Base Class: Artificer
You are capable of infusing a suit of armor with arcane energy, shaping it in various form. You can choose from different customization for your armour, with every model of armour giving you a different role on the battlefield. Support your companions with the Sapper Gear, or be a frontline tank with the Sturmpioniere Armor.
Tools of the Trade
When you adopt this specialization at 3rd level, 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.
Battlefield Support
You specialize into supporting your allies on the battlefield through the use of magical items and infusion. You gain an extra infused items, but you can only apply the "replicate magical items" infusion to it.
Enhanced Combat Suit
As an action you can turn a suit of armor that you are wearing in a Enhanced Combat Suit.
You get the following benefits when wearing the suit:
- You can don or doff the armor as an action, and deploy or retract the helmet as a bonus action.
- If the armor has a strenght requirement it is ignored, and the armor does not count when calculating your carrying capacity.
- The armor attaches to you and can’t be removed against your will. It also expands to cover your entire body. The armor replaces any missing limbs, functioning identically to a body part it is replacing.
- You can use your Enhanced combat suit as a spellcasting focus.
- The armor continues to be an Enhanced Combat Suit until you don another suit of armor or you die.
Beginning at 3rd level, you can customize your Enhanced Combat Suit. When you do so, choose one of the following armor models: Guardian or Infiltrator. The model you choose gives you special benefits while you wear it.
Each model includes a special weapon. When you attack with that weapon, you can add your Intelligence modifier, instead of Strength or Dexterity, to the attack and damage rolls.You can change the armor's model whenever you finish a short or long rest, provided you have smith's tools in hand.
Sturmpioniere Armor:
You design your armor to assault the enemy head on. It has the following features:
- Thunder Gauntlets. Each of the armor's gauntlets counts 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.
- Enhanced Senses: the armor helps you spotting obstacles and perils on the battlefield. You gain advantage on perception check when spotting traps.
Sapper Armor:
You design your armor to defend your comrades against the enemy horde. It has the following features:
- Defensive Turret. A small magic firearm appears on one of your armor's shoulder. 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 force damage on a hit. Once on each of your turns when you hit a creature with it, you can mark it with a tracer round, giving advantage on any attacks roll targeting that creature.
- Trench digger. When you wear this specific model of the Enhanced Combat Suit you can cast the Mold Earth cantrip. This cantrip count as artificer spells for you, but it doesn't count against the number of artificer cantrip you know. You lose this privilege as soon as you don off the armor or you change model.
- Minelayer Tool: A small metal device appears on your armor's back. As an action,you can deploy magic caltrops from it to cover a square area that is 5 feet on a side.This area must be adiacent to you. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1d4 fire damage as the caltrops explode and are destroyed in the process. Taking this damage make the creature go prone. The test must be taken even if the creature moving trough the caltrops is moving at half speed. You can use this feature a number of times equal to your proficiency bonus and you regain all expended uses when you finish a long rest.
Combat Engineer Spell List
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Combat Engineer Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
| Combat Engineer Spell List | |
|---|---|
| Artificer Level | Combat Engineer Spells |
| 3rd | Floating Disk, Shield |
| 5th | Knock, Find Traps |
| 9th | Leomund's Tiny Hut, Fireball |
| 13th | Dimension Door, Greater Invisibility |
| 17th | Passwall, Bigby's Hand |
Extra Attack
Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.
Mobile Workshop
When you reach the 9th level in this class you magically create a mobile automated workshop. This workshop all the tool necessary for working metals, wood, leather and fine clockwork devices (count as having smith tools, leatherworker tools, woodcarver tools and tinkerer tools). It also has a built in forge. When using this workshop you can craft normal and magic items when you take a long rest. After working for a couple of hours the forge can automatically keep working for you when you rest. This count as a full work day when checking time for crafting an item. If you use this workshop for crafting an item in your down time between adventures, you only need 1/3 of the time needed to craft an item. When not in use the workshop, as an action, it can be magically stored in a wooden briefcase that weights 10 lb.
Armor Modifications
At 15th level, your Enhanced Combat Armor gains additional benefits based on its model, as shown below.
Sturmpioniere.
The Flammenwerfer: the armor Gains a flamethrower on one of the armored vambraces. This device counts as a simple weapon, fires in a 9ft. cone and does 3d6 of fire damage. As all the other Enchanced Combat Suit it can attack using intelligence as a caracteristic instead of dexterity or strength.
Assault Ram: as an action you can make an attack with both your thunder gauntlet, focusing your strength in a single spot. You make a single attack roll against a creature using your intelligence as a modifier. If the attack hits the targets receive 2d10 of force damage and must make a strength check with a dc of 10+int mod+your prof. bonus or be knocked back by 20ft. You can use this feature once, it recharges itself after a long rest.
Sapper.
Higher caliber: the armor 's defensive turret now deals 1d10 force damage.
MInefield: the explosive caltrops feature now deals d 1d8 of fire damage and can be deployed at distance. This feature has a range of 30 ft.
Demolition charge: as an action you can focus all of your explosive caltrops in a single spot: you choose a spot inside a 30 ft. sphere centered around you. Everyone around 5 ft of that spot must make a dexterity saving throw or take 3d8 fire damage. You can use this feature once, it recharges itself after a long rest.
Previous Versions
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1/12/2022 11:44:24 PM
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