Martial Archetypes: Armiger

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• Basic: 100 GP and 1 day of work

Martial Archetypes • Apprentice: 200 gp and 3 days of work


Different fighters choose different approaches to perfecting • Journeyman: 300 GP and 5 days of work
their fighting prowess. The martial archetype you choose to • Master: 400 GP and 1 week of work
emulate reflects your approach.
• Legendary: 500 GP and 2 weeks of work

Armiger When you learn a new crafting technique, you may


In the intense, violent schoolroom that is the battlefield, apply it to one Well-fitted suit immediately, at no cost,
warriors have learned a great many lessons: the importance though you must still pay for any additional materials
of tact and timing, the necessity of speed, and value of required in the Technique description, if any.
cunning. Yet above all these lessons, one stands triumphant Saving Throws. If an effect of wearing your Well-Fitted
in its importance and utter simplicity: skin is both soft and Suit calls for a saving throw, the saving throw DC is
weak, and does little to stop an axe head. calculated as follows:
Because of this, man developed armor. It is this tool of
Armiger save DC = 8 + your proficiency bonus + your
combat that the Armiger specializes in, both in its use and
Intelligence modifier
in its creation. With your skin of steel and your shield in
hand, you stand between your allies and certain destruction. Shining Armor
Starting at 7th level, when you roll initiative, the first
Well-Fitted Suit hostile creature that sees you wearing your Well-Fitted Suit
When you select this archetype at 3rd level, you begin to
(or the nearest hostile creature, if multiple creatures can see
learn the intricacies of armor craftsmanship. You can
you) must make a Wisdom saving throw. On a failure, the
convert a medium or heavy suit of armor into a Well-Fitted
creature has disadvantage attacking any target other than
Suit of armor. This particular suit of armor is fitted to your
you for up to 1 minute. At the end of each of its turns, an
exact specifications, and can only be worn proficiently by
affected target may repeat this saving throw, ending the
you. Your Well-Fitted Suit gains a +1 magical bonus to AC
effect on a success. The effect also ends if you are knocked
(or increases it's bonus by +1, to a maximum of +3), and
unconscious or the target loses sight of you. Any creature
the armor's Strength requirement is lowered by 1.
that succeeds this saving throw cannot be affected by this
Additionally, a Well-Fitted Suit of armor may be donned
ability again for
and doffed in 1/10 of the time. Should you lose your Well-
24 hours.
Fitted Suit or should you wish to fit another suit, you may
do so with 24 hours of work and costs 100 gp worth of
materials.

Metallurgy
At 3rd level, you gain proficiency
with Blacksmith's tools. Additionally, you unlock some
great technique of forging that you can use to upgrade your
armor. At 3rd level, you learn three Crafting Techniques,
and two additional techniques at level 7, 10, 15, and 18.
You keep your knowledge of techniques in a special
crafting manual. You may learn new techniques through
adventuring and meeting other craftsmen; doing so requires
you to spend time and gold as if you were copying spells
into a spellbook (assume Basic Techniques are level 1
spells, Apprentice Techniques are Level 2, etc.).
Crafting Techniques are separated into 5 levels: Basic,
Apprentice, Joruneyman, Master, and Legendary. Unless
otherwise noted, a given suit may only have one of each
type of technique applied to it. Applying a crafting
technique to a suit requires time, tools, and the appropriate
materials:
Crafting Techniques
Basic Techniques
Boot Springs
You install a pair of high-tension springs in the boots of
your armor. While wearing your well-fitted suit, you may
use a bonus action to triple your Jump distance for that
turn, and your jump distance is not limited to your
movement speed. Your suit must be light or medium armor
to accept Boot Springs.

Hooked
You add a series of discrete, retractable hooks to the
gauntlets and boots of your armor. While wearing your
Well-Fitted Suit, You gain a climb speed equal to your
movement speed. Your suit must be light or medium armor
Wall of Iron to accept this upgrade.
Starting at 10th level, as a reaction, you can move up to
half your movement speed and interpose yourself between Modular
a willing ally and an attack or damaging effect that you can You alter your Well-Fitted Suit to be adjustable on the fly.
see, either stepping in front of an ally or pushing that ally 5 As an action, you may readjust, remove, or attach parts of
feet. If you block an attack, the attack now targets you your armor; doing so allows you to shift your suit between
instead, and your ally is unaffected. If you block a light (studded leather), medium (half plate), or heavy (full
damaging effect, you take on the whole effect, though you plate) armor forms.
are allowed a saving throw. Your ally is unaffected, even if You may apply additional crafting techniques to a
it is still within the area of the effect. modular suit. One of the forms maintains this technique,
and the other forms are upgraded as if they were separate
Craftman’s Eye suits. Applying this technique to any type of armor other
Starting at 15th level, as an action, you can make a single
than Full Plate requires additional materials: 1500 GP if the
melee attack against a creature that you can see wearing
suit is Light armor, 1000 GP if the suit is medium, and 500
manufactured armor. On a hit, the target must make a
GP if the suit is heavy.
Dexterity saving throw or attacks made against it have
advantage until it removes that suit of armor. At the end of Spiked
each of the creature's turns, the target may repeat this You add a layer of retractable spikes onto the knees,
saving throw, ending the effect on a success. shoulders, gauntlets, helmet, and boots of your armor.
Additionally, you can spend 10 minutes to reinforce an While wearing your Well-Fitted Suit, your unarmed strikes
ally's suit of armor. While reinforced, this armor negates deal 1d4 bludgeoning or piercing damage. Your suit must
the first critical hit received by its wearer, turning it into a be medium or heavy armor to accept this upgrade.
normal hit. After this attack, the armor is no longer
reinforced.
Retractable Shield
You install a retractable shield into one of your bracers. As
Master Craftsman a bonus action, you may deploy or retract your shield. You
At 18th level, you learn to craft adamantine armor, mithral may enchant this shield or install any other magic shield in
armor, and dragonscale armor. Doing so requires 1 week its place. Your suit must be medium or heavy armor to
of time and 500 gold (for mithral or adamatine) or 5000 accept this upgrade.
gold (for dragonscale) in special tools and raw materials,
plus the cost of the suit of armor. Adamantine and mithral
armor may be any form of medium or heavy armor, and
dragonscale may be any form of light or medium armor.
Apprentice Techniques Juggernaut Plating
Prerequisite: 7th level
Adamantine Plating You install a set of heavy shoulder plates and a reinforced
Prerequisite: 7th level
helmet on your armor, turning you into a veritable battering
Your Well-Fitted Suit gains the abilities of a suit of ram. While wearing your Well-Fitted Suit, you may, as an
adamantine armor. You may not apply this and the Mithral action, move up to your speed towards an inanimate object
Plating technique to the same suit. Your suit must be (this includes buildings, walls, gates, etc.). At the end of
medium or heavy armor to accept Adamantine Plating. this movement, you hit the object, dealing 3d6 + twice your
Bladed Armor level bludgeoning damage which ignores the object's
Prerequisite: 7th level damage threshold. Your suit must be heavy armor to accept
You install a pair of retractable blades on the bracers of Juggernaut Plating.
your Well-Fitted suit. Your blades are light, finesse Mithral Plating
weapons that deal 1d8 slashing or piercing damage. You Prerequisite: 7th level
cannot be disarmed of these blades, and you have Your well fitted suit gains the abilities of a suit of mithral
advantage on Sleight of Hand checks made to conceal these armor. You may not apply this and the Adamatine Plating
blades. You may replace either of these blades with the technique to the same suit. Your suit must be medium or
blade of any magical sword, or have one or both blades heavy armor to accept Mithral Plating.
enchanted. You may hold or otherwise manipulate a
weapon, shield, or other object on the same arm as your Reinforced
arm blade, though you may not attack with your arm blade Prerequisite: 7th level
and use an object or You learn how to increase the toughness of your steel.
weapon held in While wearing your Well-Fitted Suit, you reduce all non-
that hand on the magical slashing, piercing, or bludgeoning damage by 2
same turn. points. This reduction does not stack with any other form of
damage reduction, including resistance. You suit must be
medium or Heavy armor to accept this upgrade.

Journeyman Techniques
Darksteel Plating
Prerequisite: 10th level
You learn how to blend darkstone, stone infused with
necrotic energy, into your steel. You gain resistance to
necrotic and radiant damage while wearing your well fitted
suit. Your suit must be heavy armor to accept Darksteel
Plating.

Deep Crystal Studding


Prerequisite: 10th level
You learn how to stud your underlying leather with deep
crystal, crystal infused with latent psychic energy. You gain
resistance to force and psychic damage while wearing your
well fitted suit. Your suit must be light or medium armor to
accept Deep Crystal studding.

Durable Plating
Prerequisite: 10th level
The magical AC bonus of your Well-Fitted Suit increases
by 1, to a maximum of +3.
Installed Crossbow Master Techniques
Prerequisite: 10th level
You attach a hand crossbow and loading mechanism to a
Aquatic Plating
Prerequisite: 15th level
gauntlet on your well-fitted suit. This hand crossbow deals
1d6 damage, and ignores the loading property, allowing You learn how to blend water elemental essence into your
you to make as many attacks as you have with it each turn. armor, allowing your armor to move effortlessly in the
You have advantage on Sleight of Hand checks to conceal water. While wearing your Well-Fitted Suit, you gain a
this crossbow. Should you wish to, you may replace this swim speed equal to your movement speed, you gain
installed crossbow with any magical light or hand resistance to cold damage, and you can breathe underwater.
crossbow, or you may have it enchanted. You may hold or Cushioning Underlay
otherwise manipulate a weapon, shield, or other object on Prerequisite: 15th level
the same arm as your Installed Crossbow, though you may You learn to pad your armor with owlbear down in just the
not attack with your Installed Crossbow and use an object right spots to resist damage from falling. While wearing
or weapon held in that hand on the same turn. your Well-Fitted Suit, you are immune to falling damage,
Installed Wand and you gain resistance to bludgeoning damage.
Prerequisite: 10th level
Dragon Scale Underlay
With a bit of assistance, you learn how to install a Prerequisite: 15th level
functional wand in one of the arms or in a special casing on You learn how to best utilize dragon scale in the production
the shoulder of your armor. While wearing your well fitted of heavier armors. Select two damage types (acid, fire,
suit, you gain access to two cantrips. These may be selected lightning, poison, thunder): While wearing your Well Fitted
from either the wizard, sorcerer, or warlock spell list, and Suit, you gain resistance to each of those damage types.
your spellcasting modifier for these cantrips is Intelligence.
You may replace this wand with another magic wand of Living Wood Underlay
any sort. Prerequisite: 15th level
You may apply this technique to a single suit multiple You apply a thin layer of living wood to the underside of
times, up to three. your armor's plating. This wood seeps a restorative sap into
your skin. As long as you are wearing your Well-Fitted
Magnetic Plating Suit, while you are below half your HP maximum and you
Prerequisite: 10th level
have at least 1 HP, you gain 1 HP at the start of each of
You learn to blend lodestone into your armor plating, all your turns.
the better to draw enemy attacks to your impenetrable shell.
While wearing your well-fitted suit, any ranged weapon Molten Plating
attacks made with metallic ammo (arrowheads, metallic Prerequisite: 15th level
sling bullets, javelins, etc.) or melee weapon attacks that You learn how to blend fire elemental essence into your
target a creature within 10 feet of you instead target you. A steel, seeping heat into your attacks and providing you
creature wielding a metallic weapon may make a Strength protection from the same. While wearing your Well-Fitted
save to target someone else. Your own attacks are not Suit, you gain resistance to fire damage, and your attached
affected by your Magnetic Plating. Your suit must be heavy weapons deal an additional 1d6 fire damage per strike.
armor to accept Magnetic Plating.
Windswept Plating
Second Skin Prerequisite: 15th level
Prerequisite: 10th level You learn to blend air elemental essence into your steel,
You learn how to craft your armor to be breathable, light, allowing your armor to nearly float in the air and move
and flexible, without compromising its protective ability. swifter than the wind. While wearing your Well-Fitted Suit,
Your well-fitted suit's maximum Dexterity bonus increases your base speed increases by 10 feet, and you gain the
by 1, it no longer applies disadvantage on skill checks, and ability to fly at your normal movement speed. You must
no longer imposes any penalty for sleeping in it. You suit start and end your flight on solid ground; otherwise, you
must be medium armor to benefit from this upgrade. immediately fall. You suit must be light or medium armor
to accept Windswept Plating.
Legendary Techniques
Immortal Plating
Prerequisite: 18th level
You learn how to blend celestial essence into your steel;
this essence knits your wounds back together, at a very
alarming rate. While wearing your Well-Fitted Suit, while
you are below half health and you have at least 1 HP, you
heal 4 HP at the beginning of each of your turns. This
stacks with the bonus from Living Wood underlay

Impenetrable Plating
Prerequisite: 18th level
The magical AC bonus of your Well-Fitted Suit increases
by 1, to a maximum of +3.

Invincible Plating
Prerequisite: 18th level
You learn how to blend in Earth Elemental essence into
your steel, making your armor nigh indestructible to certain
forms of strikes. Select either bludgeoning, piercing, or
slashing damage. While wearing your Well-Fitted Suit, you
are immune to that type of damage. You suit must be heavy
armor to accept Invincible Plating.

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