Warlock Engineer - Artificer Subclass

by DrDeathmurder

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Artificer Subclass
Warlock Engineer

The Power of Warpstone

The skaven’s most powerful engineers meld sorcery and science until the two are indivisible. These individuals are called Warlock Engineers, and they are more akin to walking arsenals than to skaven. Warp energy crackles from the blades that emerge from the flesh of their arms, and their rat-like bodies are covered in all manner of bizarre artifice. Tubes and wires pulse and buzz with unholy life as they connect the Engineer to his harness and its fantastic apparatus. Fearful and horrible, indeed, is warpstone technology, if it allows such an unholy alliance of flesh and machine. You have gathered enough information on the wonders of warpstone to unlock this subclass.

Tools of the Trade

When you adopt this specialization at 3rd level, you gain proficiency with heavy armor. You also gain proficiency with tinker's tools. If you already have this tool proficiency, you gain expertise.

Engineer Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Warlock Engineer Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
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

Beginning at 3rd level, your knowledge of how to use, refine and apply warpstone have led you into creating a Warpcore. As an action, you can infuse a suit of armor you are wearing with a Warpcore, provided you have tinker's tools in hand and a medium sized warpstone crystal.

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

Beginning at 3rd level, you can modify your Warpcore, channeling its energy into your ranged or melee weaponry. When you do so, choose one of the following armor models: Enforcer or Bombardier. 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 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:

  • 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.

  • 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:

  • 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.

  • 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

Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

Warpcore Improvements

At 9th level, you learn how to use your artificer infusions to specially modify the armor infused with your Warpcore. That armor 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 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 the armor infused with your Warpcore.

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.
 

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