Artificer
Base Class: Artificer

An artificer who specializes as an Armorer modifies armor to function almost like a second skin. The armor is enhanced to hone the artificer's magic, unleash potent attacks, and generate a formidable defense. The artificer bonds with this armor, becoming one with it even as they experiment with it and refine its magical capabilities.

Armorer Spells

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.

Artificer Level

Spells

3rd

shield of faith

5th

mirror image

9th

hypnotic pattern

13th

dimension door

17th

wall of force

Arcane Armor

Beginning when you first adopt this specialization at 3rd level, your metallurgical pursuits have led to you making armor a conduit for your magic. As an action, once per short or long rest, 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.
  • If the armor is Heavy armor, you're considered proficient with it.
  • 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 body part it is replacing. The armor continues to be Arcane Armor until you don another suit of armor or you die.

Armor Model

Also at 3rd level, you can customize your Arcane Armor. When you do, choose between Infiltrator and Guardian. Whenever you designate or make an Arcane Armor, or at the end of a short or long rest, you can choose your Arcane Armor's model. Each model gives you special benefits while you wear it, and includes a special weapon. When you attack with that weapon, you can use a spell attack, ranged or melee, instead of Strength or Dexterity, to the attack rolls, and you add your Intelligence modifier to the damage you deal with them, instead of Strength or Dexterity.

Additionally, each model grants you spells at 1st, 5th 9th, 13th and 17th levels in this class. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Guardian

You design your armor to be in the front line of conflict. 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.

Towering Presence. You have advantage on any saving throw made against effects or spells that forcibly move you or knock you prone. You also have advantage on Strength(Athletics) checks.

Guardian Spells:

Artificer Level Spell
1st shield
5th warding bond
9th dispel magic
13th fire shield
17th antilife shell

Infiltrator

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

Lightning Launcher. A gemlike node appears on one of your armored fists or on the chest (your choice). It counts as a simple ranged weapon, with a normal range of 90 feet and a long range of 300 feet. and it deals 1d10 lightning damage on a hit. Once on each of your turns when you hit a creature with it, you can deal an extra 1d10 lightning damage to that target.
Powered Steps. Your walking speed increases by 5 feet.

Dampener Armor. Your walking speed increases by 10 feet and you have advantage on Dexterity (Stealth) checks.

Infiltrator Spells:

ARTIFICER LEVEL SPELL
1st silent image
5th pass without trace
9th blink
13th greater invisibility
17th passwall

Extra Attack

Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

Modified Armor

At 9th level, 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. You can infuse your armor this way even if it's already magical. 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 (override in character sheet).

In addition, your Armor Model grants you an additional feature:

Guardian

As a bonus action, you can gain temporary hit points equal to 1d12 + your artificer level, replacing any temporary hit points you already have. You can use this bonus action a number of times equal to your Intelligence modifier, and regain all uses when you finish a long rest.

Infiltrator

As a bonus action, you can become invisible until the beginning of your next turn, until you hit with an attack, or force a creature to cast a spell. While invisible this way, your speed increases by 5 feet. You can use this bonus action a number of times equal to your Intelligence modifier, and regain all uses when you finish a long rest.

Perfect Armor

By the time you've reached 15th level, your Arcane Armor gains additional benefits. While wearing Arcane Armor, you have a flying speed of 40 feet, and you gain an additional feature depending on your active model.

Guardian

When a Huge or smaller creature you can see ends its turn within 30 feet of you, you can use your reaction to magically force it to make a Strength saving throw against your spell save DC. On a failed save, you pull the creature up to 15 feet towards you directly to an unoccupied space. 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.

Infiltrator

Any creature that takes lightning damage from your Lightning Launcher glimmers with magical light until the start of your next turn. The glimmering creature sheds dim light in a 5-foot radius, and it has disadvantage on attack rolls against you, as the light jolts it if it attacks you. In addition, the next attack roll against it has advantage, and if that attack hits, the target takes an extra 1d10 lightning damage.

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