A curious item that has a dim light to it. It can be built into any type of armor to enhance said armor. Found in a heavily guarded section of Mordenkal's Kingdom Merlin stole it before he left and went to Camelot. Unable to make too much headway and swamped with royal duties he put it aside until he found a brilliant young student.
Level 1:
- This item emits a dim light up ten foot unless it is behind total cover.
- You gain proficiency in all types of armor except for Unarmed Defense as long as the Arcane Core is Attuned to you
- You learn a number of Artificer Infusions up to your proficiency bonus and you can have infuse items up to half of your proficiency bonus rounded up
- You gain proficiency in Smiths tools and if you already have proficiency you can either become an expert in smith's tools or gain proficiency in another set of tools or expertise in a set of tools you already have proficiency in.
-
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.these benef lasts ubtil you don another suit of armor or die. 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 wizard 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 bonus 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 core allows for neigh unlimited energy allowing you to freely customize the armor to fit any needs. You know hot to change these modes using a short or long rest. The modes are Healer, Striker, Defensive. Each mode has its own unique abilities, enhancements and allows for versatile uses.
- Healer:
- Radiant Shot: 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 60 feet and a long range of 240 feet, and it deals 1d6 + Intelligence Modifier Radiant damage on a hit.
- Healthy Constitution: you gain advantage on constitution saving throws
- Combat Medic: using the gemlike node you can target an ally within 60 feet as a bonus action and give them 1d6 + Intelligence Modifier as healing. You can only do this if there is an enemy nearby.
- Striker:
- Eldritch Pulse: 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 1d8 + Intelligence Modifier necrotic damage on a hit. Once on each of your turns when you hit a creature with it, you can deal an extra 1d8 nectotic damage to that target.
- You gain 5 feet movement speed
- You gain advantage on Dexterity (stealth) checks and if your armor imposes disadvantage you ignore that disadvantage and still gain your advantage on Dexterity (Stealth) checks.
- Concentrated Fire: As a bonus action if you have not moved this turn, than you reduce your movement speed to 0 and cannot gain more movement speed you can give your next attack advantage.
- Defensive:
- Fiery Strike: Each of the armor’s gauntlets counts as a simple melee weapon while you aren’t holding anything in it, and it deals 1d10 + Intelligence fire 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.
- Indomitable: You gain advantage on strength saving throws.
- Fiery Constitution: As a bonus action, you can gain temporary hit points equal to your level + Intelligence Modifier, replacing any temporary hit points you already have. You lose these temporary hit points if you doff the armor. While you have the temporary hit points you also gain resistance to fire
5th level:
- You gain an extra attack action (2)
- You can change your mode faster, it now takes 1 minute.
- Healer:
- You gain +1 to your Saving Throws
- Striker:
- You gain +1 to your weapon attacks and your spells
- You gain 5 more movement speed (10)
- Defensive:
- You gain +1 to your AC
- Fiery Constitution: you now have resistance regardless if you have temporary hit points
11th level:
- You gain 3 special Infusions that can knly be used on your armor. You can be attuned to a number of items equal to your intelligence Modifier.
- You can now change the model as a bonus action however you can only do so once every 4 rounds.
- Healer:
- Combat Medic: you can now heal 2d6 + Intelligence Modifier.
- Pacifying Aura: allies within this Aura gain double the rolled amount when it comes to healing regardless of who the healer is. The Aura is 30 feet.
- Striker:
- Eldritch Pulse: now deals 1d10+Intelligence Modifier necrotic damage for the attack. The unique follow up damage is now a 1d10 and is dealt automatically to any of your hits and the range increases to 200 short range and 600 long range
- Frenzy Aura: any ally (including yourself) up to your intelligence Modifier deals an extra 1D8 force damage with their attacks or spells. They must be within 30 feet of you to gain this benefit.
- You gain 5 more movement speed (15)
- Defensive:
- Fiery Constitution: you can now give yourself 1d8+ character level + Intelligence Modifier worth of temporary hit points, and as long as you have hit points you gain one more resistance of your choice, you choose this resistance when you first change into this armor model and it must be an acid, cold, force, lightning, or thunder damage
- Guardians Aura: anyone within 30 feet of you gains advantage on strength saving throws and gains the resistances you currently have. Of the ally already has your resistances they do not stack.
17th level:
- You can use Arcane Recovery 2 times per long rest.
- You can change the model of your armor as a bonus action once every 2 rounds.
- You gain +2 to your intelligence and your intelligence maximum becomes 22
- You gain an epic boon
- Healer:
- You now gain a +2 to saving throws
- Combat Healing: now does 2d6 + twice your intelligence Modifier
- Pacifying Aura now has 60 foot reach
- Striker:
- You now gain +2 to your attacks and spells
- Frenzy Aura: now has 60 foot reach and the damage increasees to 1D12 Force damage.
- You gain 5 more movement speed (20)
- Defensive:
- You now gain +2 to your AC.
- Fiery Constitution: the second resistance you can give yourself is now permitted and doesn't need you to have temp Hit points.
- Guardians Aura now has 60 foot reach
Notes: Creature with 20 int
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
7/8/2023 4:21:54 PM
|
15
|
1
|
--
|
Coming Soon
|
|
|
7/10/2023 9:16:42 PM
|
11
|
1
|
--
|
Coming Soon
|
Comments