(Class) Alt-Artificier add-ons

by Dustin_T

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Additional Warsmith Upgrades

Additional upgrades for the Warsmith subclass of the Alternative Artificer by u/KibblesTasty.

Unrestricted

Something For Emergencies. You can apply this Upgrade twice.

You manage to squeeze out just the smallest bit of extra power out of your armor, and section it off for later use. Your armor has one charge that may be spent to add 1d4 to an attack roll, damage roll, ability check, saving throw, or to your AC when you are hit with an attack. Expended charges are regained after a short or long rest.

Level 5 Upgrades

Assisted Targeting System. Prerequisite: Sentient Armor

While wearing your armor, you know the Hunter's Mark spell. This does not count against your total spells known. Also, you may cast it once per day, without expending a spell slot.

Missile Microfabricator.

You have built a Microfabricator into your gauntlet that converts currency into deadly missiles. You are proficient with these missiles, and treat them as ranged weapons with the Light, and Special properties, that deal 1d8 piercing damage and 2d6 fire damage on a hit. These missiles have a normal range of 30 ft. and a long range of 90 ft. At level 5, this weapon gains a +1 bonus to attack and damage rolls; which increases to a +2 at 14th level.

Special: Each of these missiles must be fabricated as an action. Fabricating a missile costs 100 gold pieces, which must be on your person, or within a Bag of Holding you are carrying. As you level up, you may spend more gold pieces to fabricate more powerful missiles. You may increase the fire damage by 1d6, up to your Artificer Level. You must spend an additional 100 gold pieces for each d6 above the initial two. You are able to store an amount of missiles equal to your Proficiency Bonus.

Rocket Punch. Prerequisite: Power Fist

You build small rocket boosters into your Power Fists, increasing the range potential of your punches. Your attacks with your Power Fist now have a normal range of 30 ft., and a long range of 90 ft.

If you took the Power Fist Upgrade twice, this upgrade applies to both gauntlets.

Also, as an action you may use your boosters to thrust yourself forward, damaging enemies along your path. Each creature within a 20 ft. by 10 ft. line must make a Dexterity saving throw against your spell save DC, taking 5d6 fire damage on a failed save, and half on a success. When you do this, you move forward the length of the line, without provoking attacks of opportunity. You may do this once if you have one Power Fist, or twice if you have two Power Fists. You regain expended uses after you finish a long rest.

Wizardry Matrix. Prerequisite: Sentient Armor

You have dedicated some of your artificial personality's processes to memorizing Spells for you. Choose one cantrip and one first level spell from the Wizard's spell list. While wearing your armor, you know the chosen cantrip, and may cast non-cantrip spells from this Matrix once each without using a spell slot, and must complete a long rest before casting them again.

As you increase in level, so does the capacity of the Matrix, as shown in the table below.

Artificer Level Total Wizard Spells Known
5 1 Cantrip, 1 1st Level
9 2 Cantrips, 1 1st Level, 1 2nd Level
11 3 Cantrips, 2 1st Level, 1 2nd Level, 1 3rd Level
15 4 Cantrips, 2 1st Level, 2 2nd Level, 1 3rd Level
Level 9 Upgrades

Tele-inductive Magazine.

You construct a storage space and loading mechanism for ammunition, within your armor. You may ignore the loading, or reload property of any ranged weapons you wield, while wearing your armor. Also, crossbows and firearms you wield have the Burst Fire property (DMG 267), except it uses your Spell Save DC.

Level 11 Upgrades

Artillery Matrix. Prerequisite: Tele-inductive Magazine.

Upgrades to your Magazine have enabled you to greatly increase your firepower in short bursts. You may cast the Conjure Barrage and Conjure Volley spells, without expending a spell slot, while wearing your armor and wielding at least one ranged weapon. Once you cast one of these spells, you cannot cast that spell again until you finish a short or long rest.

Dynamic Power System. Prerequisite: Ether Reactor

You have expanded the options for using the charges of your Ether Reactor. You may spend these charges on the following options, in addition to the normal function of your Ether Reactor:

  • As a bonus action, spend one or more charges to increase your movement speed by 10 feet per charge until the end of your turn.
  • When you hit with an attack, spend one or more charges to deal an additional 1d8 force damage per charge.
  • As a reaction in response to taking damage, spend one or more charges to reduce damage taken by 1d6 per charge.
Level 15 Upgrades

Mobile Artillery. Prerequisite: Piloted Golem. You may take this upgrade twice.

Taking advantage of your Warplate's increased size, you have equipped it with integrated siege weaponry. You may choose the Ballista, Cannon, Mangonel, or Ram (DMG 255), to integrate into your Warplate. You may use its attack option as an action, treating the ranged options as having the Loading property.

Upgrade Preloader. Prerequisite: Sentient Armor

You have modified part of your armor with a modular, or polymorphic structure that can mimic the properties of other upgrades. You may choose three upgrades, with a level requirement of 11 or lower, to program into the Preloader. You may only have one of the chosen upgrades active at a time. As an action you may switch the active upgrade. After completing a long rest, you may choose to change one of the upgrades you have programed into the Preloader.

Upgrade Overload. Prerequisite: Upgrade Preloader

You have upgraded your Preloader to temporarily expand your armor's capabilities. As an action, you may overload your armor for 1 minute. When you do so, choose 5 additional upgrades to apply to your armor. You may choose upgrades normally restricted by armor type (Warplate, Warsuit, Integrated Armor), even if your armor does not meet that requirement. These additional upgrades remain active until the overload ends.

At the end of your next turn, and the end of each of your turns after that until the overload ends, you must make an Intelligence saving throw. The DC of this saving throw starts at 10, and increases by 5 after each success (Maximum 25). You must also make this saving throw whenever you take damage. On a failed save you lose 1 upgrade currently applied to your armor.

When the overload ends, all of your armor's upgrades become inactive. To reactivate your armor's upgrades, you must repair your armor, using the rules for making a new set of armor, but at half the gold cost.

Magic items

Mobile Armory

Wondrous item, legendary (requires attunement by an artificer)

This cylindrical metal device weighs 500 lbs, and contains rotating, and shifting mechanical racks for holding magic items. It has 100 hit points, an AC of 20, resistance to all damage, immunity to psychic and poison, and a flying (hover) speed of 60 ft.

The Armory has 6 slots for storing magic items, including a Warsmith's Warplate. Items larger than medium cannot be stored within the Armory (except for Warplate with the Piloted Golem upgrade). Items take different amounts of slots depending on their size, as shown in the table below. Storing an item requires you to spend 10 minutes attuning the item to the armory for each slot the item requires. The rack will transform to properly accommodate the item being stored, disassembling items such as armor to make for easy equipping later.

Size Required Slots
Tiny or smaller (Rings, wands, etc.) 1/4 Slot
Small (Swords, shields, clothing, etc. 1 Slot
Medium (Armor, Warplate, etc.) 2 Slots
Piloted Golem 4 Slots

While attuned to the Mobile Armory, you may command it telepathically (no action required) to move. It will move at it's movement speed until it satisfies your command, or you issue it a new command. The Armory moves on your turn during initiative.

Express Delivery. If the Armory is farther than 100 ft. from you, you may use your action to command the Armory to teleport to an unoccupied space within 100 ft. of you. Once you use this property, you cannot use it again until the next dawn.

Deploy. As an action, you may command the Armory to deploy one of its stored items. When deployed, the item is ejected from the Armory and flies to you, or a willing creature you choose. As a part of the action, the target immediately attunes to the item, if required. Attuning to the deployed item does not count against the target's maximum attuned items. The deployed item then becomes unattuned after 1d4 + 1 rounds.

Items like armor are assembled around the target, and any currently worn items are removed in the process. Held items, like swords and wands, fly directly into the target's hand. To use this property, the Armory must be within 100 ft. of the target.

Feats

Hot Swap

Prerequisite: At least 15 levels in the Artificer class, using the Warsmith subclass.

You have learned to partially attune to your Warplate, allowing you quickly swap between them, should the situation require a different approach. If you have Warplate with the Collapsible or Recall upgrades, you may partially attune yourself to that armor, without counting against your maximum number of attuned items. Partial attunement must be done over a short rest.

While partially attuned to a suit of Warplate, you cannot use any of its upgrades, except for Collapsible or Recall (whichever applies). When you equip partially attuned Warplate using Collapable or Recall you immediately fully attune to it as a part of that same action, as well as ending your attunement to, and unequiping any armor you are currently wearing. Once fully attuned, partial attunement ends and must be redone.

Once you equip a suit of Warplate in this way, you cannot do so again until you finish a short or long rest.

 

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