Artificer: Armorer (Revised) with that weapon, you can add your Intelligence modifier, An artificer who specializes as an Armorer modifies armor to instead of Strength or Dexterity, to the attack and damage function almost like a second skin. The armor is enhanced to rolls. Additionally, each model grants you spells at 1st, 5th hone the artificer's magic, unleash potent attacks, and 9th, 13th and 17th levels in this class. These spells count as generate a formidable defense. The artificer bonds with this artificer spells for you, but they don’t count against the armor, becoming one with it even as they experiment with it number of artificer spells you prepare. and refine its magical capabilities. You can change the armor's model whenever you finish a short or long rest, provided you have smith's tools in hand. Tool Proficiency Extra Attack When you adopt this specialization at 3rd level, you gain Starting at 5th level, you can attack twice, rather than once, proficiency with smith's tools. If you already have this whenever you take the Attack action on your turn. proficiency, you gain proficiency with one other type of artisan's tools of your choice. Armor Modifications Armorer Spells At 9th level, you learn how to use your artificer infusions to Starting at 3rd level, you always have certain spells prepared specially modify your Arcane Armor. That armor now counts after you reach particular levels in this class, as shown in the as separate items for the purposes of your Infuse Items Armorer Spells table. These spells count as artificer spells feature: armor (the chest piece), boots, helmet, and the for you, but they don’t count against the number of artificer armor's special weapon. Each of those items can bear one of spells you prepare. your infusions, and the infusions transfer over if you change your armor's model with the Armor Model feature. In Armorer Spell List addition, the maximum number of items you can infuse at Artificer Level Spell once increases by 2, but those extra items must be part of your Arcane Armor. 1st shield of faith 5th mirror image Additionally, as a bonus action while wearing your arcane armor, you can change the model to another that you know. 9th hypnotic pattern Once you use this feature, you cannot do so again until you 13th dimension door finish a long rest. 17th wall of force Perfected Armor At 15th level, your Arcane Armor gains additional benefits Arcane Armor based on its model, as shown in the armor models Beginning at 3rd level, your metallurgical pursuits have led to description. 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 normally 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 body part it is replacing. The armor continues to be Arcane Armor until you don another suit of armor or you die. Armor Model Beginning at 3rd level, you can customize your Arcane Armor. You learn two models of armor, shown at the end of this description, which you are capable of making. You can swap out an armor model you know for another whenever you gain a level in this class. You learn an additional armor model when you reach 9th and 15th levels in this class. When you make an arcane armor, choose one model you know. The model you choose gives you special benefits while you wear it. Guardian. You design your armor to be in the front line of Dampening Field. You have advantage on Dexterity conflict. It has the following features: (Stealth) checks. If the armor normally imposes disadvantage on such checks, the advantage and Guardian Spells disadvantage cancel each other, as normal. While wearing Artificer Level Spell the armor, you can use your Intelligence, instead of your Dexterity, for Stealth checks. 1st thunderwave Electric Ghost. (15th level) Any creature that takes 5th warding bond lightning damage from your Lightning Launcher glimmers 9th thunderstep with magical light until the start of your next turn. The glimmering creature sheds dim light in a 5-foot radius, 13th fire shield and it has disadvantage on attack rolls against you, as the light jolts it if it attacks you. In addition, the next attack 17th destructive wave roll against it has advantage, and if that attack hits, the target takes an extra 1d10 lightning damage. Thunder Gauntlets. Each of the armor's gauntlets counts as a simple melee weapon while you aren't holding Manipulator. You design your armor to control the anything in it, and it deals 1d8 thunder damage on a hit. A enviroment around you. It has the following features: creature hit by the gauntlet has disadvantage on attack rolls against targets other than you until the start of your Manipulator Spells next turn, as the armor magically emits a distracting pulse Artificer Level Spell when the creature attacks someone else. 1st ensnaring strike Defensive Field. As a bonus action, you can gain temporary hit points equal to 1d8 + your artificer level, 5th maximillian's earthen grasp replacing any temporary hit points you already have. You 9th blinding smite can use this bonus action a number of times equal to your Intelligence modifier, and regain all uses when you finish a 13th grasping vine long rest. 17th telekinesis Towering Presence. Whenever you make a persuasion or intimidation check (your choice when you create the Remote Limb. You attach two additional limbs onto the armor), you gain a bonus equal to your Intelligence armor. They have a reach of 20 feet and can hold a modifier. number of pounds equal to 10 times your Intelligence Harmonic Burst. (15th level) When a creature affected modifier. You can use them as weapons, and they deal 1d8 by your thunder gauntlets targets a creature other than bludgeoning damage on hit. Once per turn you hit a you with an attack, it takes 2d8 + your Intelligence creature of large size or smaller with a limb, you can modifier thunder damage as the pulse explodes with attempt to grapple it, using your Intelligence modifier, power. You can only deal this damage once per turn. instead of your strength modifier for the roll. Additionally, the damage of your thunder gauntlets All Terrain Movement. You have a climbing speed equal increases to 2d8. to your walking speed. In addition, you can move up, Infiltrator. You customize your armor for subtle down, and across vertical surfaces and upside down along undertakings. It has the following features: ceilings, while leaving your hands free. Metallic Kraken. (15th level) You construct an additional Infiltrator Spells remote limb onto your armor. Your remote limb deals an Artificer Level Spell additional 1d8 damage. Additionally, when hit a creature of large size or smaller with the limb, you can move it 10 1st silent image feet in any direction of your choice. 5th pass without trace 9th clairvoyance 13th greater invisibility 17th passwall
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 1d10 lightning damage on a hit. Once on each of your turns when you hit a creature with it, you can deal an extra 1d10 lightning damage to that target. Powered Steps. Your walking speed increases by 5 feet. Reactor. You design your armor to attune to and harness the Iron Brutality. (15th level) Whenever a creature is raw energy of the weave. It has the following features: damaged by your claws, you can lacerate it. The creatures speed is reduced by 10 feet until the end of it's next turn Reactor Spells and takes 1d6 damage of the same type at the start of it's Artificer Level Spell next turn. This effect stacks. 1st magic missile Destructor. You design your armor to give you the strength 5th misty step of giants. It has the following features: 9th slow Destructor Spells 13th banishment Artificer Level Spell
17th teleportation circle 1st earth tremor
5th earthbind Arcane Blast. You attach an arcane battery to the armor 9th erupting earth in a place of your choice. It counts as a simple ranged weapon, with a normal range of 60 feet and a long range 13th staggering smite of 120 feet, and it deals 1d8 force damage on a hit. Once 17th wrath of nature on each of your turns when you hit a creature with it, you can push that creature 10 feet away from you. Titanic Fists. Each of the armor's gauntlets counts as a Life Seekers. As a bonus action, you can fire off an arcane rocket at a creature you can see within 60 feet of simple melee weapon while you aren't holding anything in you. That creature takes 1d4 + 1 force damage. You can it, and it deals 1d10 bludgeoning damage on a hit, and an fire more rockets as you gain levels in this class, 2 at 5th additional 1d4 if you are grappling the target. When you level, 3 at 9th level and 4 at 15th level. These can target hit a creature with this weapon, you can grapple it as a different creatures or the same creature. bonus action. Recall Command. As a bonus action while not wearing Powerful Build. You count as one size larger when your armor, you can teleport it to you and equip it as part determining your carrying capacity and the weight you of the same bonus action. This does not work if your can push, drag, or lift. armor is on another plane of existence. Artificial Strength. Whenever you make a strength Weave Attuned. (15th level) Your Arcane blasts and life check, you can use your Intelligence modifier, instead of seekers gain a +2 to damage rolls. Additionally, you can your strength modifier, and attacks you make with your expend any amount of movement on your turn and titanic fists deal double damage to objects and structures. teleport the same distance. Steel Plated Giant. (15th level) You can cast enlarge/reduce on yourself at will without expending a Predator. You design your armor to track and slaughter spell slot, but only the enlarge option. When cast this way, prey. It has the following features: it does not require concentration and it lasts until dispelled. Additionally, any creature that starts it's turn Predator Spells grappled by you takes the damage of your Titanic Fists Artificer Level Spell automatically. 1st zephyr strike 5th locate animals and plants 9th fear 13th mordenkainen's faithful hound 17th steel wind strike
Shredding Claws. Each of the armor's gauntlets counts
as a simple melee weapon while you aren't holding anything in it, and it deals 1d6 slashing damage on a hit. When you take the attack action and attack with the claws, you can make an additional attack as part of the same action. Stalker's Speed. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started. Primal Intelligence. Whenever you make a survival check, you add your Intelligence modifier to the roll. This document was lovingly created using GM Binder.
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