Arcane Strength. the armorer can choose to use its intelligence to make attack rolls instead of strength or dexterity.
Siege Expert (juggernaut). The armorer deals double damage to objects and structures.
Sculker (prowler). The Armorer can make attack rolls while hidden and not break stealth
Multiattack. The Armorer makes three attacks. with either its blasting gauntlet or its shocking gauntlet.
Shocking Gauntlet (juggernaut). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8+4) bludgeoning damage. plus an extra 4 (1d6) lighting damage. and a creature who is hit by this attack loses its reaction until the start of its next turn.
Blasting gauntlet(prowler). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8+4) force damage.
Spellcasting. The armorer knows the following spells, from the wizard/artificer spell list. Spell Attack +7, Spell Saving DC 15:
Cantrip: message, light
(1/perday cast at 3rd level): magic missile, shatter, lightning bolt
Infused Shield (juggernaut)(2/perday). The armorer can gain an extra +5 to its AC against an attack the armorer can see.
Description
Armorers find their strength in being able to craft and reshape the armor they have to the advantage of the situation. but most armorers know that they might either be juggernauts or prowlers, smashing their way through difficult spaces or sneaking past them without a worry of their armor giving up.
Lair and Lair Actions
Comments