Subclass - Armorer
Subclass - Armorer
Subclass - Armorer
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.
Arcane Armor
Your metallurgical pursuits have led to you making armor a conduit for your magic. As an action,
you can turn a suit of armor you are wearing into Arcane Armor, provided you have Smith’s
Tools in hand.
You gain the following benefits while wearing this armor:
● If the armor 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 limb it replaces.
● 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
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 emites 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
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.
Level 5
Extra Attack
You can attack twice, rather than once whenever you take the Attack action on your turn.
Level 9
Armor Modifications
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 (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. In addition, the maximum number of items you can infuse at once increases by
2, but those extra items must be part of your Arcane Armor.
Level 15
Perfected Armor
Your Arcane Armor gains additional benefits based on its model, as shown below:
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 the creature to make a Strength saving throw against your spell
save DC, pulling the creature up to 30 feet toward you to an unoccupied space. If you pull the
target to a space within 5 feet of you, you can make a melee weapon attack 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 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 has disadvantage on attack rolls against you, as the light jolts if it attacks you. In addition,
the next attack roll against it has advantage, and if that attack hits, the target takes an extra 1d6
lightning damage.