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.
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. Can also pick spells from the wizard, sorcerer, and cleric spell list.
Armorer Spells
| Artificer Level | Spell |
|---|---|
|
3rd |
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5th |
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9th |
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13th |
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17th |
Arcane Armor
3rd-level Armorer feature
Your metallurgical pursuits have led to you making armor a conduit for your magic. As an action, you can turn a suit of armor you are wearing into Arcane Armor, provided you have smith’s tools in hand.
You gain the following benefits while wearing this armor:
- If the armor normally has a Strength requirement, the arcane armor lacks this requirement for you.
- You can use the arcane armor as a spellcasting focus for your artificer spells.
- The armor attaches to you and can’t be removed against your will. It also expands to cover your entire body, although you can retract or deploy the helmet as a free action. The armor replaces any missing limbs, functioning identically to a limb it replaces.
- You can doff or don the armor as an action.
The armor continues to be Arcane Armor until you don another suit of armor or you die.
Tek Power Armor
3rd-level Armorer feature
You gain an advanced magic and science powered armor made from heavy armor you worked, molded, and researched. The model gives you special benefits while you wear it.
The armor model includes special weapons. When you attack with that weapon, you can add your Intelligence modifier, instead of Strength or Dexterity, to the attack and damage rolls.
Tek Armor
You design your armor to be in the front line of conflict. It has the following features:
Adamantine Gauntlets. Each of the armor’s gauntlets counts as a simple melee weapon while you aren’t holding anything in it, and it deals 2d8 force damage on a hit. (Your choice of which one based on how you attack) A creature hit by the gauntlet has disadvantage on attack rolls against all creatures including you until the start of your next turn, as the force/hit of the gauntlets distorts the creature mentally and physically when the creature attacks anything. At level 9 the damage is increased to 4d8
Hardlight Shield. As a bonus action, you and those within 5ft can gain temporary hit points equal to your level in this class plus INT modifier, replacing any temporary hit points you already have. You lose these temporary hit points if you doff the armor. You can use this bonus action a number of times equal to your INT modifier, and can regain all uses after a short rest. If a shield is used in any hand you gain this feature for free with no limited uses but can only be used if wearing the shield as you form a light tower shield of your size made of pure magic energy.
Magic Missile Launcher. A gemlike node appears on one of your armored fists or on the chest (your choice). It counts as a ranged spell attack that casts the spell Magic Missile. This can used an unlimited number of times but this feature can only be casted a 1st and 2ed level as long as you still have free spell slots.
Powered Steps. Your walking speed increases by 5 feet.
Dampening Field. You have advantage on Dexterity (Stealth) checks. If the armor normally imposes disadvantage on such checks, the advantage and disadvantage cancel each other, as normal.
Shock Absorbed. As a reaction, fall damage is halved and you land on your feet.
Minor Flight Enchanted Greaves. Activate boosters to gain a flying speed of 20 feet for two hours before needing a short rest to cool down the jets.
Database. Translate any writing you can see in any nonmagical language, to a total of one thousand words up to 1 hour.
Scuba. Fill the armor with air, allowing you to breathe normally in any environment for up to 1 hour.
NightVision. Gain darkvision to a range of 30 feet or activate a built-in bullseye lamp for up to 1 hour.
Extra Attack
5th-level Armorer feature
You can attack twice, rather than once, whenever you take the Attack action on your turn.
Evolved Tek Armor Mods
9th-level Armorer feature
At 9th level, you have access to new suit abilities.
You learn how to use your artificer infusions to specially modify the armor enhanced by your Power Armor feature. That armor now counts as separate items for the purposes of your Infuse Items feature: armor (the chest piece), boots, bracers, and a weapon. Each of those items can bear one of your infusions. Each of those items can bear one of your infusions, and the infusions transfer over if you change your armor’s model with the Armor Model feature. In addition, the maximum number of items you can infuse at once increases by 2, but those extra items must be part of your Arcane Armor.
Momentum. When a creature you can see ends its turn within 15 feet of you, you can use your reaction to force the creature to succeed on a Strength or Dexterity saving throw against your spell save DC or be pulled up to 15 feet toward you to an unoccupied space. If you pull the target to space within 5 feet of you, you can make a melee weapon attack against it as part of this bonus action.
Active Cloaking. You can cast greater invisibility at will a number of times equal to your proficiency bonus.
Calculated Correction. As a reaction, You can force a creature to reroll damage dice and you can pick whichever one is lowest. Used as a form of counter, can be used a number of time equal to your INT modifier.
Targeting System. The suit cast identify on a biological level and reads the vitals, armor class, and resistances and immunities giving you advantage on your next attack and impose an ability to lower the AC of the creature by your INT modifier (Max of 5). Can be used a number of times equal to your INT modifier and recharges on a short rest. This is a free action.
Berserk. As a bonus action, you gain the feature of a barbarian's rage allow you to gain resistance to all damage except psychic while also boosting your attack power. You gain a flat plus 5 damage modifier to any melee based damage coming from you. Can be used a number of times equal to your proficiency bonus and recharges on a long rest.
Extra Attack
At 15th level you can attack twice, rather than once, whenever you take the Attack action on your turn.
Perfected Armor/Overdrive
15th-level Armorer feature
Your Arcane Armor transforms into Adamantine Plate giving you Immunity to Critical Hits and because your perfection of your armor, you gain a special Overdrive mode.
While in Overdrive all d20 rolls auto successes (such a saving against a breath weapon or jumping across a large gap). Along with that all attacked made by you are made a advantage and all attacks against you are made with disadvantage for 10 minuets. Everything around you in a 15ft area takes 15 fire damage a round because of the heat your suit is putting out. Main use as a last resort because it can only be used once a day and afterward takes 10 minuets to recover/cool down the suit.







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