Artificer
Base Class: Artificer

An artificer who specializes as an Armorer modifies armor to function almost like a second skin. The armor is enhanced to hone the artificer's magic, unleash potent attacks, and generate a formidable defense. The artificer bonds with this armor, becoming one with it even as they experiment with it and refine its magical capabilities. Ivara is a suit specialized for stealth that can pull shreds of the shadowfell to power it's special abilities. Ivara counts as a breastplate. While attuned to Ivara, you can dismiss the suit similar to a soul bound weapon with a free action. It takes a bonus action or action to summon Ivara onto your person.

Tools of the Trade

3rd-level Armorer feature

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.

Armorer Spells

3rd-level Armorer feature

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

Shadow Specialist

3rd-level Armorer feature

Ivara pulls it's power from the shadowfell allowing it to disappear into the shadows and track nearby creatures.
You gain the following benefits while wearing this armor:

  • When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.
  • As an action you can send out a pulse of invisible magic. You become aware of the position of any creatures within 60ft of you. The pulse can penetrate 10 feet of stone, 10 inches of common metal, or up to 30 feet of wood or dirt. You can use this once per hour.
  • You gain the ability to cast the Pass without Trace spell. It still requires you to learn the spell and expend a spell slot.
  • You can use Ivara as a spellcasting focus for your artificer spells.

Ivara Forms

3rd-level Armorer feature

You can customize Ivara. When you do so, choose one of the following forms: Strelka or Kogti. The form you choose gives you special benefits while you wear it.

Each model includes a special weapon. When you attack with that weapon, you can choose to use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls. You can change your power armor's model whenever you finish a short or long rest, provided you have smith's tools in hand.

Kogti

Shadow Claws. Large retractable 4-bladed claws that are made of a dark purple metal shrouded in darkness. These claws do 2d6 magical slashing damage and have the light and two-handed weapon properties. Attacks made with these while in Prowl score a critical hit on a roll of 18, 19, or 20.

Prowl. As an action you become invisible. Your movement speed while invisible cannot exceed 20ft. Anything you are wearing or carrying that is on you also becomes invisible. The invisibility lasts for 10 minutes but ends if you are successfully detected by a creature or make a loud noise. This means that if you kill a target with one clean blow then you will remain invisible, but if your attack doesn't finish the job and they become aware of your presence then it ends. The time can be extended to 1 hour if you are using it outside of combat. You can use this ability a number of time equal to your proficiency bonus per long rest.

Strelka

Artemis Bow. A mighty longbow made of a special magic wood that is nearly unbreakable. As a bonus action you can charge a shot with the Artemis Bow. A charged shot summons two additional spectral arrows that are shot as well. Roll to hit for each of the arrows, and they deal 1d4 force damage (does not add modifier). You also gain the ability to manifest a set of magic arrows. Using any of the arrows expends a charge. You have a number of charges equal to your proficiency bonus that are regained after a long rest. The arrows are as follows:
Cloak. As an action you summon and shoot a arrow made of shreds of the shadowfell. A 5 foot radius sphere is created wherever the arrow lands. All creatures within this sphere are invisible. The effect lasts for 1 minute, and ends early if the arrow is destroyed.
Dashwire. As an action summon and shoot an arrow made of a dark blue metal. A traversable zipline is created from where you fire the arrow to where the arrow lands with a maximum length of 60ft.
Noise. As an action you summon and shoot an arrow made of white light. The arrow will make a high-pitched sound similar to an alarm blaring upon hitting it's target. Any creatures within 30ft of where the arrow lands must succeed on a Constitution saving throw against your spell save DC or be deafened for 1 minute. The sound lasts for 1 minute, and you can cause the sound to stop as a bonus action.
Sleep. As an action you can summon and shoot an arrow made of a soft cloud. On a hit, the target is potentially put into a magical slumber. Roll a number of d8s equal to half your artificer level + 4 (rounded up); the total is how many hit points of a creature this arrow can affect. The affected by this arrow falls unconscious for 1 minute, until the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake.

Navigator. As a reaction to making an attack roll with the artemis bow you can take precise control of the arrow. Your body is blinded and deafened, and you see and hear through the arrow as if it was a creature. You can manipulate it's movement in any way for up to 150ft. Attacks using navigator have advantage to hit. You can use this ability a number of times equal to your proficiency bonus per long rest.

Extra Attack

5th-level Armorer feature

You can attack twice, rather than once, whenever you take the Attack action on your turn.

Ivara Modifcations

9th-level Armorer feature

You learn how to use your artificer infusions to specially modify parts of Ivara. The suit 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 Ivara's form with the Ivara Forms feature. In addition, the maximum number of items you can infuse at once increases by 2, but those extra items must be part of the suit.

Perfected Ivara Armor

15th-level Armorer feature 

Ivara gains additional benefits based on the form, as shown below.

Kogti

You have become fully attuned to traversing the shadows and hunting down your prey.

Stalk. After using Shadow Track you can choose a marked target to be stalked. You know the exact distance and direction to the stalked target. While in Prowl you can move towards a stalked target at full speed without making any noise. The stalker will also take an additional 1d6 slashing damage if you are in Prowl. You can use Stalk a number of times equal to your proficiency bonus per long rest.

Strelka

You have unlocked the full potential of the Artemis Bow allowing you to unleash a volley of arrows.

Spectral Volley. As an action you can make an attack with the artemis bow that summons six spectral arrows that are fired alongside your normal arrow. Roll to hit for each of the arrows, and they each deal 1d8 force damage. You can use this ability once per long rest.

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