Artificer: Armorer
Tools of the Trade
When you adopt this specialization at 3rd level, 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 tools of your choice.
Armorer Spells
Starting at 3rd level, 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.
Artificer Level | Armorer Spell |
---|---|
3rd | Magic Missile, Thunderwave |
5th | Mirror Image, Shatter |
9th | Hypnotic Pattern, Lightning Bolt |
13th | Fire Shield, Greater Invisibility |
17th | Passwall, Wall of Force |
Arcane Armor
Beginning at 3rd level, 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 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 customize your Arcane Armor. When you do so, choose an armor model now including the Loader armor. 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.
Loader. You alter your armor to swing into battle. It has the following features:
- Scrap Barrier. When you reduce a creature to 0 hp, you gain temp hp equal to half your artificer level rounded down, replacing any temporary hit points you already have. You lose these temporary hit points if you doff the armor.
- Knuckleboom. 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.
- Spiked Fists. Fire your gauntlet forward at a range of 90 feet dealing 1d4 piercing damage on a hit. If the gauntlet hits, it pulls you towards heavier or secured targets, but pulls lighter targets towards you.
- Earthshatter. The limbs of the armor take the full strain of blunt trauma. You are immune to fall damage and are counted as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Extra Attack
Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.
Armor Modifications
At 9th level, 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 (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 Arcane Armor.
Perfected Armor
At 15th level, your Arcane Armor gains additional benefits based on its model; the loader is shown below.
Loader. The armor can charge up to deal devastating attacks. As a bonus action you can begin charging your gauntlets to let you deal extra damage on your next attack. The next attack made deals an additional 1d6 thunder damage and shoves you and the target creature up to 10 feet in the direction of your attack. You can use the ability a number of times equal to your intelligence modifier every long rest.
Additionally, you are able to produce up to three Pylons, a small mechanical hemisphere that exhibits your personal Artificer craft, to enhance your travel. As a bonus action, you can send a Pylon up to 30 feet away where it remains floating in the air. A Pylon has 1 health and an armor class of 10, but takes no damage from your Spiked Fists. Furthermore, if Spiked Fists hits your Pylon it takes no damage and you are pulled towards it.