Fighter
Base Class: Fighter

The skill an expertise of an Artificer knows no bounds, save that which is governed by Artificer's ingenuity. Devices that crackle with the arcane provide ease of living to others are but some of the Artificer's creations, bringing magical light into the common household, boiler's and powered engines to buildings of commerce and industry. Locomotives that ride rails of lightning powered by steam and magic, ships bound in metal now traverse the seas without sails, rigging, or oars, and zeppelins cross the skies accompanied by the first ever flying machines forged of magic and science.

But not all inventions are for the benefit of the common man.

Great arcane weapons unlike any the world had seen before are beginning to emerge. Magical artifacts of unbridled power are becoming more abundant, and the arcane tinkering of some ancient artifacts of magic are leaving unbound, dangerous, and uncontrolled wells of virulent magic that can alter the world around it in unpredictable ways. While some, like the Warforged, have  turned out for the better, there are untold numbers of rogue constructs and machines imbued with magic, and those who practice the ancient arts are engaged in an arms race with the changing times. The world has grown more dangerous, and its in the hands of true heroes to face the danger.

With the help of armoursmiths and masters of the arcane, a new weapon has been brought to bear in order to keep the world at peace. The Arcane Armoured Battlesuit is the pinnacle of engineering and draws off the experiments that led to the Warforged, advanced constructs, and many other inventions of the time to give individuals an edge on the changing, dangerous times. Their pilots are top of their class combatants, the last heirs of knighthood whose veins run red with the fighting spirit of their fathers, expert soldiers who have seen battles that have changed the very foundation of warfare, and even professional mercenaries, men and women whose fighting skill is what brings home the gold and are masters in the field. No matter their origin, the pilots and their Battlesuits are the new and cutting edge innovation of warfare, opening a new field for Fighters and Artificers to expand on and take advantage of the changing times.

Arcane Armorist

The work poured into an Arcane Armoured Battlesuit is one done by many people, including armoursmiths, artificers, tinkers, and clothiers, and as such, represents a massive investment on the battlefield, with even the base armour providing significant protections and advantages in the field. Because of this, pilots who operate the Battlesuits often take the initiative and learn the arts of repairing, altering, and improving upon the Battlesuit in ways that maximize their combat capabilities and play into the style of battle, whether that's by being the tip of the spear in a charge, tearing down fortifications and walls, launching missiles from afar, or being the muscle for stealth missions. Whatever the case, pilots become familiar with the forge and the workshop just as much as the battlefield.

Upon taking this archetype at 3rd level, if you are not already, you become proficient in Smith's Tools, which allows a pilot in the field to make repairs for 1d10+level hit points to the armour from outside the Battlesuit and future Alterations. A pilot may also choose one more toolset from below to become proficient in. If you are proficient in Smith's Tools, you may pick a second toolset to become proficient with as well.

  • Tinker's Tools, which can provide finer motor function, affix weapons and tools to the armour, and provide unique actions the armour can take in combat
  • Leatherworker's Tools, which can reduce the impact on Stealth and Acrobatics, enable the pilot to apply their dexterity modifier to the Battlesuit, and limit the effects of heat and other metal focused damage
  • Weaver's Tools, which can provide greater insulation against harsh environments, cushion the operator from impacts or falls, and make the armour easier to wear
  • Alchemist's Supplies, which can give powerful protections from the elements and certain attacks or provide powerful ways to inflict harm upon the enemy
  • Artificer's Tools, which can provide an array of complex and powerful additions to the Battlesuit's arsenal

Each toolset comes with its own list of Alterations it can add to the Battlesuit, and with practice and dedication comes more versatility and greater improvements. One more set of tools may be chosen at levels fifteen and twenty to show mastery over the armour that comes with such experience. The pilot also gains access to a unique piece of equipment, the Machinist's Kit, which comes with ten uses and functions as a healer's kit for machines, including automatons, metal constructs, clockwork golems, Warforged, and the Arcane Armoured Battlesuit.

Arcane Armoured Battlesuit

The pinnacle of innovation in warfare, rivalling the sentience of the Warforged for ingenuity and effectiveness, the Arcane Armoured Battlesuit is both the armour and the weapon of choice for high ranking knights, specially trained soldiers, and powerful mercenaries to wield in battle. Enabling the pilot to stand their ground against foes larger than themselves, the Battlesuit has also grown into a form of expression for many who operate the complex and arcane device, applying their fighting techniques to its unique frame and attaching new and powerful inventions for the pilot to utilize, some even go as far as giving their Battlesuit just enough intelligence to fight alongside them as an independent war machine. As all new pilots do, you have received your first Battlesuit, a base model to be improved upon, and however you achieved this, the armour now responds to you, and you are responsible for it.

Upon taking this archetype at level 3, your character receives a functional, base model Arcane Armoured Battlesuit, an armour fitted to your character's size that is both worn and ridden, providing armour for the pilot and possessing its own health pool.

The armour has a starting AC of 16, and counts as heavy armour, with a starting health pool of 20 hit points, which increases at half the rate of the pilot with every Fighter level taken after 3 and has Resistance against non-magical attacks against the armour, which is not granted to the pilot. The pilot gains proficiency with piloting the Arcane Armoured Battlesuit, which serves as its own type of vehicle. The Battlesuit itself is immune to Psychic and Poison damage, has resistance to Thunder damage (all of which is not granted to the pilot), has vulnerability to Lightning damage, is affected by fields and spells that disable magical artifacts, weapons, and devices, and imposes disadvantage on all Dexterity checks and saves while the armour is functioning (remaining in the armour when Disabled automatically fails any Dexterity checks or saves), as well as Athletics checks to swim or climb. The armour takes twice as long to don and doff compared to conventional armour of its armour type, and weighs 300lbs alone as a Medium sized armour, but does not contribute to the pilot's carry weight due to its self supporting chassis and imbued arcane magic. However, the Battlesuit also functions as though it were one size larger than itself for carrying, lifting, pushing, and dragging, and the Battlesuit also has its own stats of 16 Strength + pilot's Strength Mod, 10 Agility + pilot's Agility Mod, and 20 Constitution.

The Battlesuit also runs the risk of becoming Disabled, should the armour's hit points fall to 0. When Disabled, the armour falls prone and requires a Dexterity check against a DC 20-INT-Prof to escape the armour. However, the Disabled armour can still be recovered and repaired to functional capacity by the pilot or another capable of repairing constructs and machines, such as Artificers or Forge Clerics. Should the armour take half its maximum hit point value in damage beyond 0, the armour is entirely destroyed, and cannot be repaired or salvaged, including all Alterations made to the armour. Should the armour be destroyed, a pilot can re-forge the armor over the course of 1d12+6 days at a cost of 1000gp for base model materials.

Battlesuit Alterations

 

The Arcane Armoured Battlesuit is the very pinnacle of battlefield innovation and the melding of artificer magic, technological skill, and old fashioned armour smithing. Pilots who are able to will often modify and refine their Battlesuit's performance far beyond the original armour in order to better fit the armour to their style of combat. Thanks to this, pilots are often welcomed by forges, workshops, and other places where tradecraft is conducted, receiving better prices and even limited aid from people whose trades are in line with the pilot's trade skills chosen in the Arcane Armorist ability.

The Alterations themselves are a source of pride for every pilot, and offer considerable advantages to the Battlesuit. With level 7 comes the ability to add up to two Alterations, which increases to four Alterations at level 10, six Alterations at level 15, and eight Alterations at level 18. Each Alteration is also governed by either a Tool Proficiency and/or a Prerequisite Alteration, which the pilot or armour must already possess before that Alteration can be added. Alterations also carry a cost and amount of time necessary to create and implement, which can vary from one to another depending on materials and complexity, but also require time to remove, about half the time to create and implement, and in attempting to remove said Alterations, the old one is destroyed for 1/4 refund of material costs

 

  • Armoured Plating (requires Smith's Tools): by improving the coverage and amount of protective plates, the Battlesuit's AC can be increased to 18. This Alteration requires 120gp in materials and 1d8 days to create and implement into the armour correctly. This Alteration also however causes the armour's weight to increase by 60 lbs
  • Bulk Up (requires Smith's Tools and Tinker's Tools): by lengthening, reinforcing, and increasing the size of the Battlesuit's body and limbs, you can increase the Battlesuit's one size larger than you are, making a Medium creature's Battelsuit a Large size, which provides benefits according to the Enlarge spell. This Alteration requires 100gp in materials and 1d10 days to create and implement into the armour correctly. This Alteration also increases the weight of the armour by 200lbs and doubles the time, cost, and weight of other Alterations
  • 5-in-1 Weave (requires Smith's Tools): by increasing the density and improving the distribution of rings in the maille of the armour, the Battlesuit now provides resistance to non-magical slashing damage for its pilot, reducing damage from those attacks by half. This Alteration requires 20gp in materials and 1d4 days to create and implement correctly. This Alteration also increases the weight of the armour by 20lbs
  • Reactive Armour (requires Smith's Tools): by improving the way the armoured plates react to penetrating blows, the Battlesuit now provides resistance to non-magical piercing damage for its pilot, reducing damage from those attacks by half. This Alteration requires 20gp in materials and 1d4 days to create and implement correctly. This Alteration also increases the weight of the armour by 40lbs
  • Reinforced Armour (requires Smith's Tools): by hardening and reinforcing the armoured plates and the Battlesuit's inner structure, the armour now provides resistance to non-magical bludgeoning damage for its pilot, reducing damage from those attacks by half. This Alteration requires 20gp in materials and 1d4 days to implement correctly. This alterations also increases the weight by 40lbs
  • Spall Lining (requires Weaver's Tools): by improving the inner padding and design of the armour, the Battlesuit not offers better protection against concussive impacts, providing resistance to non-magical force damage for its pilot, reducing damage from those attacks by half. This Alteration requires 20gp in materials and 1d4 days to implement correctly. This Alteration also increases the weight of the armour by 10lbs
  • Improved Shocks (requires Tinker's Tools): by improving the behavior of the skeletal mechanisms of the Battlesuit, the pilot may now push, lift, drag, or carry objects as though one size larger than the Battlesuit. This Alteration requires 30gp in materials and 1d6 days to create and implement correctly. This Alteration also increases the weight of the armour by 40lbs
  • Forced Entry (requires Smith's Tools and Tinker's Tools): adjustments to the structure of the armour's skeleton allows for greater application of force on softer structures such as wood, making the Battlesuit have advantage on all Strength checks made to forcibly open or demolish soft structures and obstacles. This Alteration requires 20gp in materials and 1d4 days to create and implement correctly. This Alteration also increases the weight of the armour by 20lbs, and causes disadvantage on Dexterity saves
  • Pointman (requires Smith's Tools): applies a shield to the Battlesuit that cannot be dropped or otherwise disarmed without destroying the armour, but otherwise behaves as a normal shield. This Alteration requires 10gp in materials (an existing shield cannot be used) and requires 1d4 days to create and implement correctly. This increases the weight of the armour by 5lbs, but also makes it impossible to use that arm for any action that would require a free hand or two hands
  • Close Quarters (requires Smith's Tools): apply a single one-handed weapon of your choice to an arm of the Battlesuit, making it impossible to be dropped or be disarmed without destroying the armour, but otherwise behaves as a normal melee weapon. This Alteration requires the same cost as the choice of weapon in materials (an existing weapon cannot be used) and requires 1d4 days to create and implement correctly. This increases the weight of the armour according to the weight of the weapon, and also makes it impossible to use that arm for any action that would require a free hand or two hands
  • Arbalest (requires Tinker's Tools): apply any single non-heavy crossbow or firearm (with DM discretion) to the Battlesuit, making it impossible to be dropped or otherwise disarmed without destroying the armour, but otherwise behaves as a normal ranged weapon. This Alteration requires the same cost as the weapon of choice in materials (an existing weapon cannot be used) and requires 1d4 days to create and implement correctly. This increases the weight of the armour according to the weight of the weapon and ammunition, and makes it impossible to use that arm for any action the would require a free hand or two hands
  • Soft Entry Kit (requires Tinker's Tools): carefully engineer a hidden compartment in the armour that can deploy a set of Thieves Tools, allow the Battlesuit to pick locks, disable traps, and otherwise perform actions capable with a set of Thieves' Tools, which have a DC of 15+INT+Prof to be discovered by those who search the armour. This Alteration costs 25gp in materials (and existing set of tools cannot be used) and requires 1d8 days to create and implement correctly. This does not increase the weight of the armour, but does prevent any other Alterations to the arm that this Alteration is attached to
  • External Repair Arm (requires Tinker's Tools): attach an auxiliary limb to the back of the armour that can reach up to five feet and perform repairs on the Battlesuit, taking one action to do so and repairing the armour for 1d10+INT hit points. The amount of uses is equivalent to the number of Second Wind ability uses that the pilot has, but is also able to repair other constructs and machines like the Machinist's Kit. This Alteration costs 60gp in materials and requires 1d8 days to create and implement correctly. This increases the weight of the armour by 20lbs, the arm can be targeted and destroyed by enemies after it is used until to pilot's next turn by dealing 10 points of damage that do not transfer to the Battlesuit or pilot, and cannot be used as a weapon or extra appendage for climbing, swimming, or manipulating objects
  • Hidden Blade (requires Tinker's Tools): through mechanical finesse add a dagger that is hidden within the arm of the Battlesuit, which cannot be dropped or disarmed but can be extended and retracted as a free action in combat, and otherwise behaves as a normal dagger. The dagger also has a DC 15+INT+Prof to be discovered by those who search the armour. This Alteration costs 5gp (an existing dagger cannot be used) and requires 1d8 days to create and implement correctly. This does not increase the weight of the armour, but does prevent any other Alterations to the arm that this Alteration is attached to. and does require 1d4 days to repair if rolled a critical failure
  • Hidden Projectile (requires Tinker's Tools): through mechanical finesse add a hand crossbow or a palm pistol (at DM's discretion) within the arm of the Battlesuit which cannot be dropped or disarmed but can be extended and retracted as a free action to aim, but otherwise behaves like a normal weapon. The hidden weapon has a DC 15+INT+Prof to be discovered by those who search the armour. This Alteration requires the same cost as the weapon of choice in materials (an existing weapon cannot be used) and requires 1d8 days to create and implement correctly. This does not increase the weight of the armour, but does prevent any other Alterations to the arm that this Alteration is attached to and has a Misfire property of 1, or more if the firearm has a normally greater Misfire
  • Agile Systems (requires Tinker's Tools): through special calibration and careful hands, the Battlesuit is now a highly mobile and dexterous piece of equipment, lifting the disadvantage penalty to Acrobatics checks and Dexterity saves. This Alteration costs 80gp and takes 1d10 days to create and implement correctly, and adds an extra 20lbs to the weight of the armour
  • Projectile Shield (require's Tinker's Tools & Artificer's Tools): by imbuing a crystal with magical energy and specially crafting a device to shape and project that magic, the Battlesuit can produce a thin veil of protective magics that intercept any form of non-magical projectiles including daggers, javelins, arrows, bolts, and bullets from slings and firearms, and thrown objects and imposes disadvantage on all ranged or thrown attacks against the Battlesuit, but not from magic or area of effect attacks like a dragons breath weapon or thrown flask of Alchemists Fire. The magical shield also does not protect against collapsing structures, explosive devices and their shrapnel, nor mitigates damage from any traps that impose Dexterity saves such as deadfalls, falling spikes, and high volume arrow traps as their volume or mass overloads the shield. This Alteration costs 80gp for materials and takes 1d4 days to create and implement correctly. This adds another 20lbs to the weight of the armour, and the shield also intercepts friendly projectiles passing within five feet of the Battlesuit and imposes Disadvantage on their attacks as well
  • Full Seal (Tinker's Tools): working around the cracks of the armour and refining the seams and openings that are normally present, a pilot is able to create a watertight seal that can be locked with an action in the Battlesuit, protecting the pilot for water or gas attacks, like that of a Green Dragon's poison breath weapon. This Alteration only costs 20gp in materials, but requires 1d10 days to create and implement. The Alteration also increases the weight of the armour by 10lbs and only leaves the pilots with 10 minutes of breathable air, after which point if the pilot does not un-seal or exit the armour, begins to suffocate the pilot. If the suit is Disabled, the airtight seal also becomes punctured and no longer protects the pilot
  • Lightweight Plating (require's Leatherworker's Tools): by removing the heavy steel plates and maille and replacing them with lighter plates and leather joints the Battlesuit's weight and impact on movement can be reduced dramatically, allowing the armour to perform Acrobatics checks and Dexterity saves without penalty. The weight of the armour also decreases by 60lbs, and increases the movement speed by an extra 5ft. This Alteration costs 80gp and requires 1d6 days to create and implement correctly. This Alteration also decreases the AC to 14+Dex (Max 2) and becomes classified as a Medium Armour
  • Black Ops (requires Leatherworker's Tools): by working supple and hardened leathers into the exterior of the legs, the impact on the environment of the Battlesuit can be significantly lessened, to the point where those attempting to track the armour through any environment receive disadvantage on all Survival, Nature, and Investigation checks. This Alteration costs 40gp in materials and takes 1d4 days to create and implement correctly. This Alteration also increases the weight of the armour by 20lbs, and due to the nature of the Alteration enemies also now have Advantage on attacks that specifically target the legs and makes turns any Heavy Armour rated Battlesuits into Medium Armours
  • Weatherproofing (requires Leatherworker's Tools): the art of protecting material from wind, rain, snow and sleet can be adapted to your Battlesuit, giving it and the pilot Advantage on saving throws against environmental effects linked to storms or cold weather, as well as Advantage on magically cast Thunder and Cold damage. This Alteration costs 40gp and takes 1d4 days to create and implement. This Alteration also adds another 10lbs to the weight of the armour and impairs any ability to effectively shed heat, making the pilot Vulnerable to non-magical fire and environmental heat effects
  • Sound Proofing (Leatherworker's Tools): careful application of softer materials like leather and cloth make for a much more quiet armour, making the Battlesuit less likely to be noticed or discovered and removing the Disadvantage on Stealth checks. This Alteration costs 20gp in materials and requires 1d4 days to create and implement correctly. This also adds to the weight of the armour by 10lbs
  • Long Haul (Leatherworker's Tools): thanks to the increased strength of the armour, a pilot's Battlesuit can be outfitted with saddlebags normally designed for conventional mounts like horses, providing extra space for gear and equipment to be carried. This Alteration costs 10gp in materials (existing saddlebags cannot be used) and requires 1d8 days to create and implement correctly. The Alteration adds 10lbs to the armour
  • Comfort Fitting (Weaver's Tools): by reworking the internal padding of the armour, a pilot can make their Batlesuit far more comfortable to operate for long periods of time, removing the penalties of sleeping in the armour as well as mitigate the effects of first level Exhaustion while wearing the Battlesuit. This Alteration costs 20gp in materials and takes 1d4 days to create and implement correctly. This also increases the weight of the armour by 10lbs, and gives the pilot Vulnerability to environmental heat
  • Cushioned Padding (Weaver's Tools): increasing and improving upon the internal padding of the armour can make the Battlesuit a much safer piece to wear in hazardous environments like mountains and glaciers, giving the pilot Resistance to damage from falls or damage from being thrown. This Alteration costs 20gp in materials and requires 1d4 days to create and implement correctly, but adds another 10lbs to the weight of the armour, makes the pilot more Vulnerable to environmental heat, and makes the donning time half again as long
  • Rapid Deployment (Weaver's Tools): modifying the internal padding of the armour with less dense materials allows the pilot to quickly enter and escape their Battlesuit under duress, halving the time it takes to don and doff the Battlesuit. This Alteration costs 20gp in materials and requires 1d4 days to create and implement correctly. While this Alteration removes 10lbs from the armour, it also removes the pilots Resistance to environmental cold
  • Reconnaissance Vehicle (Weaver's Tools): by removing the heavier plates and maille entirely and replacing them with tough fabric and hardened leather plates, the Battlesuit can be made far lighter than the base model, which in turn makes it more agile and far less loud, removing the Disadvantage on Dexterity checks and saves entirely. This Alteration costs 40gp in materials and requires 1d6 days to create and implement correctly. While this Alteration reduces the weight of the armour by 80lbs, it also reduces the AC to 12+DEX, makes it impossible to apply any Alterations related to Smith's Tools, and becomes classified as a Light Armour
  • Camouflage Netting (Weaver's Tools) a simple trick using dyed lengths of rope, the Battlesuit can be more effectively disguised to look like the environment by attaching a camouflaged netting to the exterior of the armour. To use this Alteration correctly, the pilot must take at least 1d4 hours when entering a new environment and every week afterwards within that environment carefully applying natural flora to the netting, which then provides Advantage on Stealth checks when the Battlesuit, worn or unworn, is motionless. This Alteration cost 10gp in materials to make, requires 1d4 days to create and implement correctly but does not require facilities, and does not take up any Alteration slots. This Alteration effectively adds no weight to the armour, but does impose Disadvantage on Perception checks made using the pilot's sight
  • Smoke Screen (Alchemist's Supplies, Tinker's Tools): with a bit of practice and experimentation, pilots can give their Battlesuits the ability to mask their escape or disrupt line of sight on themselves by quickly dispersing a cloud of smoke that cannot be seen through without blindsight, thanks to the nature of the fairly hot and fairly large particles being emitted. The Smoke Screen can be activated as an action three times before requiring its three canisters be refilled, and fills a 30ft sphere around the Battlesuit within one round (meaning the full area is affected on the pilot's next turn), lasting for an hour or until a strong wind of 10mph or more disperses it. This Alteration costs 80gp and requires 1d6 days to create and implement correctly, with ammunition for the canisters requiring at least 1d4 hours and 10sp in materials each to create. The canisters each weigh 1lb and require a regular action to reload from outside the armour. This Alteration also add 10lbs to the armour, increases in uses by 1 for every size larger than the pilot's size, and all creatures caught within the smoke screen must also make a Constitution save with a DC 10 or be blinded  for 1 minute even after leaving the smoke screen. Alternatively, this canisters can be rigged for handheld use, allowing allies to throw or arm traps with them outside the Battlesuit
  • Flash Crash (Alchemist's Supplies, Tinker's Tools): with a little bit of mechanical trickery and pyrotechnics, a pilot can attach a device to their Battlesuit that launches up to 3 stun bombs out to a range of 15ft around the Battlesuit, each bomb forcing all creatures within 5ft radius to make a Dexterity save (DC 15+INT+Prof) or suffer the conditions Stunned, Blindness, and Deafened until after their next turn. This Alteration requires 100gp in materials and requires 1d8 days to create and implement correctly, with ammunition requiring at least 1d6 hours and 10gp in materials each to create. The bombs each weigh 1lb and require a regular action to reload from outside the armour. This Alteration also adds 15lbs to the armour, increases in uses by 1 for each size larger than the pilot's size, and carries a Misfire of 3
  • Explosive Shell (Alchemist's Supplies -OR- Gunsmith's Tools, Tinker's Tools): taking designs from newly invented firearms, a pilot can affix a Hand Mortar to the shoulder of their Battlesuit, which can be prepared with an action and fired once between reloads with a second action, which cannot be dropped or disarmed without destroying the armour, but otherwise behaves as a normal Hand Mortar. This Alteration costs 15gp in materials (an existing Hand Mortar cannot be used) and requires 1d10 days to create and implement correctly, with ammunition costing 10gp each. This Alteration adds 10lbs to the weight of the armour, and requires a Firearm's proficiency in order to use effectively
  • Dragon's Breath (Alchemist's Supplies, Tinker's Tools): with a mixture of alchemical skill and tinkering ingenuity, a pilot can harness to power of dragons with their Battlesuit, attaching a hose and two canisters to their armour that can spray Alchemist's Fire at a target which catches that target on fire while treating the action as a ranged attack with a range of 20/60ft. This Alteration costs 50gp in materials and 1d12 days to create and implement correctly, with ammunition requiring at least 1d6 hours and 25gp each to create. Each flask fills half a canister which must be reloaded with an action from outside the armour, with each canister holding two uses, and each size increase of the Battlesuit larger than the pilot adds one more canister to the armour. This Alteration when empty adds 15lbs to the armour, does not permit any other Alterations to the same arm, has a Misfire of 2, and can be targeted by flanking enemies to cause the canisters to explode by beating an AC 15+INT+Prof, dealing 2d8 fire damage per full canister to the pilot, Battlesuit, and anything within 5ft that fails a DC 10 Dexterity save, which still behaves as Alchemist's Fire
  • Construct Scouts (Artificer's Tools): with a bit of magic and mechanical trickery, a pilot can create up to two tiny size constructs which are connected to the Battlesuit through magical interface. The constructs share stats with a falcon as described in the Monster Manual, but cannot attack and are immune to poison and cannot be charmed. The constructs can follow simple instructions issued telepathically by the pilot, and the pilot can see and hear through that construct even outside the Battlesuit. This Alteration requires 10gp in materials and requires 1d10 days to create and implement correctly, with the tiny constructs costing 5gp in materials and 1d4 days each to create. This Alteration adds 10lbs to the weight of the armour, the constructs can be destroyed and/or overridden through magic like any other constructs, but heal 1d4+INT when docked in the Battlearmour and are protected by the armour from damage and magic while aboard or can be healed via the Mending spell or a Machinist's Kit
  • Target Seeking (Artificer's Tools): by carefully imbuing magical energies into the armour's systems, the pilot can significantly increase their accuracy of attacks while wearing the Battlesuit, using an action to identify a distinct target and adding +5 to their next attack roll against that target. This Alteration costs 100gp in materials and requires 1d12 days to create and implement correctly. While this Alteration does not increase the weight of the armour, the magic only has four safe charges which must be recharged over a long rest. Attempting to use the ability of this Alteration more than four times results in the armour accidentally targeting allies, starting with any roll <4, and increasing in difficulty by four for every attack (second attack would target allies on roll<8, third would target allies on roll<12) until the fifth attack, which burns out the armour and renders it Disabled after completing the fifth and final target seeking attack

 

While this list is incredibly extensive, with 34 distinct Alterations for pilots to choose from, pilots are renowned as innovators and individuals, and may wish to create and apply something entirely new and different. Speak with your DM if you have an idea for an Alteration that isn't already present and discuss how your character may come to invent this new device or method of arcane engineering and whether it is a viable idea and appropriate to the campaign's setting. The same applies to any use of explosives and firearms, which may or may not exist in your campaign setting, or have yet to be discovered by an intrepid inventor.

Many of these Alterations are also incompatible with each other, such as any Alteration that alters the AC of the Battlesuit, or mounts a weapon to an arm, or attaches something to the back of the armour. If there are concerns, speak with your DM about which Alterations they feel are compatible. The same applies to future subclass abilities that allow the pilot to apply Alterations to armours that are not the Arcane Armoured Battlesuit.

Armoured Warfare

With training, the pilots of Arcane Armoured Battlesuits can also apply some of the Alterations they have the skill to make to other more mundane armours as well, allowing the pilots to give their allies powerful augments of their own that can protect them in battle. Many of these Alterations will be smaller than the ones that are made for and applied to the Battlesuit even at Medium size, and several can't be used on mundane armours at all. Those that can be applied will, thanks to the relative size and compact form, cost half as much in materials as the original Alteration and do not significantly affect the weight or movement of the armour. This also however means that due to the size and functionality of the armours only one Alteration may be added at a time to any one mundane armour, and may be significantly less powerful than ones available for the Battlesuit.

Pilots are also masters of creating and repairing armours, allowing them to repair mundane armours within their tool proficiencies at half the cost and in half the time, and create new armours at half the cost and with half the time.

Ground War

Practice and experience makes both a pilot and their Battlesuit more and more deadly on the field of battle, able to go empty handed into the fray and tackle foes larger than themselves. While younger pilots are still becoming accustomed to their newfound gait, size, and strength, you have become attuned to the subtle ways that your Battlesuit moves and the raw physical power that it can carry in its blows. While wearing the Battlesuit, unarmed strikes deal 1d6+STR bludgeoning damage to enemies you successfully strike, and grapple attempts can be performed against creatures and beings one size larger than the Battlesuit without penalty.

However, the Battlesuit is not the only part to receive the boon of training. A pilot is expected to fight on through any conditions, even if their Battlesuit is disabled or destroyed, and so pilots pick up a few extra tricks along the way as well. While outside the Battlesuit, a pilot can also deal 1d4+STR bludgeoning damage in unarmed combat, and receives advantage on Strength checks for grappling opponents, having drilled these motions into their subconscious through countless hours of training and experience.

There is however an alternative.

While many pilots and Battlesuits are focused on pressuring the opposition and keeping an assault moving, some are tasked to lighter groups that rely more on speed and agility than arms and armour to keep the team alive. The pilots of these Battlesuits have become so accustomed to the motions and quirks of their Battlesuits that their difference of size and balance no longer inhibits a pilots ability to move, permanently resolving the challenges they once faced. Now, pilots within their Battlesuits no longer face Disadvantage on Acrobatics checks and Dexterity saves, regardless of their armour type, and armours that would normally lift that same Disadvantage now grant Advantage for the pilot's Battlesuit, as they are now highly skilled at keeping out of harms way.

Likewise, a pilot also learns to become more agile, and constant running and motions of combat within the Battlesuit have given the pilot greater speed and dexterity without. When outside the Battlesuit, a pilot can now move up to 40ft for their movement speed, and possess Advantage on Acrobatics checks and Dexterity saving throws as well.

War Machine

Pilots of high skill and renown are known for exotic, unique additions to their Arcane Armoured Battlesuits, turning their armours in metal gods of war. These additions are unique, powerful, and most are highly specialized; they are usually custom tailored to the pilot's experience on the field of battle, dedicated to handling certain situations and expectations that the pilot holds. They also cost a lot in time, maintenance, and material costs, making them heavy investments for any pilot to engage in. Some pilots abscond entirely with these experimental artifices, and opt to create instead a separate entity that can work and fight beside them, a metal humanoid construct that can aid them in any tasks they need accomplished.

Upon reaching this level, choose whether you want to create either a single, medium sized humanoid construct similar to the Artificer's Mechanical Servant, following your orders to the best of its ability. This construct cannot be charmed, is immune to poison damage and the poisoned condition, has darkvision with a range of 60ft, understands only three languages you can speak at its creation but cannot speak itself beyond preprogrammed responses, and can make an attack on a creature within range that has attacked you as a reaction on command. If the construct's hit points is reduced to 0, unlike the Artificer's Mechanical Servant, it cannot be healed nor revived by normal means for other creatures. Your construct requires the use of a Mending spell, or a Machinist's Kit, to be repaired and brought back into functioning order, or it can be repaired over the time of a long rest so long as you still possess most of the body. If the construct is reduced by over half it maximum hit points beyond 0, its is Destroyed. A Destroyed Construct requires 500gp and takes 1d12+4 days to be re-forged.

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The other option is to create and implement a powerful addition to your Arcane Armoured Battlesuit that elevates it beyond traditionally altered Battlesuits. You can only create one of these highly advanced alterations to the Battlesuit at this level, with a second available at level 20. As with the standard Alterations, these additions also require certain tools, but also have prerequisite Alterations that are needed before the War Machine addition can be implemented.

  • Dreadnought (Smith's Tools, Tinker's Tools, Armoured Plating)

The Dreadnought is an even stronger machine of war than the standard Battlesuit, building up heavy plates and armoured exterior that the pilot's Battlesuit already possesses, raising the Battlesuit's AC to 23. This powerful build costs another 200gp in materials, and requires 1d12+4 days to create and implement correctly. The new heavy armour also however has several adverse affects, including a reduction in movement speed while operating the Battlesuit by 10ft, imposing Disadvantage on Dexterity checks and saves even if the pilot chose to speed option in Ground War, and automatically failing any attempts at Stealth without the aid of a Camouflage Netting or Active Camouflage, and adds another 80lbs to the weight of the Battlesuit

  • Titanfall (Smith's Tools, Tinker's Tools, Bulk Up)

By going one size larger, a pilot enters an entirely new arena of combat as they pilot a Battlesuit that is now two sizes larger than the pilot, meaning a Medium pilot now operates a Huge size Battlesuit, which comes with all the benefits of being that size according to the Enlarge spell. This build costs 500gp in materials and requires 1d12+6 days to create and implement correctly. This new size also increases the weight of the Battlesuit by another 500lbs, as well as quadrupling the cost, time, and weight of future Alterations (current Alterations are upgraded for free as needed), and makes any attempt to swim an impossible task

  • Assault Cannon (Smith's Tools, Tinker's Tools, Gunsmith's Tools, Explosive Shell)

Improving upon the design of and structures that hold the hand cannon, a pilot is able to equip a far more powerful gunpowder weapon, a falconet, a light cannon meant for engaging ships and light fortifications, making the pilot's Battlesuit a very dangerous machine on any battlefield against any foe. Though the weapon requires two actions to load, it can deal 6d10 bludgeoning damage on impact of a target out to 300/1200ft with a +3 to attack using normal ammunition. A pilot may also opt to use grape shot instead, and deal 4d10 piercing damage to each creature or being caught in a 30ft cone, or an explosive shell, which deals 3d10 bludgeoning damage to a target out to a range of 150/600ft and then explodes dealing another 3d6 fire damage to the target as well as any other creature caught in the five foot radius that fails a DC 15+INT+Prof Dexterity saving throw. The upgraded weapon replaces the Explosive Shell, costs 200gp in materials, and requires 1d12+6 days to create and implement correctly. The ammunition cost is the same for each type, 10gp per shot, requiring 1d4 days to make 3 shots, but weigh 3lbs each. The primary cannon itself adds 180lbs to the weight of the armour (which increases to 220lbs and 260lbs with Bulk Up and Titanfall), possesses a Misfire of 5, and requires Firearm's proficiency to use effectively

  • Last Laugh (Tinker's Tools, Alchemist's Supplies, Dragon's Breath)

While normally this device is used to attack enemies using fire, some more devious or even pessimistic pilots can alter the engineering behind the Dragon's Breath to create an explosive device that can, if necessary, destroy the Battlesuit entirely and deny capture of it by enemy hands, spreading its fiery destruction over a large circle as well. To do this, the pilot may intentionally rig a mechanism for them to use that activates a fuse to detonate the canisters, which upon exploding deal 2d8 fire damage per full canister, with each full canister adding 10ft to the diameter of the explosion (ex. 2 full canisters would deal 4d8 fire damage to everything over a 20ft diameter centered on the Battlesuit). The pilot must state however before combat the length in time, either in rounds or minutes, that the fuse takes to burn, and the self destruct can be activated either manually or upon being Disabled by choice of the pilot. This build imposes no cost in materials, taking only 1d4 days to implement the change, but removes the ability to use the Dragon's Breath as a weapon, and is a permanent change to the Dragon's Breath system that cannot be reversed. To use the Dragon's Breath again, the build must be entirely destroyed and rebuilt

  • Scorched Earth (Tinker's Tools, Alchemist's Supplies, Smoke Screen)

By adding black powder and a bit of Alchemist's Fire to the smoke canisters, the Smoke Screen can be altered to cause a cloud of incendiary smoke that burns, suffocates, and incapacitates or outright kills creatures and beings within the Smoke Screen's radius of effect. The smoke is still impossible to see through without blindsight, and every creature within the 30ft sphere suffers 2d4 fire damage and must make a Constitution saving through against a DC 15+INT+Prof every turn that the creature is within the incendiary smoke. The first failure imposes the condition Blindness, the second failure imposes Stunned, and the third failure imposes the Incapacitated and Suffocating conditions, after which every failure continues the effects until the smoke is blown away by a strong wind of 10mph or more. This build costs 50gp in materials and requires 1d8+2 days to create and implement, and unlike the Smoke Screen is a one use device that must then be reloaded from outside the armour

  • Elvish War Machine (Leatherworker's Tools, Weaver's Tools, Lightweight Plating -OR- Reconnaissance Vehicle)

The lightweight design and armour of the Battlesuit lifted the burden of great weight and limited flexibility, but for some pilots it is not enough. With further work a pilot can reduce the weight of the Battlesuit even further, and allow the pilot to perform great feats of agility and balance even inside the Battlesuit. Now not only is there no longer Disadvantage on Dexterity checks and saves, but there is also no Disadvantage on Athletics checks to swim or climb. The armour also adds another 10ft to its movement speed, and can jump twice as far as before from both running and standing. This build does cost 150gp in materials and requires 1d12+4 days to create and implement correctly, but reduces the weight of the armour by another 80lbs, and prevents any Alterations that would provide resistance to non-magical weapons

  • Diving Suit (Tinker's Tools, Smith's Tools, Weaver's Tools, Full Seal)

The ocean depths are a dangerous and unfriendly place, even to creatures of the sea. With some mechanical finesse and some hardpoint reinforcement, and a little insulation, a pilot can turn their Battlesuit into a combat ready diving suit. With this build, the Battlesuit now has resistance to Force damage and carries an hour of air for the pilot to breathe, as well as being equipped with diving lamps that shed 30ft of light in a sphere, powered by the same arcane energies of the Battlesuit. This build does however require 200gp in materials as well as 1d12+4 days to create and implement correctly, adding 80lbs to the armour. If the suit is disabled, the seal in punctured and no longer protects the pilot

  • Active Camouflage (Weaver's Tools, Artificer's Tools, Black Ops, Camouflage Netting)

With some added arcane trickery, a pilot can give their Battlesuit the ability to, once per day, turn itself and the pilot within entirely invisible for thirty seconds, behaving otherwise as the Invisibility spell. This very special build costs 250gp in materials and 1d12+6 days to create and implement correctly, but does no add any significant weight to the armour.

  • Orbital Drop (Smith's Tools, Weaver's Tools, Improved Shocks, Cushioned Padding)

Some pilots prefer to enter hell feet first, and have modified their Battlesuit to satisfy their needs. With this build, a Battlesuit and the pilot within is now Immune to all damage from falls, including damage from being thrown like by larger creatures and beings, as well as Resistance to fire damage like that of a red dragon's breath weapon. This build costs 200gp in materials and requires 1d12+4 days to create and implement correctly, and adds 100lbs to the weight of the armour

  • Combat Drone (Artificer's Tools, Tinker's Tools -OR- Gunsmith's Tools, Scout Drones)

By further refining the scout constructs, a pilot is able to create a single, small sized combat construct that can fly and attack enemies alongside the pilot. The construct shares stats with the eagle as found in the Monster Manual, but cannot be charmed and is immune to poison, possesses a non-heavy melee or ranged weapon of the pilot's choice, and can make two attacks on its turn. This build requires 200gp in materials and 1d8+4 days to create and implement correctly. As with any construct, it cannot be healed nor revived by normal means and requires either a the Mending spell or a Machinist's Kit to be healed, and the construct rolls its own initiative and acts on its own to the best of its ability that aids the pilot and the Battlesuit

  • Sentient Machine (Artificer's Tools, Tinker's Tools, Target Seeking)

While most pilots prefer to fight from within the Battlesuit, some pilots have considered what if the Battlesuit could fight alongside the pilot instead? With careful planning, engineering, and arcane enchantments, a pilot can grant their armour a sentience of its own, allowing the armour to fight independent of the pilot. Roll 4d6 each to determine the Intelligence, Wisdom, and Charisma of the Battlesuit's newfound artificial intelligence, and also describe a basic set of character traits for it to follow. The Battlesuit is also now telepathically connected to you and will to the best of it's ability follow simple instructions such as guarding a passage or escorting a subject, is able to speak Common, and has a positive starting disposition towards the pilot and their allies. This costs 500gp in materials and 1d12+4 days to create and implement correctly, but adds nothing to the weight of the armour. However, now that the armour is sentient, the Battlesuit must also become persuaded to allow the pilot to make any further Alterations to the Battlesuit, and may take actions against the pilot's wishes depending on the disposition the Battlesuit shares towards its pilot, such as ejecting the pilot to protect them from harm, or defending itself from the pilot to retain its sentience

 

As with Alterations, more innovative and creative pilots may desire to create and implement a new specialized build to supplement their Battlesuit and playstyle. Speak with your DM on any custom designs that you would like to create and implement for your armour and work with them in making it acceptable to the campaign setting.

It is also stated that, upon reaching level 20, two of these specialized builds can be created, which allows for a pilot to create both an independent construct and a specialized alteration, two specialized alterations, or even two independent constructs depending on playstyle or design. Speak with your DM on what would be most appropriate for your campaign's setting.

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