Artificer
Base Class: Artificer

Armorwrights are arcane engineers and frontline tacticians who pilot magically-powered exo-frames—rugged, utilitarian machines cobbled from salvage, plating, and invention. These machines are battlefield-ready and ever-adaptive, designed for frontline survival and maximum magical integration.

Level 3: Exo-Frame Platform

You construct and bond with a personalized arcane exo-frame.

- **AC:** 16 (fixed). You do not add your Dexterity modifier to this AC. This replaces any armor you are wearing.
- **Armor Type:** The exo-frame counts as **heavy armor** for the purpose of interactions, proficiencies, and spellcasting restrictions.
- **Stealth:** You do not suffer disadvantage on Stealth checks unless the frame has visible, noisy components (DM discretion).
- **Speed:** Movement speed is not reduced, but you cannot benefit from speed boosts from non-magical armor or class features.
- **Integrated Control:** You can don or doff your exo-frame as an action.
- **Spellcasting Focus:** The frame serves as your spellcasting focus.
- **Anchored Grip:** You cannot be disarmed while in the frame.

Level 3: Infusion Core

You may apply up to 2 Artificer infusions to your exo-frame (armor or weapon infusions only). These do not count against your normal number of infused items. You can change which infusions are active on the exo-frame after a long rest.

At 9th level, this increases to 3 infusions.
At 15th level, it increases to 4 infusions.

Level 3: Salvaged Feature

You can integrate the magical properties of one set of magical armor into your exo-frame.

- You gain the magical properties of the armor (excluding its base AC).
- Identical effects do not stack.
- The salvaged armor becomes non-magical until restored with a mending spell and a long rest.
- At 15th level, you can integrate two sets of magical armor into your exo-frame.

Level 3: Armorwright Spell List

You always have the following spells prepared. They do not count against your Artificer spells prepared:

- 3rd Level: Shield, Absorb Elements
- 5th Level: Misty Step, Mirror Image
- 9th Level: Fly, Counterspell
- 13th Level: Greater Invisibility, Resilient Sphere
- 17th Level: Wall of Force, Flame Strike

Level 5: Kinetic Linkage

- Once per turn, you deal an extra 1d6 force damage when you hit with a weapon or unarmed strike.
- When you take the Attack action, you may replace one attack with the casting of a cantrip.
- Your unarmed strikes are considered magical and deal 1d6 bludgeoning damage.

Level 9: Modular Systems

You install tactical modules into your exo-frame. You may have 2 modules active at a time. You can change your chosen modules when you finish a long rest.

Modules:

- Reinforced Grips: You have advantage on checks to grapple, shove, or resist being disarmed.
- Mag-Seal Boots: You gain a climb speed equal to your walking speed and advantage on checks or saves to resist being forcibly moved.
- Power Assist: As a bonus action, you may Dash to leap up to 10 ft vertically or 20 ft horizontally.
- HUD Overlay: You gain darkvision out to 60 ft, or increase your existing darkvision by 30 ft. You also have advantage on sight-based Perception checks.
- Gravpulse Stabilizer: You have advantage on ability checks and saving throws to resist being knocked prone or moved against your will. You ignore non-magical difficult terrain. Once per short rest, you may treat vertical surfaces as horizontal for 1 round during your movement.

At 15th level, you may have 3 modules active at once.

Level 15: Warframe Core

- You may integrate two sets of salvaged magical armor at once (no duplicate effects).
- You gain resistance to nonmagical bludgeoning, piercing, and slashing damage.
- Once per long rest, if you would be reduced to 0 hit points, you can instead drop to 1 hit point and move 10 feet as a reaction. This movement does not provoke opportunity attacks.

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