Scroll, varies

Many adventurers rely on weapons they find. Swords of bountiful flames. Staves that conjure blizzards. Bows with unlimited projectiles. Scrolls allowing one to cast a spell effortlessly. An Armorer relies on no such thing. They instead rely on their own specially crafted weapons, directly integrated into their own armor. Thunderous punches, streaks of lightning... but not all Armorers have relied on those same two weapons.

An Armorer's armor is an extension of themself. A reflection. Not all armorers use the same model of armor. Many seek greater power. They wish to test the limits of their own artifice capabilities. Some seek to learn from the masters before them. Others wish to design their own works of art. The standard Guardian and Infiltrator, as impressive and easy to master as they are, are only a starting point in some Armorers' eyes. There is always room for improvement and creativity.

An interesting result of this personalization is that no two models of Power Armor are designed quite the same way. One's Guardian model may be inscribed into their armor a bit differently from another's. However, the underlying designs for any model are essentially the same, and if one Armorer were to learn the secrets of a new model, those secrets could be passed down in the form of an Armor Model Blueprint.

 

Artificer Armor Model Blueprints

Armor Model Blueprints are designed to be replacements for magical weapons for an Armorer Artificer player, for them to discover and incorporate into their armor. New and unique options they may choose instead of the default Guardian and Infiltrator models, allowing for significantly more personalization and variety when playing the subclass. These new armor models cannot normally be immediately integrated into the suit, but instead are studied by the player and crafted over the course of the player's downtime. Alternatively, another powerful artificer may be able to craft it for them after studying the player's Power Armor if downtime is not part of your campaign.

You may not normally select these armor models by default. Instead, you may add one of these armor model options to your Armor Model feature by finding its respective blueprint. Once you have a blueprint, you must then create an armor disc, an item that contains information to change your armor model, by following the downtime activity rules for crafting a magic item as detailed in the Dungeon Master's Guide. The normal time and cost are both cut in half, however. Common and uncommon blueprints are also affected by your Magic Item Master feat in addition.

An armor disc, once created, appears as a tiny platinum disc-shaped object that is highly reflective and inscribed with magic runes. The disc has 8 AC and 6 HP, and weighs 1/10th lb. If one of these discs is somehow damaged, it cannot be installed again until it is repaired, and takes 4 hours of work to repair. You may split this time across two short rests, and having the Mending cantrip halves the time, allowing you to repair a disc in one short rest.

Once you have an armor model disc, you may replace one of your available armor models detailed in your Armor Model feature to the disc's respective armor model during a long rest, with the replaced armor model appearing as its own respective armor disc and being unavailable from your Armor Model feature until reinstalled, and the new armor model becoming available from your Armor Model feature in its place. You may only switch between the two active models after a short rest. At 15th level, as part of your Perfected Armor feature, you also gain the ability to switch two of your armor discs on a long rest instead of one.

How you obtain armor model blueprints is up to your DM. You may find them as dungeon loot in dungeons where constructs or artifice magic are common. They may be gifted to you as rewards for quests from a powerful artificer. Perhaps they are secret knowledge hidden away by an old master in the most obscure of places. Alternatively, your DM may allow you to create blueprints as detailed below. Optionally, your DM may also allow you to replace one or both of your Guardian and Infiltrator armor models with one common or uncommon armor model.

Optional: Creating a Blueprint - As an artificer, your DM may allow you to use the Research downtime activity, as detailed in Xanathar's Guide to Everything, to instead craft armor model blueprints. The usual research outcomes are replaced with these: On a 1 to 5, your research has no effect. On a 6 to 10, you create a common blueprint. On a 11 to 18, you create an uncommon or common blueprint. On a 19 to 25, you create one rare or uncommon, or two common blueprints. On a 26 to 30, you create one very rare or rare, or two common or uncommon blueprints. On a 31+, you create one legendary or very rare, two rare or uncommon, or three common blueprints.

You have access to a new infusion once you possess an armor disc.

Disc Drive.
Prerequisite: 10th level Artificer.
Item: a suit of armor.

A creature wearing a suit of armor with this infusion may install an armor disc over a long rest. The creature wearing the armor gains the benefits of the armor disc's respective armor model if it has no other armor model to choose from, or may choose it in addition to its available armor models and gain its benefits instead.

 

These armor model blueprints are available as options:

Bladed Blueprint (Common). A blueprint that details how to design your armor for slashing damage. You learn how to craft the Bladed armor disc, allowing you to choose it for your Armor Model feature instead of one of your other armor models once you have installed it. The Bladed model has the following abilities:

• Slashing Blades. A sharp blade appears on each of your gauntlets, which count as simple melee weapons while you aren't holding anything in them, dealing 1d10 slashing damage each.
• Sharp Field. Your armor is protected by a field of floating blades. A creature that attacks you with a melee attack must make a Dexterity save or take 1d6 slashing damage, with a DC of 10 plus your proficiency bonus.

At 15th level, as part of your Perfected Armor feature, your Arcane Armor gains additional benefits for the Bladed model. Your Slashing Blades now deal 2d6 damage. Your Sharp Field now deals 2d4 damage and its DC increases by your Intelligence modifier. 

 

Spiked Blueprint (Common). A blueprint that details how to design your armor for piercing damage. You learn how to craft the Spiked armor disc, allowing you to choose it for your Armor Model feature instead of one of your other armor models once you have installed it. The Pointed model has the following abilities:

• Piercing Spikes. Long spikes appear on each of your gauntlets, which count as simple melee weapons while you aren't holding anything in them, dealing 1d10 piercing damage each.
• Spiked Field. Your armor is protected by a field of floating caltrops. A creature that attacks you with a melee attack must make a Dexterity save or take 1d6 piercing damage, with a DC of 10 plus your proficiency bonus.

At 15th level, as part of your Perfected Armor feature, your Arcane Armor gains additional benefits for the Spiked model. Your Piercing Spikes now deal 2d6 damage. Your Spiked Field now deals 2d4 damage and its DC increases by your Intelligence modifier. 

 

Weighted Blueprint (Common). A blueprint that details how to design your armor for bludgeoning damage. You learn how to craft the Weighted armor disc, allowing you to choose it for your Armor Model feature instead of one of your other armor models once you have installed it. The Weighted model has the following abilities:

• Bludgeoning Fists. Your gauntlets become heavily weighted, which count as simple melee weapons while you aren't holding anything in them, dealing 1d10 bludgeoning damage each.
• Orb Field. Your armor is protected by a field of floating metal spheres. A creature that attacks you with a melee attack must make a Dexterity save or take 1d6 bludgeoning damage, with a DC of 10 plus your proficiency bonus.

At 15th level, as part of your Perfected Armor feature, your Arcane Armor gains additional benefits for the Weighted model. Your Bludgeoning Fists now deal 2d6 damage. Your Orb Field now deals 2d4 damage and its DC increases by your Intelligence modifier. 

 

Ranger Blueprint (Common). A blueprint that details how to design your armor for ranged piercing damage. You learn how to craft the Ranger armor disc, allowing you to choose it for your Armor Model feature instead of one of your other armor models once you have installed it. The Ranger model has the following abilities:

• Piercing Bolts. Bolt launchers appear on either your gauntlets or your shoulders (your choice). They count as simple ranged weapons, with a normal range of 90 feet and a long range of 300 feet, and it deals 1d8 piercing damage on a hit.
• Evasion Field. Your armor can redirect a bit of energy around you. Whenever you make a Dexterity save, you may use your reaction to take half the damage on a failed save. You can use this ability a number of times equal to your proficiency modifier, but only before you know the outcome of the save.

At 15th level, as part of your Perfected Armor feature, your Arcane Armor gains additional benefits for the Ranger model. Your Piercing Bolts now deal 1d10 damage. In addition, when you use your Evasion Field, you take no damage on a successful save.

 

Shuriken Blueprint (Common). A blueprint that details how to design your armor for ranged slashing damage. You learn how to craft the Ranger armor disc, allowing you to choose it for your Armor Model feature instead of one of your other armor models once you have installed it. The Ranger model has the following abilities:

• Slashing Discs. Disc launchers appear on either your gauntlets or your shoulders (your choice). They count as simple ranged weapons, with a normal range of 90 feet and a long range of 300 feet, and it deals 1d8 slashing damage on a hit.
• Instinct Field. Your armor can guard your thoughts and stimulate your mind in a way that fortifies your instincts. Whenever you make a Wisdom save, you may use your reaction to take half the damage on a failed save. You can use this ability a number of times equal to your proficiency modifier, but only before you know the outcome of the save.

At 15th level, as part of your Perfected Armor feature, your Arcane Armor gains additional benefits for the Shuriken model. Your Slashing Discs now deal 1d10 damage. In addition, when you use your Instinct Field, you take no damage on a successful save.

 

Cannoneer Blueprint (Common). A blueprint that details how to design your armor for ranged bludgeoning damage. You learn how to craft the Ranger armor disc, allowing you to choose it for your Armor Model feature instead of one of your other armor models once you have installed it. The Ranger model has the following abilities:

• Bludgeoning Spheres. Orb launchers appear on either your gauntlets or your shoulders (your choice). They count as simple ranged weapons, with a normal range of 90 feet and a long range of 300 feet, and it deals 1d8 bludgeoning damage on a hit.
• Endurance Field. Your armor can absorb some energy you would otherwise endure. Whenever you make a Constitution save, you may use your reaction to take half the damage on a failed save. You can use this ability a number of times equal to your proficiency modifier, but only before you know the outcome of the save.

At 15th level, as part of your Perfected Armor feature, your Arcane Armor gains additional benefits for the Cannoneer model. Your Bludgeoning Spheres now deal 1d10 damage. In addition, when you use your Endurance Field, you take no damage on a successful save.

 

Guardian Blueprint (Uncommon). A blueprint that details how to design your armor for the frontline of conflict. You learn how to craft the Guardian armor disc, allowing you to choose it for your Armor Model feature instead of one of your other armor models once you have installed it. The Guardian model has the following abilities:

• Thunder Gauntlets. Each of the armor's gauntlets count as a simple melee weapon while you aren't holding anything in it, and it deals 1d8 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, as the armor magically emits a distracting pulse when the creature attacks someone else.
• Defensive Field. As a bonus action, you can gain temporary hit points equal to your level in this class, 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 proficiency bonus, and you regain all expended uses when you finish a long rest.

At 15th level, as part of your Perfected Armor feature, your Arcane Armor gains additional benefits for the Guardian model. When a Huge or smaller creature you can see ends its turn within 30 feet of you, you can use your reaction to magically force the creature to make a Strength saving throw against your spell save DC, pulling the creature up to 30 feet toward you to an unoccupied space. If you pull the target to a space within 5 feet of you, you can make a melee weapon attack against it as part of this reaction. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

 

Infiltrator Blueprint (Uncommon). A blueprint that details how to design your armor for controlled area destruction. You learn how to craft the Arsonist armor disc, allowing you to choose it for your Armor Model feature instead of one of your other armor models once you have installed it. The Arsonist model has the following abilities:

• Lightning Launcher. A gemlike node appears on one of your armored fists or on the chest (your choice). It counts as a simple ranged weapon, with a normal range of 90 feet and a long range of 300 feet, and it deals 1d6 lightning damage on a hit. Once on each of your turns when you hit a creature with it, you can deal an extra 1d6 lightning damage to that target.
• 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.

At 15th level, as part of your Perfected Armor feature, your Arcane Armor gains additional benefits for the Infiltrator model. Any creature that takes lightning damage from your Lightning Launcher glimmers with magical light until the start of your next turn. The glimmering creature sheds dim light in a 5-foot radius, and it has disadvantage on attack rolls against you, as the light jolts it if it attacks you. In addition, the next attack roll against it has advantage, and if that attack hits, the target takes an extra 1d6 lightning damage.

 

Arsonist Blueprint (Uncommon). A blueprint that details how to design your armor for controlled area destruction. You learn how to craft the Arsonist armor disc, allowing you to choose it for your Armor Model feature instead of one of your other armor models once you have installed it. The Arsonist model has the following abilities:

• Fire Bombs. Small cannons appear on your gauntlets or shoulders (your choice), with a scarlet gem on each. They count as simple ranged weapons, with a normal range of 60 feet and a long range of 150 feet, and they deal 1d4 fire damage on a hit. Alternatively, you may target a point within range. The bomb then explodes. Each creature in a 10 foot radius around the targeted creature (including the creature) or point must make a Dexterity save or take 1d4 fire damage, with a DC of 10 plus your proficiency bonus plus your Intelligence modifier

.
• Extinguish. You may give one creature within 120 ft. resistance to the next source of fire damage they take for one round as a bonus action. You may use this ability a number of times equal to your proficiency modifier.
• Blazing Field. You have resistance to fire. Any creature that willingly ends its turn within 5 ft. of you must make a Dexterity save or take 1d4 fire damage, with a DC of 10 plus your proficiency bonus. This damage increases by 1d4 at 5th, 11th, and 17th level.

At 15th level, as part of your Perfected Armor feature, your Arcane Armor gains additional benefits for the Arsonist model. Your fire bombs deal 1d8 damage on the initial attack roll, and both the initial attack and the explosion deal double damage to objects and structures. In addition, you may reduce the fire immunity of one creature that otherwise would have been affected by the weapon to resistance a number of times per long rest equal to your proficiency bonus.

 

Cryogen Blueprint (Uncommon). A blueprint that details how to design your armor for freezing adversaries. You learn how to craft the Cryogen armor disc, allowing you to choose it for your Armor Model feature instead of one of your other armor models once you have installed it. The Cryogen model has the following abilities:

• Cold Jets. Jets appear on your gaintlets or chest (your choice), with a pale blue gem in each. They count as simple ranged weapons, but do not make a ranged attack roll. Instead, they deal 1d4 cold damage within a 30 ft. cone. Creatures within the cone must make a Constitution save, with a DC of 10 plus your proficiency bonus plus your Intelligence modifier, taking the damage if they fail, and being slowed by 5 ft. for one minute.
• Insulate. You may give one creature within 120 ft. resistance to the next source of cold damage they take for one round as a bonus action. You may use this ability a number of times equal to your proficiency modifier.
• Chilling Field. You have resistance to cold. Any creature that willingly ends its turn within 5 ft. of you must make a Constitution save or take 1d4 cold damage, with a DC of 10 plus your proficiency bonus. This damage increases by 1d4 at 5th, 11th, and 17th level.

At 15th level, as part of your Perfected Armor feature, your Arcane Armor gains additional benefits for the Cryogen model. When a creature fails the save against your Cold Jets, the slow effect increases by another 5 ft. and resets the time until it wears off if it is already slowed. A creature whose speed is reduced to 0 by this attack has disadvantage on this save and on its attack rolls. In addition, you may reduce the cold immunity of one creature that otherwise would have been affected by the weapon to resistance a number of times per long rest equal to your proficiency bonus.

 

Echo Blueprint (Rare). A blueprint that details how to design your armor to link with an extra set of power armor. You learn how to craft the Echo armor disc, allowing you to choose it for your Armor Model feature instead of one of your other armor models once you have installed it. The Echo model has the following abilities:

• Echo Gauntlets. Your gauntlets are covered with rune-like patterns. They count as simple melee weapons while you aren't holding anything in them, dealing 1d6 bludgeoning damage each. When you attack with these gauntlets, once per turn, you may have your Echo Armor also make a melee weapon attack that deals 1d6 bludgeoning damage to a creature within 5 ft. of it.
• Echo Sense. You may see through your Echo Armor's senses by concentrating as if you were concentrating on a spell. You can see with 60 ft. blindsight and can hear, but cannot smell, taste, touch, or speak. You cannot use your own senses while doing so.
• Animation Field. Once per day, you may choose a set of armor to imbue with your Animation Field. When you do, it becomes Echo Armor, a construct that looks very similar or identical to your own Power Armor and shares your ability scores, proficiency modifier, saving throw proficiencies, and speed, has the armor value and effects of the armor it's wearing, has HP equal to 5 times your proficiency modifier, plus HP equal to your level, and has Blindsight out to 60 ft. It cannot be healed except by Mending, and when killed, the armor breaks unless infused. It does not act on its own initiative, but can make saving throws, and you may move it with your bonus action. As long as both your own Power Armor helmet and the Echo Armor's helmet are both deployed, you and your Echo Armor cannot be immediately distinguished. If you speak or cast a spell, any creature that sees you do so can make a Wisdom (Perception) check with a DC of 10 plus your Charisma bonus plus your proficiency modifier to realize which armor you are in. You have disadvantage on the roll if the armor is a different type from your own. Your Echo Armor becomes normal armor again when you take an action to dismiss the Animation Field, or when you switch armor models.

At 15th level, as part of your Perfected Armor feature, your Arcane Armor gains additional benefits for the Echo model. You no longer lose your own senses when using Echo Sense, can sense by touch, and as long as your Echo Armor's helmet is retracted, you can smell and speak through it. Its Blindsight also extends to 120 ft and gains additional HP equal to 5 times your Intelligence modifier. You may now also have your Echo Armor attack as many times as you attack within your turn, and you can cast spells with a range of touch through your armor, which does not allow creatures to realize which armor you are in.

 

Truestriker Blueprint (Rare). A blueprint that details how to design your armor for unparalleled accuracy. You learn how to craft the Truestriker armor disc, allowing you to choose it for your Armor Model feature instead of one of your other armor models once you have installed it. The Truestriker model has the following abilities:

• Force Missiles. Small batteries of glowing, dart-like projectiles appear on your gauntlets or shoulders (your choice). They count as simple ranged weapons, with a range of 120 feet, and a dart deals 1d4 force damage on a hit. When attacking with these weapons, you have advantage on your attack roll and cannot receive disadvantage on the attack roll. Your target also cannot be changed except by your own effect. A creature carrying a shield takes no damage from this attack, nor does a creature with natural immunity to Magic Missile, but the Shield spell is ignored entirely.
• Precision Boost. Once per long rest, if an effect would give you advantage, you may roll an extra advantage die.
• Redirection Field. Whenever a non-spell ranged attack is made against you, you may impose disadvantage on the roll. You may use this ability a number of times equal to your proficiency modifier.

At 15th level, as part of your Perfected Armor feature, your Arcane Armor gains additional benefits for the Truestriker model. You may now use Precision Boost a number of times equal to your proficiency bonus, once per turn. When you do so, when used on your Force Missiles, they deal half damage to a target carrying a shield or that is immune to Magic Missile for that attack. In addition, you may use it on another target creature that has advantage instead as a reaction.

 

Thermal Aegis Blueprint (Very Rare). A blueprint that details how to design your armor for environmental extremes. You learn how to craft the Thermal Aegis armor disc, allowing you to choose it for your Armor Model feature instead of one of your other armor models once you have installed it. The Thermal Aegis model has the following abilities:

• Elemental Gauntlets. Two gemstones, one scarlet and one pale blue, appear on your gauntlets. You may decide which gem is on which gauntlet. Your gauntlets count as simple melee weapons when you aren't holding anything in them, and they deal 1d4 of either cold or fire damage, depending which gauntlet you strike with. If one of your arms is unable to be used, you may only use the damage type associated with the other.
• Heavy Protection. Your walking speed is reduced by 5 ft.
• Environmental Field. You gain resistance to fire and cold damage, and do not gain exhaustion from hot or cold environments, except in the elemental planes. Your suit also provides you with 1 hour of breathable air and is completely sealed as long as your helmet is deployed.

At 15th level, as part of your Perfected Armor feature, your Arcane Armor gains additional benefits for the Thermal Aegis model. Your suit's breathing time is extended to 4 hours. In addition, your suit's environmental protection can be further enhanced temporarily. Your armor may either give you Fire immunity and prevent exhaustion from heat in the elemental planes, or immunity to Cold and prevent exhaustion from cold in the elemental planes. Each of these effects lasts for one hour, but only one may be active at a time. You can these two options a total number of times equal to your proficiency bonus. This protection extends to items you are wearing and carrying.

 

Switchstrike Blueprint (Very Rare). A blueprint that details how to design your armor for melee versatility. You learn how to craft the Switchstrike armor disc, allowing you to choose it for your Armor Model feature instead of one of your other armor models once you have installed it. The Switchstrike model has the following abilities:

• Switch Gauntlets. Your gauntlets count as simple melee weapons while you aren't holding anything in them, which deal 1d8 damage each. Upon changing to the Switchstrike armor model, you choose either bludgeoning, piercing, or slashing damage for the damage type. As an action, you can change to one of the other damage types.
• Reshaping Field. Your armor is protected by malleable metal. Upon changing to the Switchstrike armor model, you choose either bludgeoning, piercing, or slashing damage for the damage type. As a bonus action, you can change to one of the other damage types. A creature that attacks you with a melee attack must make a Dexterity save or take 1d4 damage of the chosen type, with a DC of 10 plus your proficiency bonus.

At 15th level, as part of your Perfected Armor feature, your Arcane Armor gains additional benefits for the Switchstrike model. Your Switch Gauntlets now deal 1d12 damage. Your Reshaping Field now deals 1d8 damage and its DC increases by your Intelligence modifier. In addition, you may move your Reshaping Field to surround a creature you can see within a 60 ft. range.

 

Switchshot Blueprint (Very Rare). A blueprint that details how to design your armor for ranged versatility. You learn how to craft the Switchshot armor disc, allowing you to choose it for your Armor Model feature instead of one of your other armor models once you have installed it. The Switchshot model has the following abilities:

• Switch Launchers. Your gauntlets gain launchers which count as simple ranged weapons that deal 1d6 damage each. Upon changing to the Switchstrike armor model, you choose either bludgeoning, piercing, or slashing damage for the damage type. As an action, you can change to one of the other damage types.
• Recalibrating Field. Your armor is protected by variable energy. Upon changing to the Switchshot armor model, you choose either constitution, dexterity, or wisdom. As a bonus action, you can change to one of the other stats. Whenever you roll a save for the chosen stat, you may use your reaction to take half the damage on a failed save. You can use this ability a number of times equal to your proficiency modifier, but only before you know the outcome of the save.

At 15th level, as part of your Perfected Armor feature, your Arcane Armor gains additional benefits for the Switchshot model. Your Switch Launchers now deal 1d8 damage and your Recalibrating Field now nullifies damage for a successful save. In addition, when you use your Recalibrating Field, you take no damage on a successful save. You may also move your Recalibrating Field to surround a creature you can see within a 60 ft. range.

 

Chromatic Blueprint (Legendary). A blueprint that details how to incorporate the immense magic of chromatic dragons into your armor. You learn how to craft the Chromatic armor disc, allowing you to choose it for your Armor Model feature instead of one of your other armor models once you have installed it. The Chromatic model has the following abilities:

• Chromatic Breath (Recharge 6). Large chromatic dragon scales appear on your helmet. Upon switching to the Chromatic armor model, you choose the main color of the scales: red, black, blue, green, or white, with flecks of the other colors appearing as well. The helmet gives you a breath weapon that you can replace one of your attacks with when you take the Attack action, which on a failed Dexterity save deals 2d6 damage of either fire, acid, lightning, poison, or cold damage, respectively, and half on a success, in a 30 ft. line in front of you. The DC of this saving throw is 8 + your Intelligence modifier + your proficiency bonus. This damage increases by 1d6 at 5th, 11th, and 17th level. You may change the color after a long rest.
• Draconic Claws. Dragonlike claws appear on your gauntlets or boots (your choice), which count as simple melee weapons while you aren't holding anything in them, dealing 1d4 slashing damage.
• Chromatic Field. You gain a field that you may move to another creature you can see within a 60 ft. radius with a bonus action. The creature within the field either takes 1d4 more or 1d4 less damage (your choice) of the type associated with your armor's color.

At 15th level, as part of your Perfected Armor feature, your Arcane Armor gains additional benefits for the Chromatic model. The dormant draconic energies within the armor, previously not fully tapped into, roil and course through your body. As long as you are wearing this armor model, you can speak Draconic and have darkvision out to 60 feet. Your Chromatic Breath recharges on a 5-6. The extra damage from Chromatic Field ignores resistance and immunity. Lastly, you gain one Legendary Action that you may only use to attack with your Draconic Claws.

 

Metallic Blueprint (Legendary). A blueprint that details how to incorporate the immense magic of metallic dragons into your armor. You learn how to craft the Metallic armor disc, allowing you to choose it for your Armor Model feature instead of one of your other armor models once you have installed it. The Metallic model has the following abilities:

• Metallic Breath (Recharge 6). Large metallic dragon scales appear on your helmet. Upon switching to the Metallic armor model, you choose the main color of the scales: brass, bronze, copper, silver, or gold, with flecks of the other colors appearing as well. The helmet gives you a breath weapon that you can replace one of your attacks with when you take the Attack action, which on a failed Dexterity save deals 2d6 damage of either fire, lightning, acid, or cold damage for the first four, respectively, and half on a success, or on a failed Constitution save pushes them 20 feet and renders them prone and incapacitated until the start of your next turn if you chose gold, in a 15 ft. cone in front of you. The DC of this saving throw is 8 + your Intelligence modifier + your proficiency bonus. This damage increases by 1d6 at 5th, 11th, and 17th level if the breath weapon deals damage, otherwise its range extends by 5 ft. instead. You may change the color after a long rest.
• Draconic Claws. Dragonlike claws appear on your gauntlets or boots (your choice), which count as simple melee weapons while you aren't holding anything in them, dealing 1d4 slashing damage.
• Metallic Field. You gain a field that you may move to another creature you can see within a 60 ft. radius with a bonus action. The creature within the field either takes 1d4 more or 1d4 less damage (your choice) of the type associated with your armor's color, or instead adds or reduces 1d4 (your choice) from the creature's Constitution save rolls if you chose gold.

At 15th level, as part of your Perfected Armor feature, your Arcane Armor gains additional benefits for the Metallic model. The dormant draconic energies within the armor, previously not fully tapped into, roil and course through your body. As long as you are wearing this armor model, you can speak Draconic and have darkvision out to 60 feet. Your Metallic Breath recharges on a 5-6. The extra damage from Metallic Field ignores resistance and immunity, or the effect's die increases to 2d4 if gold was chosen. Lastly, you gain one Legendary Action that you may only use to attack with your Draconic Claws.

 

Gem Blueprint (Legendary). A blueprint that details how to incorporate the potent psionics of gem dragons into your armor. You learn how to craft the Gem armor disc, allowing you to choose it for your Armor Model feature instead of one of your other armor models once you have installed it. The Gem model has the following abilities:

• Gem Breath (Recharge 6). Large gem dragon scales appear on your helmet. Upon switching to the Gem armor model, you choose the main color of the scales: amethyst, crystal, emerald, sapphire, or topaz, with flecks of the other colors appearing as well. The helmet gives you a breath weapon that you can replace one of your attacks with when you take the Attack action, which on a failed Dexterity save deals 2d6 damage of either force, radiant, psychic, thunder, or necrotic, respectively, and half on a success, in a 15 ft. cone in front of you. The DC of this saving throw is 8 + your Intelligence modifier + your proficiency bonus. This damage increases by 1d6 at 5th, 11th, and 17th level. You may change the color after a long rest.
• Draconic Claws. Dragonlike claws appear on your gauntlets or boots (your choice), which count as simple melee weapons while you aren't holding anything in them, dealing 1d4 slashing damage.
• Psionic Resonance. You can telepathically speak to any creature you can see within 30 feet of you. You don’t need to share a language with the creature, but the creature must be able to understand at least one language. Your communication doesn’t give the creature the ability to respond to you telepathically.
• Telekinetic Field. A series of gems surround your armor. You can use your bonus action to temporarily arrange these gems into the shape of wings that hold this shape for 1 minute. For the duration, you gain a flying speed equal to your walking speed and can hover. You cannot use this ability again until you take a long rest.

At 15th level, as part of your Perfected Armor feature, your Arcane Armor gains additional benefits for the Gem model. The dormant draconic energies within the armor, previously not fully tapped into, roil and course through your body. As long as you are wearing this armor model, you can speak Draconic and have darkvision out to 60 feet. Your Gem Breath recharges on a 5-6. Telekinetic Field's flight lasts for 10 minutes and the field can be moved to another creature within 60 ft. that you can see with an action. Lastly, you gain one Legendary Action that you may only use to attack with your Draconic Claws.

 

Crafting Armor Model Discs

Once obtaining an armor model blueprint, the disc must be crafted before it can be installed. Much the same as other magic items, the cost to craft the disc does not cover materials. Each has some sort of material component necessary for the magic that is infused into the disc, consumed by the crafting process. Your DM may allow substitutions for ingredients depending on what best fits their campaign, but should be about as difficult to obtain.

Bladed, Spiked, Weighted model. 1/10th lb. of platinum shaped into a disc, 10 lbs. of steel, copper etching on the disc worth 1 SP

Ranger, Shuriken, Cannoneer model. 1/10th lb. of platinum shaped into a disc, an amount of wood worth 20 GP, 5 lbs. of steel, copper etching on the disc worth 1 SP

Guardian model. 1/10th lb. of platinum shaped into a disc, scrap metal from a destroyed construct of CR 5 or higher, a sprinkle of the dust of an air elemental, 10 lbs. of steel, electrum etching on the disc worth 5 GP in the shape of an ornate shield

Infiltrator model. 1/10th lb. of platinum shaped into a disc, 10 lbs. of steel, a lightning rod bathed in the lightning of a creature of CR 5 or higher, feathers from a Harpy Matriarch, electrum etching on the disc worth 5 GP in the shape a thunderstorm

Arsonist model. 1/10th lb. of platinum shaped into a disc, a red garnet worth 100 GP bathed in the flames of a Fire Elemental, gel of a slain adult oblex, electrum etching on the disc worth 5 GP in the shape of a mushroom cloud explosion

Cryogen model. 1/10th lb. of platinum shaped into a disc, an aquamarine worth 100 GP bathed in the cold breath of a young dragon, a gallon of water from a slain Water Elemental, electrum etching on the disc worth 5 GP in the shape of a flurry of snowflakes

Echo model. 1/10th lb. of platinum shaped into a disc, a suit of Plate armor (not consumed), the heart of a necromancer covered in blood, dust, or ectoplasm from an undead creature they summoned, clay from a clay golem, a fine silver mirror with a large lapis lazuli worth 100 GP embedded into the back, gold etching on the disc worth 10 GP depicting yourself reflected on both sides of a portal, duplicated for another 10 GP on the Plate armor

Truestriker model. 1/10th lb. of platinum shaped into a disc, three eyes of an aboleth, a wand of magic missiles, the eye of a Death Kiss with a moonstone worth 50 GP inserted into the pupil, gold etching on the disc worth 10 GP mixed with ground pearl dust worth 10 GP

Thermal Aegis model. 1/10th lb. of platinum shaped into a disc, a star ruby worth 1000 GP exposed to the heat of a volcano, a pale blue opal worth 1000 submerged 100 ft. below polar waters, the heart of a dragon of fire over 100 years of age, the heart of a dragon of ice over 100 years of age, dyed platinum etching worth 100 GP in the shape of two foxes circling each other in a yin-yang shape, one dyed with red dyes and one with pale blue dyes totaling another 50 GP

Switchstrike model. 1/10th lb. of platinum shaped into a disc, 100 lbs of steel, three tails of an Arcanaloth, platinum etching worth 100 GP depicting three heroes wielding a sword, a warhammer, and a lance

Switchshot model. 1/10th lb. of platinum shaped into a disc, an amount of wood worth 200 GP, 50 lbs of steel, three tails of an Arcanaloth, platinum etching worth 100 GP depicting three heroes wielding a bow, a shuriken, and a cannon

Chromatic model. 1/10th lb. of platinum shaped into a disc, 2 lbs. each of scales of a red, white, blue, black, and green dragon all over 100 years of age, a piece of the heart of an ancient dragon nearly a millennia old, mythril etching on the disc worth 500 GP in the shape of five dragons, each dyed in the colors of the five dragon scale colors used, costing another 50 GP. for the dyes

Metallic model. 1/10th lb. of platinum shaped into a disc, 2 lbs. each of scales of a bronze, brass, silver, gold, and copper dragon all over 100 years of age, a piece of the heart of an ancient dragon nearly a millennia old, mythril etching on the disc worth 500 GP in the shape of five dragons, each filled in with the respective metal of each dragon scale used, costing another 10 GP. for the dyes

Gem model. 1/10th lb. of platinum shaped into a disc, 2 lbs. each of scales of an amethyst, crystal, sapphire, emerald, and topaz dragon all over 100 years of age, a piece of the heart of an ancient dragon nearly a millennia old, mythril etching on the disc worth 500 GP in the shape of five dragons, each with a tiny gemstone in the eye, one respective gem for each dragon scale used, totalling 265 GP

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