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.
Tools of the Trade
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 one other type of artisan’s tools of your choice.
In addition, when you craft nonmagical or magic armor, the amount of time required to craft it is halved.
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
Dreadnaught.
You design your armor to become a towering juggernaut in battle. It has the following features:
Armor Flail. An iron ball on a chain appears on one of your armor’s gauntlets and has the following traits:
Weapon Category: Simple Melee
Damage on a Hit: 1d10 Bludgeoning plus the ability modifier used for the attack roll
Properties: Reach
Giant Stature. As a Bonus Action, you transform and enlarge your armor for 1 minute. For the duration, your reach increases by 5 feet, and if you are smaller than Large, you become Large, along with anything you are wearing. If there isn’t enough room for you to increase your size, your size doesn’t change. You can use this Bonus Action a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a Long Rest.
Wrecking Ball. If you hit a creature that is at least one size smaller than you with the flail, you can push the creature up to 10 feet straight away from yourself or pull the creature up to 10 feet toward yourself.
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 has the following traits:
Weapon Category: Simple Melee
Damage on a Hit: 1d8 Thunder plus the ability modifier used for the attack roll
Distracting Pulse. A creature hit by the gauntlet has Disadvantage on attack rolls against targets other than you until the start of your next turn.
Defensive Field. While you are Bloodied, you can take a Bonus Action to gain Temporary Hit Points equal to your Artificer level. You lose these Temporary Hit Points if you doff the armor.
Infiltrator.
You customize your armor for subtle undertakings. It has the following features:
Lightning Launcher. A gemlike node appears on one of the armor’s gauntlets or on the armor’s chest (your choice). It has the following traits:
Weapon Category: Simple Ranged
Damage on a Hit: 1d6 Lightning plus the ability modifier used for the attack roll
Properties: Thrown (Range 90/300 feet)
Lightning Jolt. Once on each of your turns when you hit a creature with your Lightning Launcher, you can deal an extra 1d6 Lightning damage to that target.
Powered Steps. Your Speed increases by 5 feet.
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.
Armor Model
3rd-level Armorer feature
You can customize your Arcane Armor. When you do so, choose one of the following armor models: Guardian or Infiltrator. 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.
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.
Defensive Field. As a bonus action, you can gain temporary hit points equal to your level in this class, replacing any temporary hit points you already have. You lose these temporary hit points if you doff the armor. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
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 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.
Powered Steps. Your walking speed increases by 5 feet.
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.
Extra Attack
5th-level Armorer feature
You can attack twice, rather than once, whenever you take the Attack action on your turn.
Armor Replication
9th-level Armorer feature
You learn an additional plan for your Replicate Magic Item feature, and it must be in the Armor category. If you replace that plan, you must replace it with another Armor plan.
In addition, you can create an additional item with that feature, and the item must also be in the Armor category.
Perfected Armor
15th-level Armorer feature
Your Arcane Armor gains additional benefits based on its model, as shown below.
Dreadnaught. The damage die of your Armor Flail increases to 2d6 Bludgeoning damage. In addition, when you use your Giant Stature, your reach increases by 10 feet, your size can increase to Large or Huge (your choice), and you gain a Fly Speed equal to your Speed.
Guardian. The damage die of your Thunder Gauntlets increases to 1d10 Thunder damage. In addition, when a Huge or smaller creature you can see ends its turn within 30 feet of you, you can take a Reaction to magically force that creature 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 yourself, you can make a melee weapon attack against it as part of this Reaction.
You can take this Reaction a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Infiltrator. The damage die of your Lightning Launcher increases to 2d6. 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.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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5/26/2025 1:55:10 PM
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3
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3
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Coming Soon
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