That Iron Man subclass is really, really OP. Two attacks per round and about 5+ bonus HP every round? Note, on a round where you didn't get hit, you then just make 3 attacks, one with your off hand, just for fun.
Oh, and Shield plus heavy armor is way, way too powerful. There's a reason they took shield away from Forge Priests.
I'm not usually one to talk about OP stuff, but, WOW, this is very over the top.
How is that OP? The Battlesmith also has 2 attacks, and for the cost of a 1st level slot instead of a BA every round, can cast Heroism, which they always have prepared, and get those 5 temp HP + imunity to being frightened. Oh and Shield always prepared too. And then they have their Steel Defender on top of that.
Is it just me or is the armor Smith's lv 9 feature mostly redundant other than the 2 free infusions?
both armor types attack options are categorized as weapons therefore they can already be infused.
Not just you, almost every other adventurer starts out with a weapon/attack, some armour and boots on their feet, so this is just making the Armourer equal to what every other Artificer has been able to do since level 2. And it's not even 2 free infusions, you still only know 6 at this point, so you can only have 6 infused items still. it's just you can change 5 instead of 3 items/infusions known on a long rest. Thus, I conclude the Armourer basically doesn't actually have a 9th lvl 'feature'.
I just wrote this on a discord server:
Having thought about that new UA Artificer some more, I've come to the conclusion that it's cool, but also incredibly underpowered. I'm gonna compare the ranged option to Alice, my lvl 5 Battlesmith Artificer.
- Both get proficiency with Smith's Tools
- Both get extra always prepared spells
- The Armorer gets proficiency with heavy armour, but without str reqs or stealth disadvantage. That's a similar AC as Alice in light armour, but without the need for high Dex or some Str, but that'll come back to bite you later. Personally, I like being sneaky, so I'd have a high Dex regardless, so this is a moot point for me.
- The power armour can be a spellcasting focus - pure fluff
- The armour can't be removed against your will - 99.9% fluff
- The Armorer gets a 5ft increase to speed, 1 point to the Armourer.
- Weapon - the ranged Armourer can do 3d6+10 magical damage at lvl 5, Alice can do 2d8+12 magical damage thanks to Repeating Shot.
- The Armourer can use Int for their armour weapon, the Battlesmith can use Int for any magical weapon, so as soon as the Armourer is forced to fight in melee, or Lightning damage is a bad idea, they're screwed as they don't have any Dex or Str from earlier, and can only use simple weapons, whereas Alice will draw her Vicious Rapier, and continue fighting with Int. 1 point to the Battlesmith.
- They both get an extra attack at lvl 5.
We've now reached the end of the Armorer's features up to level 5, and I'd say they're about equal. However, we're missing the Battlesmith's main 3rd lvl feature still, the Steel Defender. So the BS gets an expendable tank, that can be used for flanking, deals 1d8+3 damage on a bonus action, and imposes at will disadvantage on one enemy attack per round, on top of being "equal". And it gets worse from here.
The Armorer's 9th level feature is that their armour now counts as 4 separate things for infusions: armour, weapon, boots and bracers.
Every other Artificer has had this by default since level 1. Alice has a weapon, some armour, and has been wearing boots like every adventurer. And can infuse them all. And bracers are useless, Artificers can make bracers of defense and archery, but they're wearing armour (duh) and don't use a bow. They also get 2 more items infused per long rest, but who's changing 3 infusions per day, let alone 5? So basically, the Armorer doesn't actually have a 9th lvl feature. Meanwhile, the BS is getting an extra 2d6 damage or healing 5 times a day. Then at 15th level, the Armorer gets to give one ally attack per round advantage, and does an extra 1d6 damage. The BS on the other hand is getting 2d6 turned into 4d6, the SD gets +2 AC, and can do 1d4+5 damage on a reaction, no roll needed. That last sub feature alone is better than the Armorer's entire 15th lvl feature.
In conclusion, it's pretty terrible.