Base Class: Artificer
Swarmers are specialists that do just that. They release their Bits unto their surroundings to bolster themselves and their allies in different ways. These Bits attach to their Arcane Armors in a variety of ways, with some having them on display for a more intimidating presence, or those that have them hidden away within compartments for a sleeker design. Impressive in it's own right, but more impressive still, is the efficiency of which these Bits zip and dart around the battlefield. Either a distraction, a final blow, or safeguarding.
Tools of the Trade
3rd-level Armorer feature
You gain proficiency with heavy armor and martial weapons. 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.
Armorer 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 |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Arcane Armor
3rd-level Armorer feature
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.
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 armor continues to be Arcane Armor until you don another suit of armor or you die.
Bits
3rd-level Armorer feature
You can customize your Arcane Armor. It now has Bits that assist you and your allies.
When you attack with your Bits, you can add your Intelligence modifier, instead of Strength or Dexterity, to the attack and damage rolls. As an action, Bits can make one ranged attack with a range up to 15ft. collectively and deal 1d6 radiant damage on a hit. Your bits do not have disadvantage if the target for the attack is within that 15ft. range. This damage increases to 1d8 at level 7, and 1d10 at level 11. They have an AC of 16. This AC increases to 18 at level 10. The Bits have HP equals five times your Artificer level. If the Mending spell is cast on your Bits, they heal for 2d6.
As a bonus action, you can disperse or recall your Bits. These Bits attach to your Arcane Armor, and you determine their appearance and number, but no more than seven. Choose an unoccupied square within 30 ft., of which they occupy one 5ft. square and hover in a darting manner. On subsequent turns, you can move your swarm of Bits, but they must be within line of sight, as a bonus action. Your Bits have a flying speed of 30ft but can only hover up to 15ft in the air.
You can use your reaction if your Bits are within 5ft. of you when you are targeted for an attack to grant +5 to your AC as they combine to form a shield, granted you have a free hand to do so and are not already wielding a shield. They can be re-dispersed by using a bonus action. If a creature is targeted for an attack within 5ft. of your Bits, then you can use your reaction to have the Bits grant a +2 to their AC for that attack as they instead form a hovering barrier.
Lastly, if your Bits are destroyed, you can create replacements once per long rest as an action. Once you replace them in this fashion, you can’t do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to do so.
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 Item feature: armor (the chest piece), boots, helmet, and the armor’s special weapon. Each of those items can bear one of your infusions. 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.
You also gain resistance to fire damage as your suit now has improved safety features. While wearing heavy armor, you gain a +1 bonus to AC while wearing your Arcane Armor.
Your link to your Bits has also improved. They can now make a ranged attack as a bonus action, instead of an action.
Perfected Armor
15th-level Armorer feature
Your Arcane Armor gains additional benefits to its model, as shown below.
When a Huge or smaller creature you can see ends its turn within 30 feet of you, you can use your reaction to force it to make a Strength saving throw against your spell save DC. On a failed save, you pull the creature up to 25 feet directly to an unoccupied space as you lash out with a cable from your Arcane Armor. If you pull the target to a space within 5 feet of you, you can make a melee weapon attack against it as part of this reaction.
You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
You gain immunity to fire damage.
Your connection has improved with your Bits again. They can now hover up to 30ft, instead of the previous 15ft.
While wearing heavy armor as your Arcane Armor, you have resistance to bludgeoning, piercing, and slashing damage from non-magical attacks.
Previous Versions
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7/24/2023 3:46:27 AM
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7/25/2023 6:11:33 AM
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