equip a shield?
So the UA specialist for the Artificer, the Armorer, has an interesting ability for one of the models you can take.
Thunder Gauntlets. Your armored fists each count as a simple melee weapon, and each 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.
Should you end up with a cantrip like Booming Blade through some means, could you use Thunder Gauntlets to perform it? Would you then get the unique effect of Thunder Gauntlet alongside the normal effects of such a cantrip?
If I’m a Armorer Artificer with my power armor in Infiltrator Mode (the armor’s weight is negligible, and it’s formfitting and wearable under clothing) and infused with the Enhanced Defense infusion (+1 or +2 to AC depending upon level), can I then don a +3 set of plate armor and if I do what’s my AC?
Would other infusions from the under-armor work normally?
Can Armorer Artificers make armor that is already magical (e.g. Armor of Invulnerability) into Power Armor?
Tools of the Trade:
By the time you adopt this specialty at 3rd level, you’re deeply familiar with employing its tools. Proficiencies: You gain proficiency with Smith’s tools and Cobbler’s tools. You also gain alchemist’s supplies and an herbalism kit for free—the result of tinkering you’ve done as you’ve prepared for this specialization.
Crafting: If you craft a magic item in the armor category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
3: Shield of Faith, Armor of Agarthys
5: Warding Bond, Barkskin
9: Tiny Hut, Crusader’s Mantle
13: Stoneskin, Fire Shield
17: Antilife Shell, Circle of Power
Heavily Armored: After a long rest, you can touch one set of heavy armor and imbue it with magic over the course of 10 minutes. This magic lasts until you take another long rest, after which you also regain your Artificer Points. You are proficient in heavy armor that has been imbued in this way. Only you can wear the armor that has been imbued in this way. by you. You have a number of Armorer Points equal to your Artificer level. When you imbue the armor with magic you can spend AP to give the armor enhancements listed below, these enhancements cease to operate after the armor’s magic wears off. AP is also use for features you will gain at higher levels.
Projectile Protection Cost: 5 AP
You have resistance to piercing damage from ranged weapon attacks while wearing this armor.
Flight Cost:18 AP
You gain a flying speed of 30 feet while wearing this armor.
Mobility Cost:3 AP
You ignore difficult terrain while wearing this armor.
Speed Cost:2-20 AP
Your walking speed increases by 5 feet for every 2 AP you spend on this Enhancement.
Aqua Affinity Cost:2 AP
You gain a swimming speed equal to your walking speed.
Flamethrower Cost:17 AP
You can cast Firebolt as a bonus action while wearing this armor.
Electrified Cost: 2 AP
Whenever a creature starts their turn grappling you or being grappled by you, they take 1d4 lightning damage.
Night Vision Cost: 4 AP
You gain darkvision to 30 feet. You cannot see colors in darkness.
Sonar Cost: 8 AP
While underwater, you have blindsight to 120 feet.
Precise Targeting Cost: 3 AP
You gain a +1 bonus to ranged weapon attack rolls.
Redirect Energy Cost: 7 AP
When you take lightning, force, or radiant damage, you can use your reaction to force all other creatures within 30 feet of you to make a dexterity saving throw, they take 2d10 thunder damage on a failed save or half as much on a success.
Respiration Cost: 3 AP
While you are wearing this armor you can breath underwater.
Tin Foil Cost: 12 AP
While you are wearing this armor your mind cannot be dominated, charmed or read by a spell of 5th level or lower.
Lantern Cost: 2 AP
You shed bright light to 30 feet and dim light to 90 feet while wearing this armor.
Strong Cost: 3 AP Your carrying capacity is tripled when wearing this armor.
Scintillating Blade: 9 AP
When you do damage to a creature or object with a meelee weapon that does slashing or piercing damage, they take an additional 1d4 damage if they are a creature, or 8d4 damage if they are an object.
Master of Armor:
When you reach 6th level in this class, you can spend 10 AP points to increase your AC by 3 for the next hour. Once you use this feature, you cannot use it again until you complete a long rest.
Supreme Master of Armor:
At level 14, you gain proficiency in martial weapons. Whenever you take damage, you can spend AP points to reduce the damage you take by 1d6 per AP point spent.
From the PFSRD:
Prerequisites: Int 13, Fast Learner, human.
Benefit: You gain a +2 bonus on all skill checks for skills you have no ranks in. Furthermore, you can use all skills designated “trained only” untrained.
Master Armorer (Ex): The fighter can use his base attack bonus in place of his ranks in the Craft (armor) skill. The fighter need not be wearing armor or using a shield to use this option. The fighter substitutes his total base attack bonus (including his base attack bonus gained through levels in other classes) for his ranks in this skill, but adds the skill’s usual ability score modifier and any other bonuses or penalties that would modify that skill. Additionally the fighter is treated as having the Craft Magic Arms and Armor and Master Craftsman feats, but only for the purpose of making magic armor. The fighter does not need to meet these feats’ prerequisites.
The title is clear, how do these 2 things interact? Do I still count as untrained in the Craft (Armor) skill and obtain the feat bonuses if I take Master Armorer? I couldn’t find a definite answer so any help is appreciated.