Base Class: Artificer
Craft Magic Armor to Enhance Your Abilities
An Armorer modifies armor to function almost like a second skin. The armor is enhanced to hone the Armorer's magic, unleash potent attacks, and generate a formidable defense.
Level 3: Level 3: Armorer Tools
You gain the following benefits.
Armor Training. You gain training with Heavy armor.
Tool Proficiency. You gain proficiency with Smith Tools. If you already have this tool proficiency, you gain proficiency with one other type of Artisan's Tools of your choice.
Armor Crafting. When you craft nonmagical or magic armor, the amount of time required to craft it is halved.
Level 3: Level 3: Armorer Spell List
When you reach an Artificer level specified in the Armorer Spells table, you thereafter always have the listed spells prepared.
In addition, depending on the type of armor used for your Personal Arcane Armor (Light, Medium, or Heavy), you gain one additional spell in your Artificer Spell List at each listed level, as shown in the corresponding column of the table.
You gain only the additional spells associated with the current armor type of your Personal Arcane Armor.
If you change the armor type of your Personal Arcane Armor, the additional spells prepared change accordingly.
| Artificer Level | Spells | |||
| Always prepared | Light Armor | Medium Armor | Heavy Armor | |
| 3 | Magic Missile, Thunder Wave | Ensnaring Strike | Arms of Hadar | Shield |
| 5 | Mirror Image, Shatter | Misty Step | Elminster's Elusion | Death Armor |
| 9 | Hypnotic Pattern, Lightning Bolt | Conjure Barrage | Thunder Step | Cacophonic Shield |
| 13 | Fire Shield, Greater Invisibility | Backlash | Death Ward | Dimension Door |
| 17 | Passwall, Wall of Force | Conjure Volley | Steel Wind Strike | Synaptic Static |
Level 3: Level 3: Personal Arcane Armor
As a Magic action while you have Smith's Tools in hand, you can turn a suit of armor you are wearing into Arcane Armor. The armor continues to be Arcane Armor until you don another suit of armor or you die.
You gain the following benefits:
No Dexterity or Strength Requirement.
If the armor, weapon, or any feature related to your Arcane Armor normally has a Strength or Dexterity requirement, the Arcane Armor lacks that requirement for you.
In addition, you can ignore Strength or Dexterity requirements when learning or using feats, but only for feats whose benefits apply exclusively to your Arcane Armor or your Arcane Armor’s Special Weapon.
If a feat grants benefits that can apply to other weapons, attacks, or features not related to your Arcane Armor, you must meet all of that feat’s requirements as normal to use those benefits.
Quick Don and Doff. You can don or doff your Arcane Armor as a Utilize action. That armor can't be removed against your will.
Spellcasting Focus. You can use the Arcane Armor as a Spellcasting Focus
Level 3: Level 3: Armor Model
Choose one of the following armor models: Dreadnaught, 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 your Strength or Dexterity modifier, to the attack and damage rolls.
You can change the armor's model whenever you don or doff your armor.
Dreadnaught.
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Force Demolisher. You create a oversized sledgehammer that can only be used through the strength of your armor . This weapon counts as a Simple Melee weapon with the Reach and Versatile property, and it deals 1d10 Force damage. If you hit a creature that is the same size or smaller than you with the demolisher, you can push the creature up to 10 feet straight away from yourself or pull the creature up to 10 feet toward yourself.
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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. You can use this Bonus Action a number of times equal to your Intelligence modifier. You regain all expended uses when you finish a Long Rest.
Guardian.
- Thunder gauntlet. Each of the armor's gauntlets counts as a simple melee weapon and deals 1d8 Thunder damage on a hit. A creature hit by the pulse has Disavantage on attack rolls against targets other than you until the start of your next turn.
- Defensive Field. While 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.
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Lightning Launcher. A gemlike node appears on one of your armored fists or on the chest (your choice). Each 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 the launcher, you can deal an extra 1d6 Lightning damage to that target.
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Exo Steps. Your Speed increases by 5 feet.
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Skin Armor. You have Advantage on Dexterity (Stealth) checks.
Special Weapon Mastery
The properties and masteries of your Arcane Armor’s Special Weapon depend on the type of armor used:
- Heavy Armor. You can grant the Heavy property to your Special Weapon.
- Light Armor: You can grant the Light property to your special weapon.
- Medium Armor: When you finish a Long Rest, you choose one Weapon Mastery from the following list:
Cleave, Graze, Push, Sap, Slow, Topple, or Vex (for melee Special Weapons), or Push, Sap, Slow, or Vex (for ranged Special Weapons).While wearing Medium Armor as your Personal Arcane Armor, you have proficiency with the chosen Weapon Mastery, and it applies only to your Arcane Armor’s Special Weapon.If you change the armor type of your Personal Arcane Armor to Light or Heavy, you lose access to the chosen Weapon Mastery until you finish another Long Rest while wearing Medium Armor.
Level 5: Level 5: Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Level 9: Level 9: Armor Master
You gain the following benefits.
- Armor Replication. You learn an additional plan for your Replicate Magic Item feature, and it must be in the Armor category. You can also create an additional item with that feature, and the item must also be in the Armor category.
- Special Arsenal. You gain a +1 bonus to attack and damage rolls made with the special weapon of your Arcane Armor model.
Level 15: Level 15: State of the Art Armor
Your Personal Arcane Armor gains additional benefits based on its model.
Dreadnaught.
The damage die of your Demolisher increases to 2d10.
In addition, when you use your Giant Stature, your reach increases by 10 feet, your size can increase to Large or Huge (your choice). You have Advantage on Strength checks and Strength saving throws for the duration.
Guardian.
The damage die of your Thunder Gauntlet increases to 2d6 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 direct to an unoccupied space toward you. 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 Int Mod and you regain all expended uses when you finish a Long Rest.
Infiltrator.
The damage die of your Launcher increases to 2d8 Lightning damage. Any creature that takes Lightning damage from your Launcher shines with magical light until the start of your next turn. That creature sheds Dim Light in a 5-foot radius, and it has Disadvantage on attack rolls against you.
Additionally, as a Bonus Action, you can gain a Fly Speed equal to twice your Speed until the end of the current turn. You can take this Bonus Action a number of times equal to your Int Mod, and you regain all expended uses when you finish a Long Rest.
Armor Expert
In addition, you have mastered all forms of armor, learning how to adapt your fighting style to their strengths and limitations.
Your Arcane Armor’s Special Weapon Mastery gains additional benefits depending on the type of armor used for your Personal Arcane Armor.
Heavy Armor: While wearing Heavy Armor as your Personal Arcane Armor, you gain the Heavy Armor Master feat. If you already have the Heavy Armor Master feat, the damage reduction granted by that feat applies to all damage types.
Medium Armor: While wearing Medium Armor as your Personal Arcane Armor, you gain the Medium Armor Master feat. If you already have the Medium Armor Master feat, the maximum Dexterity modifier you can apply to your Armor Class while wearing Medium Armor increases by 2, to a maximum of +5.
Light Armor: While wearing Light Armor as your Personal Arcane Armor, your Arcane Armor’s Special Weapon gains the Vex weapon mastery.
Previous Versions
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2/21/2026 4:27:46 PM
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30
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21
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1.0
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Coming Soon
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