Armorer
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.
| Level | Spells |
|---|---|
| 3 | Magic Missile, Thunderwave |
| 5 | Mirror Image, Shatter |
| 9 | Hypnotic Pattern, Lightning Bolt |
| 13 | Fire Shield, Greater Invisibility |
| 17 | Passwall, Wall of Force |
Subclass Features
Speciality Spells
Your specialization and training grant you the following spells. You know the following spells and they do not count towards the number of spells you can prepare.
Tools of the Trade
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 Tool of your choice.
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 normally has a STR 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.
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: Dreadnought, 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 INT modifier (Minimum 1), instead of STR or DEX, 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.
Dreadnought: You design your armor to become a towering tool of defense and destruction. It has the following features
An arcane hammer or wrecking ball projects from your armor. It is a simple melee weapon with the Reach property that deals 1D10 Force damage on a hit. If you hit a creature that is at least one size smaller than you with your arcane weapon, you can push the creature up to 10 ft straight away from yourself or pull them up to 10 ft toward yourself.
As a bonus action you can transform and enlarge your armor for 1 minute. For the duration your reach increases by 5 ft, and if you are smaller than Large, you become Large, along with everything you are wearing. If there isn’t enough room for your size to increase, your size does not increase. You can use this bonus action a number of times per long rest equal to your INT modifier (Minimum 1).
Guardian: You design your armor to be in the front line of conflict. It has the following features
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 emits a distracting pulse when the creature attacks someone else.
As a bonus action, you can gain temporary hit points equal to your Artificer level, 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 you regain all expended uses when you finish a long rest.
Infiltrator: You customize your armor for subtle undertakings. It has the following features
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 ft and a long range of 300 ft, 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.
Your walking speed increases by 5 ft.
You have advantage on Stealth checks. If the armor normally imposed disadvantage on such checks, the advantage and disadvantage cancel each other, as normal.
Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn as your martial skills grow while defending and attacking with your Arcane Armor.
Armor Modifications
You learn an additional plan for your Replicate Magic Item feature and it must be in the Armor category. If you replace that plan, you must replace it with another Armor plan. You can also create another item with that feature, and the item must be in the Armor category.
In addition, you gain a +1 attack and damage bonus made with the special weapon of your Arcane Armor model.
Perfected Armor
Your Arcane Armor gains additional benefits based on its model, as shown below.
Dreadnought
The damage die for your special weapon increases to 2D6 Force damage. When you increase your armor’s size, your reach increases to 10 ft and your size can increase to Large or Huge (Your choice). You have advantage on STR based checks and saving throws for the duration.
Guardian
The damage die for your special weapon increases to 1D10 Thunder damage. When a Huge or smaller creature you can see ends its turn within 30 ft of you, you can use your reaction to magically force it to make a STR saving throw against your spell save DC. On a failed save, you pull the creature up to 25 ft directly to an unoccupied space. If you pull the target to a space within 5 ft of you, you can make a melee weapon attack against it 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 of it when you finish a long rest.
Infiltrator
The damage die for your special weapon increases to 2D6 Lightning damage. Any creature that takes Lightning damage from your special weapon glimmers with magical light until the start of your next turn. The glimmering creature sheds Dim Light in a 5-foot radius, and it has disadvantage on attack rolls against you, as the light jolts it 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.
In addition, as a bonus action, you gain a Flying speed equal to twice your movement speed until the end of the current turn. You can use this feature a number of times per long rest equal to your INT modifier (Minimum 1).