Artificer
Base Class: Artificer

As an Artificer, you have studied the ways of magic, science, engineering, and more. With your knowledge, you are able to construct a super-suit of power armor out of heavy armor. Combined with special abilities of the suit and the know-how to use them effectively in combat you are a force to be reckoned with on the battlefield whether it be a huge red dragon or an entire tribe of goblins.

Power Armor

3rd-level Armorer feature

Your metallurgical pursuits have led to you making armor a conduit for your artificer magic. You can turn a suit of heavy plate armor into power armor, provided you have smith’s tools in hand and an entire 24 hours (1day) of downtime.

You gain the following benefits while wearing the power armor:

  • If the armor normally has a Strength requirement, the power armor lacks this requirement for you.
  • You can use the power armor as a spellcasting focus for your artificer spells.
  • The power armor attaches to you and can’t be removed against your will. It also expands to cover your entire body, and it replaces any missing limbs, functioning identically to a body part it is replacing.
  • If another creature dons the suit they use the suit without proficiency even if they are proficient in heavy armor.
  • While wearing the armor your carrying capacity is doubled.
  • You have a +1 bonus to AC.
  • You always roll stealth checks with disadvantage.
  • You suffer a movement penalty of -5 feet and can not move faster than 35 feet regardless of race traits or feats unless you take the Well Oiled bonus action listed below.

The armor continues to be power armor until you die or you create another suit of power armor. Should you create another suit this one loses its special powered armor status and becomes normal plate armor again.

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.

Armorer Spells
Artificer Level Spell

3rd

magic missile, shield

5th

mirror image, shatter

9th

hypnotic pattern, lightning bolt

13th

fire shield, greater invisibility

17th

passwall, wall of force

Super Suit Specials

At 3rd level the power armor comes with a limited set of charges equal to your Artificer level+INT Modifier. These charges power special abilities the power armor can preform, if no charges remain the user can expend spells slot to regain charges, a level 1 spell slot is 1 charge, a level 2 spell slot is 2 charges, level 3 spell slot is 3 charges and so on. Charges can be regained after a long rest, the player rolls a 1d4+INT Modifier to regain charges, this die becomes a 1d6 at level 9 and a 1d8 at level 15. Using a charge is done so as a free action unless noted and each ability list costs 1 charge.

Thunder Gauntlets. Your armored fists each count as a simple melee weapon, and each deals 1d8 thunder damage on a hit. The player expands the charge before attacking and knowing the outcome, the 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.

Correction. You can reroll damage dice before knowing the outcome but must use the new roll.

Well Oiled. You can take the dash action as your bonus action for the turn.

Strong Joints. Roll with advantage any Strength Check for the next 1 hour, additionally you can add your strength modifier (minium of +1) onto your to hit weapon attack and damage dice rolls.

Shock Absorbed. As a reaction, fall damage is halved and you land on your feet.

Juiced. As a bonus action, the suit injects nutrients into the user to gain 1d6 + (INT Modifer) in temporary hit points.

To Infinity. Activate boosters to gain a flying speed of 15 feet for 1 minute.

Database. Translate any writing you can see in any nonmagical language, to a total of one thousand words up to 1 hour.

Scuba. Fill the armor with air, allowing you to breathe normally in any environment for up to 1 hour.

NightVision. Gain darkvision to a range of 30 feet or activate a built-in bullseye lamp for up to 1 hour.

 

Extra Attack

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

Power Charged

You learn how to use your artificer infusions to specially modify the armor enhanced by your Power Armor feature. That armor now counts as separate items for the purposes of your Infuse Items feature: armor (the chest piece), boots, bracers, and a weapon. Each of those items can bear one of your infusions.

At 9th level, you have access to new suit abilities,

Momentum. When a creature you can see ends its turn within 15 feet of you, you can use your reaction to force the creature to succeed on a Strength or Dexterity saving throw against your spell save DC or be pulled up to 15 feet toward you to an unoccupied space. If you pull the target to space within 5 feet of you, you can make a melee weapon attack against it as part of this bonus action.

Quick Startup. You can don the power armor suit in 1 turn at the expense of your action, bonus action, and movement for that turn.

Super Juiced. The suit injects chemicals into you quickening your movement and giving you advantage on your next weapon attack.

Magic Defense. As a reaction when the suit is hit you can spray out a magical liquid in all directions 10 feet from the suit. Creatures are highlighted and can not go invisible. If they were invisible they are now visible. Creatures in the area must make a dex save to the user's spell save DC or be highlighted.

Bolster Resolve. As a bonus action, you can bolster your friends within 30 feet at the site and power of the suit. They can add temp HP equal to your level + your INT Modifier.

Extra Attack

At 15th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.

The Last Suit You'll Ever Wear.....

At level 15, having spent so long in the suit, as well as some tinkering to make it more comfortable, you now never need to don or doff the armor. When using the restroom special openings are made and closed for the waste to leave. When eating or drinking you can lift up the front mask slighting enough to have it crunched in a compartment under the nose, the suit then cleans, purifies, and feeds it to you. You don't sleep with a disadvantage, and should you die in the suit it preserves your body perfectly unless the suit is destroyed or the suit runs out of power, depending on how many charges were left 1 charge equals 10 years.

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