Arcanosmith

Arcane Smithing

When you choose this archetype at 3rd level, you gain proficiency with heavy armor. You also gain proficiency with smith's tools. If you're already proficient with smith's tools, you choose another type of artisan's tools to gain proficiency with.

In addition, you memorize additional spells when you reach certain levels in this class, as shown on the Arcanosmith Spells table. Each of these spells counts as a memorized inventor spell for you, but it doesn't count against your memorized spells.

Arcanosmith Spells

Inventor Level Spells
3rd Magic Missile, Shield
5th Mirror Image, Shatter
9th Fireball, Lightning Bolt
13th Fire Shield, Greater Invisibility
17th Light Shield, Wall of Force

Power Armor

Starting at 3rd level, your pursuit of innovation has allowed you magically alter your armor. You can use your smith's tools to magically infuse a set of armor over 20 minutes, which can be done during a short rest. The armor must be within your reach throughout this process, at the conclusion of which you transform the set of armor into power armor.

You gain the following benefits while wearing this 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 inventor spells.

  • The power armor attaches to you and can't be removed against your will. It also expands to cover your entire body, although you can retract or deploy the helmet (no action required). The armor replaces any missing limbs, functioning identically to a limb it replaces.

  • You can doff or don the armor as a bonus action. The armor continues to be power armor until you don another suit of armor, or another creature attempts to don the power armor, or you die.

When you first alter your armor, you also one of the following modes for it to function in: Assault, Defense, and Infiltration. Your power armor's mode determines what additional benefits the armor provides. You can change the armor's mode whenever you finish a short or long rest, provided you have smith's tools in hand.

Assault

Your walking speed increases by 5 feet.

In addition, When you use the Attack action, you can make one weapon attack as a bonus action. You can use this bonus action a number of times equal to your Proficiency Bonus. You regain all expended uses when you finish a long rest.

Defense

As a bonus action, you create a defense field, gaining temporary hit points equal to your inventor level. You lose these temporary hit points if you doff the armor. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Infiltration

If the armor normally imposes disadvantage on Dexterity (Stealth) checks, the power armor doesn't.

In addition, as a bonus action you can camouflage, causing the armor to blend into its surroundings, and gaining advantage on Dexterity (Stealth) checks for the next 1 minute. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Arcane Armaments

Also at 3rd level, you've designed powerful weapons to augment your attacks. Whenever you alter your armor using the Power Armor feature or change its mode, you can also affix arcane armaments to the armor, choosing from the following options: Thunder Gauntlets, Flamethrower, Force Cannon.

When you attack with one of these special weapons, you can add your Intelligence modifier, instead of Strength or Dexterity, to the attack and damage rolls.

Thunder Gauntlets

Each of your power armor's gauntlets counts as a simple melee weapon while you aren't holding anything in it, and it 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 creature experiences a disorienting echo when trying to attack someone else.

This weapon's damage increases to 1d12 thunder damage when you reach 10th level in this class.

Force Cannon

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 120 feet and a long range of 300 feet, and it deals 1d6 force damage on a hit. Once on each of your turns when you hit a creature with it, you can deal an extra 1d6 force damage to that target.

This weapon's extra force damage increases to 2d6 force damage when you reach 10th level in this class.

Flamethrower

A small opening 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 20 feet and a long range of 60 feet, and it deals 1d6 fire damage on a hit. If the target is a creature or a flammable object, it ignites. An ignited target takes 1d6 fire damage at the start of its next turn.

The damage an ignited target takes increases to 2d6 fire damage when you reach 10th level in this class.

Modular Armor

Beginning at 6th level, You learn how to use your arcane enhancements to specially modify your power armor. That armor now counts as separate items for the purposes of your Arcane Enhancements feature: armor (the chest piece), boots, helmet, and your arcane armament. Each of those items can bear one of your enhancements, and the enhancements transfer over if you change your armor's mode.

In addition, the maximum number of items you can enhancement at once increases by 2, but those extra items must be part of your power armor.

Optimized Armor

Starting at 10th level, you can now change your power armor's mode as an action. In addition, your power armor gains additional benefits based on its mode, as shown below.

Assault

You can attack twice, rather than once, whenever you take the Attack action on your turn.

Defense

While you have the temporary hit points provided by your defense field, bludgeoning, piercing, or slashing damage you take is reduced by 3.

Infiltration

While your camouflage is active, you have a flying speed equal to your walking speed. This propulsion only works in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.

Optimized Armaments

Starting at 14th level, you can now change your arcane armaments as an action. In addition, your arcane armaments gain additional benefits when used.

Thunder Gauntlets

When a Huge or smaller creature you can see ends its turn within 30 feet of you, you can use your reaction to magically force it to make a Strength saving throw against your spell save DC. On a failed save, you pull the creature up to 25 feet directly to an unoccupied space. If you pull the target to a 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 proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Force Cannon

Any creature that takes force damage from your Force Cannon glimmers with magical light until the start of your next turn. The glimmering creature sheds dim light in a 5-foot radius. In addition, the next attack roll against it has advantage, and if that attack hits, the target takes an extra 1d6 force damage.

Flamethrower

Any creature ignited by your Flamethrower continues to take damage at the start of each turn until it takes an action to douse the fire.

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