Artificer Specialist: Armorsmith

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Artificer Specialist: Armorsmith

An Armorsmith is a master a creating magical defenses in the forms of suits of armor and shields. Armorsmiths often wade in combat close to enemies, trusting their crafting skills to protect them from harm.

Tools of the Trade

By the time you adopt this specialty at 3rd level, you're deeply familiar with employing its tools.

Proficiencies. You gain proficiency in leatherworker's tools and smith's tools, assuming you don't already have them. You also gain those tools for free—the result of the tinkering you've done as you've prepared for this specialization.

Additionally, you gain proficiency with two melee martial weapons of your choice.

Crafting. If you craft a suit of armor or a shield (either magical or nonmagical), it takes you a quarter of the normal time, and it costs you half as much of the usual gold.

Armorsmith Spells

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

Armorsmith Spells
Artificer Level Spell
3rd hellish rebuke, shield
5th hold person, warding bond
9th protection from energy, spirit guardians
13th fire shield, freedom of movement
17th antilife shell, hold monster

Arcane Armor

At 3rd level, you learn the complex methods of crafting a magical device that serves as self-protection.

Whenever you finish a long rest and your smith's tools are with you, you can form your arcane armor in a space within 5 feet of you, or already on your person. If you already have an arcane armor formed, the first one immediately becomes nonfunctional and worthless.

The arcane armor is a unique magical suit of heavy armor that you, and only you, have proficiency in. You can don and doff the arcane armor as an action, and it has no Strength requirement to wear effectively. The arcane armor weighs 60 pounds, however it is designed to support its own weight while you wear it; its weight is not included in the amount of weight that you are carrying while you are wearing it.

The armor provides you an Armor Class of 13 + your Intelligence modifier while you wear it.

Even though the armor is magical, you can apply Artificer Infusions to it as if it were non-magical.

On each of your turns while wearing the arcane armor, you can take a bonus action to create one of the following effects:

Art: Jason Felix DeviantArt
Arcane Armor Effects
Effect Activation
Ally Shield Until the start of your next turn, when a creature within 5 feet of you is the target of an attack, you can use a reaction to cause the attack to target yourself instead.
Energy Burst Each creature within 5 feet of you must make a Constitution saving throw, taking 1d6 force damage on a failed save.
Fortification You gain 5 temporary hit points, which last until the start of your next turn.

Martial Enhancement

When you reach 6th level, you learn to improve your armor as to enhance your fighting capability. Once on each of your turns while wearing your arcane armor, you add your Intelligence modifier (minimum +1) to the damage of your melee weapon attacks.

Enhanced Armor Effects

When you reach 14th level, the effects that you can cause your arcane armor to create as a bonus action have enhanced effects:

Arcane Armor Effects
Effect Activation
Ally Shield When you use the reaction granted by this effect to redirect an attack to yourself, you can redirect an additional 2 more attacks with no action required until the start of your next turn.
Energy Burst The force damage of this effect increases to 2d6.
Fortification One creature other than yourself within 5 feet of you gains 5 temporary hitpoints, as well that normal temporary hit points you gain when using this effect.
 

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