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Do the effects of the Thunder Gauntlets from the Armorer Artificer subclass stack with the effects of the Propulsion Armor gauntlets from the Propulsion Armor Infusion considering that they’re the same pair of gauntlets and thus a hit from the gauntlets triggers both conditions?

Some people have told me that it’s similar to AC calculations where you only choose one but that is an explicit rule for AC calculations that doesn’t have a counterpart for weapons and neither feature mentions being able to choose which effect occurs.

Also what would the damage be for a hit?

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We can definitely make gauntlets having both properties.

The 9th level Armorer Artificer feature Armor Modifications states:

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.

So we can definitely make this work.

It seems they both function.

This is congruent with the rules for Combining Game Effects, which state:

Different game features can affect a target at the same time.

Here, the target is the gauntlets, and the effects are the Propulsion Armor and Arcane Armor. We can stack different buffs on our characters, why not our armor? This should work just fine.

If they're both applying on a hit, then naturally, the damage would be 1d8 (thunder) + 1d8 (force) + int modifier, which doesn't seem terribly spectacular for a 14th level character (fire bolt the cantrip deals 3d10 at this level). Should be fine balance wise.

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    \$\begingroup\$ @Thomas_Markov I added a part asking what the damage on a hit would be, sorry if that wasn’t clear initially \$\endgroup\$ – Michelle Sims Feb 12 at 20:49
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    \$\begingroup\$ Keep in mind that thanks to the 9th level ability, the armor's "special weapon" (thunder gauntlets) can carry an infusion of its own, so the gauntlets can be a +2 weapon in addition to being a 2d8+STR thrown weapon with a special effect, and the Armorer gets two attacks per turn. \$\endgroup\$ – Darth Pseudonym Feb 12 at 20:57
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    \$\begingroup\$ @DarthPseudonym Arcane Propulsion is the infusion being carried by the special weapon. \$\endgroup\$ – Thomas Markov Feb 12 at 20:58
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    \$\begingroup\$ @MichelleSims You are correct. The chestplate counts as your "armor" slot, so the Propulsion infusion rides there, leaving your helm, boots, and weapon (gauntlets) free for further infusion. \$\endgroup\$ – Darth Pseudonym Feb 12 at 21:06
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    \$\begingroup\$ Oh neat. Still doesn't seem broken to me. It's good. But it isn't broken. \$\endgroup\$ – Thomas Markov Feb 12 at 21:07
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They probably shouldn't "stack"

For the record, the text of the two abilities in question is reproduced here.

Guardian Armor comes with Thunder Gauntlets:

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 ld8 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...

The Arcane Propulsion Armor infusion says, among other benefits:

  • The armor includes gauntlets, each of which is a magic melee weapon that can be wielded only when the hand is holding nothing. The wearer is proficient with the gauntlets, and each one deals ld8 force damage on a hit and has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When thrown, the gauntlet detaches and flies at the attack's target, then immediately returns to the wearer and reattaches.

Now you can clearly have both effects active at the same time there's no reason you can't infuse your chestplate with the Arcane Propulsion Armor infusion and thereby gain all the benefits of the infusion.

However, while it isn't explicit, I think "stacking" should be disallowed. I would agree with the people who compare this to an AC calculation; my reading of this is that the gauntlets have two 'modes' and you can pick which one you want to use for any given attack. In one mode, you deal thunder damage and encourage the enemy to target you; in the other you deal force damage and can make ranged attacks.

Allowing both effects at once would potentially mean your attacks deal 2d8+Int damage on a hit, which would perhaps not be entirely broken, but it seems contrary to the intent of either item.

If your intent here is to merely get your gauntlets to make 1d8-damage ranged attacks that inflict disadvantage if the target doesn't attack you, that's less broken, and while I understand what you're looking for, it doesn't seem like that should work. If nothing else, it becomes ambiguous what damage type your gauntlets actually deal in that case.

Your DM may be all right with you making rocket-punch attacks that cause the disadvantage effect, but I wouldn't allow that in my game. The simple answer is you have two weapons at your disposal, like any weapon-using character who carries a sword and a throwing axe.

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    \$\begingroup\$ This is still weaker than cantrips. \$\endgroup\$ – Thomas Markov Feb 12 at 20:53
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    \$\begingroup\$ Armorers have Extra Attack, they get two shots of this every turn. \$\endgroup\$ – Darth Pseudonym Feb 12 at 20:59
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    \$\begingroup\$ Which is comparable to the monks 4 shots of 1d8+dex at this level. \$\endgroup\$ – Thomas Markov Feb 12 at 21:00
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    \$\begingroup\$ Yes, and you're still a spellcaster with a crap-ton of extra class features in addition to hitting harder than a monk. I smell cheese. \$\endgroup\$ – Darth Pseudonym Feb 12 at 21:09
  • \$\begingroup\$ Death Psuedonym Like a paladin \$\endgroup\$ – Michelle Sims Feb 12 at 21:12

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