The Armorer artificer can transform a suit of armor into Arcane Armor using smith's tools, removing strength requirements and allowing it to function as a spellcasting focus or replace missing limbs. The armor can be customized into different models like Innovator that grants a weaponized war pick attack and reaction to avoid damage from Dexterity saves. At higher levels, the Innovator model extends the war pick's range and interaction distance, and the artificer can further transform body parts into constructs, eventually becoming fully mechanical.
The Armorer artificer can transform a suit of armor into Arcane Armor using smith's tools, removing strength requirements and allowing it to function as a spellcasting focus or replace missing limbs. The armor can be customized into different models like Innovator that grants a weaponized war pick attack and reaction to avoid damage from Dexterity saves. At higher levels, the Innovator model extends the war pick's range and interaction distance, and the artificer can further transform body parts into constructs, eventually becoming fully mechanical.
The Armorer artificer can transform a suit of armor into Arcane Armor using smith's tools, removing strength requirements and allowing it to function as a spellcasting focus or replace missing limbs. The armor can be customized into different models like Innovator that grants a weaponized war pick attack and reaction to avoid damage from Dexterity saves. At higher levels, the Innovator model extends the war pick's range and interaction distance, and the artificer can further transform body parts into constructs, eventually becoming fully mechanical.
The Armorer artificer can transform a suit of armor into Arcane Armor using smith's tools, removing strength requirements and allowing it to function as a spellcasting focus or replace missing limbs. The armor can be customized into different models like Innovator that grants a weaponized war pick attack and reaction to avoid damage from Dexterity saves. At higher levels, the Innovator model extends the war pick's range and interaction distance, and the artificer can further transform body parts into constructs, eventually becoming fully mechanical.
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Arcane Armour
3rd-level Armorer feature
Your metallurgic pursuits have led to you making armour a conduit for your magic. As an action, you can turn a suit of armour OR a component of an armour set into Arcane Armor, provided you have smith's tools in hand.
You gain the following benefits whilst wearing this armour:
If the armour normally has a Strength requirement, the arcane armour lacks this requirement for you. You can use the arcane armour (or one of its parts) as a spellcasting focus for your artificer spells The armour attaches to you and can't be removed against your will. It also expands to cover your entire body, although you can retract or deeply the helmet as a bonus action. The armour replaces any missing limbs, functioning identically to a limb it replaces.* You cannot doff or don the armour as an action once installed, instead you must take an hour of work to replace or equip any part of the armour using your smith's tools.
*At the condition you have the necessary tools, materials and lab to do this. Later below will be described what you need for each individual part.
Armour Model 3rd-level Armorer feature
You can customize your Arcane Armour. When you do so, choose one of the following armour models: Guarding, Infiltrator or Innovator. 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 armour's model whenever you finish a short or long rest, provided you have smith's tools in hand.
Innovator You design your armour to fit your needs in your field research and laboratory experiments.
Weaponized War Pick. With the press of a button, with a bonus action you can transform your right arm to a nasty weapon or useful tool depending on how you use it. On an attack, you deal 1d8 piercing damage, it must succeed on a CHA saving throw against your spell-dc or you will have advantage on any intelligence check to determine or understand its properties and capabilities made for the coming minute. (think religion after slamming a demon, history for slamming an ancient door). Siege Weapon: This weapon deals double damage to objects and structures.
Sophisticated and Healthy Internal and External Life Defence (S.H.I.E.L.D). With the proficiency coming from knowing each detail of your body, a supernatural reactive skill has been developed to explosions eruptions and more. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you may use your reaction to take no damage instead, and half damage if you failed. (So rogue's Evasion but bound by reaction).
Perfected Armour 15th-level Armourer feature
Your Arcane Armour gains additional benefits based on its model, as shown below.
Innovator. As you develop your capabilities further, you realize the potential of extendable hands. You increase your Weaponized War Pick's attack range to 10ft, and you are able to interact with objects 5ft further rather than in front of you. No longer unsafe lab experiments!
Transformation Pieces: Throughout your journey you complete the transformation of a biological person to a person made as construct. These are some of the milepoints to that process:
Part: Prerequisites Effect/Description Right Arm N/A The start of your journey Left Arm Lvl 3 , 400g worth of The first step of your transformation. material, access to your lab. Increase unarmed strike damage to 1d4. 24h process Right Leg Lvl 6, 500g worth of material Gains the Integrated Protection capability of + (A?), access to your lab, the Warforged race. 24h process. Left Leg Lvl 6, 500g worth of material Gain the Ability Score Increase stats of + (A?), access to your lab, Warforged (Rather than your original race's 24h process one). Increase your movement speed with 5ft. Mechnical Lvl 10, 1000g worth of Gain the Constructed Resilience feat of Vitals material + (B?) and (C?). Warforged. Gain Advantage on CON saving Access to your lab, 48h throws. process. Head Lvl 10, 1000g worth of Gain the Sentry's Rest feat of Warforged. You Material + (B?) and (D?) can see in dark light as if it were dim light for Access to your lab, 48h 60ft, and dim light as if it were bright light. process. Finishing All other components. 500gp You now do not age anymore, and are Touches worth of material and access immune to magical aging effects. to your lab, 24h process.