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The Power of Warpstone
Tools of the Trade
Engineer Spells
Spell Level | Spells |
---|---|
1st | Chaos Bolt, Identify |
2nd | Flaming Sphere, Heat Metal |
3rd | Lightning Bolt, Thunder Step |
4th | Fabricate, Storm Sphere |
5th | Flame Strike, Creation |
Warp Powered Armor
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.
- 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
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 Core's model whenever you finish a short or long rest, provided you have tinker's tools in hand.
Enforcer Core
You design your armor to be in the front line of conflict. It has the following features:
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Warp 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 lightning or necrotic damage on a hit, you choose when you pick the Core type. A creature hit by the gauntlet cannot use reactions until the end of its next turn, as the chaotic warp energies afflict the creature.
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Warp Shield. 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 you regain all expended uses when you finish a long rest.
Bombardier Core
You design your armor for indirect fire support. It has the following features:
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Poison Wind Globes. Poisoned Wind Globes are crafted out of glass or crystal orbs filled with noxious warpstone gas. When thrown, the sphere shatters, releasing billowing clouds so lethal that mere skin contact can cause severe pain. You pick a point within 30 feet and throw a globe as an action, causing each creature within a 5 feet radius to make a Constitution saving throw or take 3d6 poison or acid damage, half on a success. You pick the damage type when you select this Core.
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Poison Wind Mortar. If you did not moved this turn, you may use a Bonus Action to turn your Armor into a stationary mortar, increasing the range of your Poison Wind Globes to 300 feet
Extra Attack
Warpcore Improvements
Perfected Warpcore
At 15th level, your Warpcore gains additional benefits based on its model, as shown below.
Enforcer Core
- Warp Flow Redirection. When you hit a creature with your Warp Gauntlets, you can force it to make a Constitution saving throw, taking 3d10 necrotic damage on a failure or half on a save. You heal for half the damage dealt. Any healing done above your total Hit Points are gained as temporary Hit Points. You can use this ability a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Bombardier Core
- Death Globes. When you select the Bombardier Core, you can either increase the damage of the Poisoned Wind Globes from 3d6 to 3d8 or increase its radius to 10 ft.