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. Viridis can use special abilities and powers to its ability to combine the remaining primordial magic in the suit with the mana of the person wearing the armor.  The primordial energy in the suit bolster's the wearer's lifeforce, making it near impossible to kill a person who is inside the suit. Viridis counts as heavy armor. While attuned to Viridis, you can dismiss the suit similar to a soul bound weapon with a free action. It takes a bonus action or action to summon Viridis onto your person.

 

Viridis is the name of one of the old forms of the elder god Kaara. After Kaara decided that he didn't like the form anymore, he left it behind deep in some forest. Years later a artificer stumbled upon the form, and used his knowledge to turn the form into a suit of armor. After the artificer died from old age, the armor was left with no successor.

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.

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

3rd

magic missile, thunderwave

5th

mirror image, shatter

9th

hypnotic pattern, lightning bolt

13th

fire shield, greater invisibility

17th

passwall, wall of force

Nature Mana Absorption

3rd-level Armorer feature

Viridis pulls magic from the nature in it's surrounding areas to bolster the lifeforce of the wearer. This effect gets stronger the more flora or nature mana that is around. While wearing this suit you get the following buffs:

  • When your hit points are under half of your max HP, then you will regain 1 HP at the start of each of your turns until you are back to halfway. With increased flora or nature mana in the area the amount of HP you gain is increased to 2.
  • While wearing this armor, you automatically pass all death saving throws unless either 1. There is no flora or nature mana in your surroundings or 2. A significant amount of the suit has been destroyed.
  • You can take a action to touch a medium to large plant and drain it's lifeforce, healing you for 1d4 and killing the plant. You cannot heal from this if you have more than half of your max HP. You can use this 2 times per hour.
  • You can use Viridis as a spellcasting for your artificer spells.

Viridis Form

3rd-level Armorer feature

You can customize Viridis. When you do so, choose one of the following forms: Priroda or Krovat. The form you choose gives you special benefits while you wear it.

Each model includes a special weapon. When you attack with that weapon, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls. You can change your power armor's model whenever you finish a short or long rest, provided you have smith's tools in hand.

Krovat

Komidi. A large scythe with a decorated wooden handle and a adamantine blade glowing with nature magic. When you hit a target with Komidi you steal a small amount of their lifeforce, dealing an additional 1d4 necrotic damage. If you hit the same target a second time with Komidi, the damage is increased to 1d6 Necrotic damage, and each hit dealing more damage as follows:
3rd Hit = 1d8 Necrotic Damage 4th And On = 1d10 Necrotic damage 

Spreading Smite. You channel nature magic in the area into one precise point within a target, causing pain within their body before spreading out to any other targets within 5ft. The target takes 3d4 force damage, and any chosen targets within 10ft of them take 1d4 force damage. You can use this action a number of time equal to 1 + your Intelligence modifier per long rest.

Priroda

Cobra and Crane. A sword and shield made of magical wood and silver. Crane, the shield, grants a +2 to your AC like a normal shield. Cobra, the sword, counts as a Longsword. As a bonus action Crane can be thrown to a ally within 30ft where it will then reveal metal wings. Crane will fly around the target shielding them, increasing their AC by 2. Crane will return to your hand at the start of your next turn. You can use Crane's ability a number of times equal to your proficiency bonus per short rest.

Hallowed Ground. As a action you can use the primordial energy within Viridis to create a small field of plants within a 15ft radius of you. The plants are surrounded in wispy flames that burn anybody who ends their turn on the field for 1d4 fire damage. As another action you can increase the radius of Hallowed Ground to within a 30ft radius of you. You can also place a second field away from the first one, however you can not have more than two Hallowed Grounds up at once. While standing on the Hallowed Ground you gain the bonus of increased natural mana for regaining HP. Additionally, you and chosen allies standing on the Hallowed Ground are unaffected by the flames and regain 1d4 HP at the start of their turn. You can use this ability a number of times equal to your proficiency bonus per long rest. Hallowed Ground lasts for 30 seconds, or until you doff Viridis.

The healing for Hallowed Ground increases to 1d6 at 9th level, and 1d8 at 15th level.

Extra Attack

5th-level Armorer feature

You can attack twice, rather than once, whenever you take the Attack action on your turn.

Viridis Infusions

9th-level Armorer feature

You learn how to use your artificer infusions to specially modify parts of Viridis. The suit 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 Viridis' form with the Viridis Forms feature. In addition, the maximum number of items you can infuse at once increases by 2, but those extra items must be part of the suit.

Viridis Perfect Armor

15th-level Armorer feature

Viridis gains additional benefits based on the form, as shown below.

Krovat

You have mastered control of nature energy so that you can use it to move your opponents.

Reckoning. You manipulate the nature energy around you to raise and targets of large or smaller size into the air. All targets within a 30ft by 10ft line must make succeed on a Strength Saving Throw or be lifted 15ft into the air. Once a target is lifted into the air you can choose to either keep them there until the start of your next turn, or to slam them into the ground. Targets who you keep in the air are paralyzed until the start of your next turn where they are then dropped. Targets who you slam into the ground take 3d10 bludgeoning damage. The DC for Reckoning is equal to your spellcasting save DC. 
You can use this ability once per long rest.

Priroda

Time spent getting a feel for nature has paid off teaching you how to send out waves of nature energy to heal nearby allies.

Renewal. You gather up a large amount of nature mana and send it out in waves around you to heal nearby allies. For the duration, on your turn any chosen target within 30ft of you is healed for 1d4 + your Intelligence modifier. Renewal lasts for 4 turns. You can use this ability once per long rest.

Previous Versions

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