Artificer Armorer
Artificer
At 3rd level, an artificer gains the Artificer Specialist feature.
Armorer
An artificer who specializes as an Armorer modifies armor to function almost like a second skin. The armor is enhanced to hone the artificer's magic, unleash potent attacks, and generate a formidable defense. The artificer bonds with this armor, becoming one with it even as they experiment with it and refine its magical capabilities.
Tools of the Trade
3rd-level Armorer Feature
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
3rd-level Armorer Feature
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 | Spell |
|---|---|
| 3rd | magic missile, shield |
| 5th | mirror image, shatter |
| 9th | hypnotic pattern, lightning bolt |
| 13th | fire shield, greater invisibility |
| 17th | passwall, wall of force |
Power Armor
3rd-level Armorer Feature
Your metallurgical pursuits have led to you making armor a conduit for your artificer magic. As an action, you can turn a suit of heavy armor you are wearing into power armor, provided you have smith's tools in hand.
You gain the following benefits while wearing the power armor:
- If the armor normally has a Strength requirement, the power armor lacks this requirement for you.
- You can use the power armor as a spellcasting focus for your artificer spells.
- The power armor attaches to you and can't be removed against your will. It also expands to cover your entire body, and it replaces any missing limbs, functioning identically to a body part it is replacing.
The armor continues to be power armor until you doff it, you don another suit of armor, or you die.
| Artificer Level | Module Slots | Additional Modules Known |
|---|---|---|
| 3rd | 3 | 2 |
| 5th | 4 | 4 |
| 9th | 6 | 6 |
| 15th | 8 | 8 |
Armor Customization
3rd-level Armorer Feature
You can customize your power armor to provide other functions and abilities by installing modules.
Your armor has space for 3 modules, which increases according to the table above. A module may take up more than 1 slot, and each module can only be installed once. Whenever you finish a short or long rest, you can install a module if you have room or remove one module and replace it with a module of equal or lesser size, provided you have smith's tools in hand.
If a module includes a special weapon, when you attack with that weapon, you can use your Intelligence modifier for the attack and damage rolls (instead of Strength or Dexterity).
Modules Known. At 3rd level, you learn the modules form the list below plus two additional module options. When you gain certain artificer levels, you learn, design, or otherwise gain knowledge of additional modules that can be installed. A list of the available options can be found on at the end of this class description, or work with your DM to develop new ones. If a module has a prerequisite, you must meet that prerequisite in order to install it. A level prerequisite for a module refers to artificer level, not character level.
Module Options. Select 3 modules from this list at 3rd level. Other options may become available to you as you level up.
- Thunder Gauntlets (1 slot). Your armored fists each count as a simple melee weapon, and each deals 1d8 thunder damage on a hit. A creature hit by the gauntlet has disadvantage on attack rolls against targets other than you until the start of your next turn, as the armor magically emits a distracting pulse when the creature attacks someone else.
- Defensive Field (2 slots). You gain a bonus action that you can use on each of your turns to 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.
- Lightning Launcher (1 slot). A gemlike node appears on one of your armored fists or on the chest (your choice). It counts as a simple ranged weapon, with a normal range of 90 feet and a long range of 300 feet, and it deals 1d6 lightning damage on a hit. Once on each of your turns when you hit a creature with it, you can deal an extra 1d6 lightning damage to that target.
- Powered Steps (1 slot). Your walking speed increases by 5 feet.
- Second Skin (1 slot). The armor's weight is negligible, and it becomes formfitting and wearable under clothing. If the armor normally imposes disadvantage on Dexterity (Stealth) checks, the power armor doesn't.
Extra Attack
5th-level Armorer Feature
As a result of your work on the power armor, you learn to optimize its offensive capabilities. The amount of modules you can install increases to 4, the number of modules you have learned or designed increases to 4, and the following armor module becomes available to install (it doesn't count agains the number of modules you know).
- Extra Attack (1 slot). You can attack twice, rather than once, whenever you take the Attack action on your turn.
Armor Modifications
9th-level Armorer Feature
You learn to install modules that allow you to channel your infusions through the armor enhanced by your Power Armor feature. The amount of modules you can install increases to 6, the number of modules you have learned or designed increases to 6, and the following armor module becomes available to install (it doesn't count against the number of modules you know).
- Infused Component (1 slot). This module is installed to one of the following parts of your armor: helm, chest piece, boots, or bracers. Choose a part of your armor from the list and apply an infusion to the designated part. This infused item does not count towards the maximum number of items you can infuse at once. You can install this module up to 2 times, but you cannot select the same armor part.
Perfected Armor
15th-level Armorer Feature
Your experience tinkering with your power armor has unlocked new functionality. The amount of modules you can install increases to 8, the number of modules you have learned or designed increases to 8, and the following two armor modules become available to install (it doesn't count against the number of modules you know).
- Tractor Beam (2 slots). Tinkering with your armor's energy system leads you to discover a powerful pulling force. When a creature you can see ends its turn within 30 feet of you, you can use your reaction to force the creature to succeed on a Strength saving throw against your spell save DC or be pulled up to 30 feet toward you to an unoccupied space. If you pull the target to space within 5 feet of you, you can make a melee weapon attack against it as part of this reaction.
You can use this reaction a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses of it when you finish a long rest.
- Target Selection (2 slots). Any creature that takes lightning damage from your Lightning Launcher glimmers with light until the start of your next turn. The glimmering creature sheds dim light in a 5 foot radius, and the next attack roll against it by a creature other than you has advantage. If that attack hits, it deals an extra 1d6 lightning damage.
Module Options
If a module has prerequisites, you may learn the module's design, but you must meet them to install it. A level prerequisite refers to your level in this class.
- Adhesive Grip (1 slot). Prerequisite: Second Skin installed. You gain the effect of the spider climb spell, requiring no concentration. You also cannot be disarmed or made to drop any item you hold.
- Advanced Targeting (1 slot) You can cast the hunter's mark spell at will. You also gain the ability to cast the true strike cantrip as a bonus action, requiring no concentration, although you cannot benefit from this effect on the same turn it was cast (you may benefit from a previous use of the effect).
- Aquatic Adaptation (1 slot) Prerequisite: Second Skin installed. As an action, you can optimize your armor for aquatic movement. You gain the ability to breathe underwater and a swimming speed of 30 feet, and you suffer no other penalties for underwater movement or combat. Your walking speed is halved until you end this aquatic mode with an action.
- Augmented Defenses (1 slot). Prerequisite: 9th level, cannot be installed alongside Second Skin. You gain resistance to nonmagical bludgeoning, piercing, and slashing damage.
- Augmented Mobility (1 slots). Prerequisite: Powered Steps installed. You are unaffected by difficult terrain and standing up from being prone only uses 5 feet of your movement. You can take the Dash action as a bonus action, and when you take this bonus action, you only provoke attacks of opportunity from creatures who were within 5 feet of you when you started your movement.
- Darkvision Goggles (1 slot). You gain darkvision out to a range of 60 feet.
- Desynchronizer (2 slots) Prerequisite: 9th level. As an action, you can desynchronize yourself from the material plane. You gain the effect of the blur spell for one minute, requiring no concentration. You also become incorporeal, gaining the ability to move through other creatures and objects as if they were difficult terrain. If you end your turn inside an object, you take 2d10 force damage.
- Elemental Charge (2 slots). Prerequisite: 15th level. When you install this module, choose one of the following spells: investiture of wind, investiture of stone, investiture of ice, or investiture of flame. As an action, you can cast this spell on yourself, requiring no concentration. This module recharges on a long rest. Choosing a different spell counts as exchanging this module for another.
- Energy Shield (1 slot). Prerequisite: 9th level. Your power armor offers resistance to one damage type of your choice. When you install the module, choose from: acid, cold, fire, lightning, or thunder. You can install this module up to two times, choosing a different damage type each time.
- Environmental Scan (1 slot). You gain the effect of the find traps spell.
- Exogreaves (1 slots). Prerequisite: Powered Steps installed. Your jump distance is tripled, and your speed is increased by 5 feet.
- Flamethrower (1 slot). You can cast the burning hands spell. This module recharges on a short rest.
- Force Pulse (1 slot). Prerequisite: Thunder Gauntlets installed. You channel the power behind your Thunder Gauntlets, directing the power of each punch into the air around you, causing a small sonic boom. You can cast the thunderclap cantrip. At any point, you can instead direct and focus that power in a single direction, and cast the thunderwave spell. If you do, you can no longer cast thunderclap until you complete a short rest.
- Freezing Ray (1 slot). Prerequisite: Lightning Launcher installed. You can do cold damage instead of lightning damage with your Lightning Launcher. If you do, the target's speed is reduced by 10 feet until the start of your next turn, instead of the 1d6 lightning follow-up damage.
- Heat Ray (1 slot). Prerequisite: Lightning Launcher installed. You can do fire damage instead of lightning damage with your Lightning Launcher. If you do, a flammable object hit by this attack ignites if it isn't being worn or carried, instead of the 1d6 lightning follow-up damage.
- Limiter Disable (1 slot). For one hour, you gain advantage on Strength, Dexterity, or Constitution checks. This module recharges after a long rest.
- Macgyver's Module (2 slots). Prerequisite: 9th level You patch one magic weapon or piece of armor into your power armor. While you are wearing the armor, that magic item is considered to be attuned to you and does not count against the maximum number of items you may have attuned.
- Multispectrum Scanner (1 slot). You gain the effects of the see invisibility and detect magic spells.
- Overclock (1 slot). Prerequisite: 9th level. You can cast haste, targeting yourself, and requiring no material components or concentration. This module recharges on a short rest.
- Pneumatic Fists (1 slots). Prerequisite: Thunder Gauntlets installed. As a bonus action immediately after attacking with the Thunder Gauntlets, you can make the same amount of attacks again with the Thunder Gauntlets. These attacks do half damage.
- Repulsor Blasts (1 slot). Prerequisite: Lightning Launcher installed. You can do force damage instead of lightning damage with your Lightning Launcher. If you do, the target must make a Strength saving throw or be pushed back 10 feet, instead of the 1d6 lightning follow-up damage.
- Rocket Boots (2 slots). You gain a flying speed of 50 feet.
- Static Discharge (1 slot). Prerequisite: Thunder Gauntlets installed. When you make a melee attack with your Thunder Gauntlets, you can do lightning damage instead of thunder damage. If you do, you have advantage on the attack roll if the target is wearing armor made of metal, and on a hit, it can't take reactions until the start of its next turn. This effect replaces the magical pulse that imposes disadvantage.
- Stealth Mode (1 slot). Prerequisite: Second Skin installed. As an action, you can use the pass without trace spell targeting only yourself and requiring no concentration. This module recharges after a short rest.
- Wristpocket (1 slot). You gain the effect of the wristpocket spell as long as this module is installed, requiring no concentration. If you uninstall this module, the spell is considered to have ended.
Other Modules
Artificers are inventive! If they can dream it, they can probably create or mod it. If there is a magical item or effect you think would be a good module, work with your DM to develop it into a balanced option. Your character might find a magic item and try to replicate its effect as a module. If it's a unique creation of your character and not a module you would find in the world, it might take time and monetary resources to develop. You can use the rules for crafting an item (DMG, pg.128,XGE, pg.128) to help determine how much and what kind of effort would go into such an endeavor.
Your character might also learn other modules from schematics in the world. Depending on your DM's adjucation, these may or may not count against the number of additional modules known in the table in this subclass description.
Use your imagination to create your perfect suit of power armor!
Credits
Standard OGL, etc. This material was originally released as Unearthed Arcana on February 24, 2020. Material not found in the original UA document draws on material presented in The Player's Handbook, Eberron: Rising From the Last War, and Xanathar's Guide to Everything or is a product of my (PlutoHimself's) work. Please give appropriate credit where due.