Artificer
Base Class: Artificer

An Traditional Armorer takes the path of a rescuer and uses the steam engine tank on their back to rescue others from Fires and other disasters. Using the Water Tub on their back, the Steam Brigadier creates strong bursts of compressed water to put out fires, repel enemies, and even fly briefly using the water to rescue victims trapped high in the air.  The Brigadier also has developed a natural way to heal others using the properties of the water formula they have developed, and if it is heated to a certain point to cauterize wounds to give temporary relief. The Brigadier also knows the ins and outs of the engine it created along with other forms of engines such as those for the vehicles of the water and ground that rely on them. 

Tools of the Brigadier

3rd-level Armorer feature

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 Land and Water vehicles as well.

Brigadier Spells

3rd-level Armorer feature

You always have certain spells prepared after you reach particular levels in this class, as shown in the Armorer Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Armorer Spells
Artificer Level Spell

3rd

create or destroy water, fog cloud

5th

misty step, heat metal

9th

tidal wave, wall of water

13th

watery sphere, locate creature

17th

passwall, maelstrom

Brigadier Water Tank

3rd-level Armorer feature

Your metallurgical pursuits have led to you making armor a conduit for your magic and Rescue operations by wearing a Large Tank of Water on your back made from water that you can refill. As an action, you can turn a suit of armor you are wearing into Support Armor pieces or you can use an Action to refill the water tank on your back, provided you have smith’s tools in hand or a source of water.

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 artificer 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 tank of Water weighs nothing on your back and does not empty

The armor continues to be Arcane Armor until you don another suit of armor or you die.

Armor Model

3rd-level Armorer feature

You can customize your Arcane Armor. When you do so, choose one of the following armor models: Rescuer or EMT. 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.

EMT

You customize your armor for Medical undertakings. It has the following features:

Healing Waters. You can use a Bonus action to target one creature and shoot at a distance of 60ft and that Creature regains 1d8+INT hit points.  The Water can also be used on a target at touch range through your gauntlets. The Healing increases to 2d8 at 9th level and 3d8 at 15th level. This water has no effect on the undead

Emergency Assistance. Your walking speed increases by 5 feet.

Stabilizing The Patient. You can use an Action to touch and stabilize an unconscious/dying creature whos hit points are at 0. This Water has no effect on the Undead. 

Rescuer

You design your armor to be in the front line of conflict. It has the following features:

Water Blasters. Each of the armor’s gauntlets counts as a simple ranged weapon while you aren’t holding anything in it, and it deals 1d12 + INT force damage on a hit. A creature hit by the gauntlet has to make a strength saving throw or be pushed back 10ft, on a critical hit the target is also knocked prone. On a missed attack the water flows onto the ground dousing any small fires, you can also use the gauntlets to put out small non-magical and magical fires. The Damage increases to 2d12 at 15th level.

Back Blasters. As a reaction, you can use the blasters alternate release ports on the shoulders of your arcane armor to blast 30ft into the sky or any cardinal direction when a you are in danger of taking damage from either an attack or area effect, you can only use the reaction when you would be damaged, so after the attacker rolls and hits, or during a saving throw for area effect damage. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses on a long rest. The reaction ends after the 30ft is reached causing the water to stop, if you are in the air you will fall the height that you went upward. 

Rescuers Strength. You have advantage on Strength Ability Checks and Saving Throws when carrying another creature. 

Extra Attack

5th-level Armorer feature

You can attack twice, rather than once, whenever you take the Attack action on your turn.

Armor Modifications

9th-level Armorer feature

You learn how to use your artificer infusions to specially modify your Arcane Armor. That armor now counts as separate items for the purposes of your Infuse Items feature: armor (the chest piece), boots, helmet, and the armor’s special weapon. Each of those items can bear one of your infusions, and the infusions transfer over if you change your armor’s model with the Armor Model feature. In addition, the maximum number of items you can infuse at once increases by 2, but those extra items must be part of your Arcane Armor.

Perfected Brigadier Armor

15th-level Armorer feature

Your Arcane Armor gains additional benefits based on its model, as shown below.

Rescuer.  Using a Concentration Spell Action, Your Water Blasters can now be used to gain a flying speed of 60ft as long as you are using the action.  The water can now be used to put out Huge or smaller non-magical and Magical fires.

You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

EMT. The Healing Water Bonus action can now be used on multiple targets equal to your INT-Modifier. The Stabilizing Water also now returns the unconscious target to 1 hit point. 

Perfected Armor - EMT

The Healing Water Bonus action can now be used on multiple targets equal to your INT-Modifier. The Stabilizing Water also now returns the unconscious target to 1 hit point. 

Perfected Armor - Rescuer

Using a Concentration Spell Action for 1 minute, Your Water Blasters can now be used to gain a flying speed of 60ft as long as you are using the action.  The water can now be used to put out Huge or smaller non-magical and Magical fires.

You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

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