Base Class: Artificer
A remaster of the UA (Unearthed Arcana) Path of the Armorer Artificer
Extended Spell List
Armorer Spells
3rd Magic Missile, Thunderwave
5th Mirror Image, Shatter
9th Hypnotic Pattern, Lightning Bolt
13th Fire Shield, Greater Invisibility
17th Passwall, Wall of Force
Arcane Armor
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 body part it is replacing.
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.
Armor Model
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 when redeploying the armor with a DC 15 tinkerer's tools check.
Guardian:
You design your armor to protect others 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.
Defensive Shield. As a bonus action, you can extend your arcane armors plating to create a massive shield, your movement speed is halved while this shield is deployed, and you and all allies within 10ft of you that are behind the shield gain a +3 Bonus to AC, and subtract an amount of d10 equal to half your intelligence modifier (rounded down) from AOE and Ranged attacks, this shield can be collapsed at the start of your turns as a bonus action, and you cannot preform reactions or actions while it's active
Infiltrater:
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 1d6 lightning damage on a hit. Once on each of your turns when you hit a creature with it, you can deal an extra 1d6 lightning damage to that target.
Cloaked Area: Creatures that are not within melee range of you have disadvantage on insight checks made to find you as your armor camouflages into your surroundings
Dampening Field. You have advantage on Dexterity (Stealth) checks. If the armor normally imposes disadvantage on such checks, the advantage and disadvantage cancel each other, as normal.
Strider:
You tinkered your armor for streamlined movement and speed, you gain the following abilities
Strider Arms: 4 Insect like arms Extend off of your back, Granting you an additional 10ft to your movement speed, and a climbing speed of 15ft, additionally as a bonus action you can make two weapon attacks with these arms, you can only add your proficiency bonus when determining the roll and these attacks have the reach property, the damage for these attacks 1d6+1 Slashing or Piercing damage.
Mechanical Pounce: As an action you can Leap an amount of feet equal to double your walking speed in any direction, if you land on another creature, make an opposing athletics check, on a fail they take 2d10 Bludgeoning damage and are grappled, using this feature disables your movement until your next turn.
Raider.
You have designed this model specifically for combat scenarios that Involve seizing Territory
Mechanical Death: You have a shoulder mounted crossbow, this crossbow steals ammo directly from your inventory, once per round after any creatures turn, you can target a creature, provides they are within 60ft of you, roll hit, the turrets modifier is PB + Intelligence modifier and on a hit it deals (7)2d6+1 Piercing damage
Dart Barrage: You have repeating dart launches on your wrists, this darts recharge on a 5-6, as a bonus action you can fire the darts, all creatures within a 15ft long and 10ft wide cone must make a dex save with the DC being your artificer save DC, or take 3d6 piercing damage on a fail, and half as much on a sucsess.
Extra Attack
Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.
Armor Modifcation
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. 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.
Perfected Armor
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 25 feet 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.
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.
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 (3)1d6 lightning damage.
Strider.
Your climbing and waking speed increase by 10ft, you can now use your Mechanical Pounce feature as a bonus action. When targeted by a melee or ranged attack, you can increase your AC by 1d6+1 against that attack.
Raider.
You have installed explosive launching devices on the back of your armor, as a bonus action you can fire a small micro rocket at a point within 120ft of you, all creatures within this point must make a dexterity save or take (5)1d10 fire damage and (5)1d10 force damage on a fail or half as much on a sucsess. each rocket costs 85 GP in materials to make, and can be made during a short rest with a DC 15 tinkerer's tools check. You can fire up to 3 rockets as a bonus action.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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9/18/2024 12:22:33 AM
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4
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3
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1.15
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Coming Soon
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