Armourer
Armourer artificers specialise in the creation of magic armour powered by their artisanal magic. Armourer artificers have the ability to create and wield a super powered armour that acts like a second skin, with the power to unleash potent attacks, and formidable defences. Their modular armour lets armourer artificers become stalwart and unshakeable as they are versatile.
Tools of the Trade
When you adopt this specialisation at 3rd level, you gain proficiency with heavy armour. 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.
Armourer Spells
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 | Armourer Spells |
|---|---|
| 3rd Level | Magic Missile, Thunderwave |
| 5th Level | Mirror Image, Shatter |
| 9th Level | Lightning Bolt, Slow |
| 13th Level | Fire Shield, Greater Invisibility |
| 17th Level | Destructive Wave, Passwall |
Armourer Infusions
Starting at 3rd level, your specialisation grants you an expanded list of new infusion options to learn when you learn an artificer infusion. The following infusions are added to your Infusion Options but do not count against the number of infusions you know:
| Armourer Infusions | Prerequisite & Required Item | Requires Attunement |
|---|---|---|
| Deflection Armour | 3rd Level Armourer, a suit of armour | Yes |
| Grapple Gauntlets | 3rd Level Armourer, a pair of gloves or gauntlets | Yes |
| Retractable Suit | 3rd Level Armourer, a suit of armour | - - - |
| Disturbance Ring | 7th Level Armourer, a ring | Yes |
| Phase Armour | 15th Level Armourer, a suit of armour | Yes |
Arcane Armour
Beginning at 3rd level, your metallurgical pursuits have led to you making armour a conduit for your magic. As an action, you can turn a suit of armour you are wearing into Arcane Armour, provided you have smith's tools in hand. Your Arcane Armour can still be infused by your Infusions.
You gain the following benefits while 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 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 and replaces any missing limbs, functioning identically to a limb it replaces.
- As a bonus action, you can retract or deploy any part of the armour.
- You can spend 1 hour with one magic item separate to a suit of armour such as a helmet, gauntlets, or boots that you are attuned to and merge it into your arcane armour, granting you the benefits of the magic item while wearing the Arcane Armour. You can only have one magic item merged with the Arcane Armour at a time, and it cannot be removed from you unless you spend 1 hour to remove the magic item from your Arcane Armour.
- You can doff or don the armour as an action. The armour continues to be Arcane Armour until you don another suit of armour or you die.
Armour Modules
Starting at 3rd level, you can customise your Arcane Armour with a multitude of modular upgrades. When you create your Arcane Armour, you can choose two Armour modules from the options below. The Armour modules you choose give you special benefits while you wear the Arcane armour. If you choose an armour module that grants your arcane armour a weapon, you can infuse the armour with infusions that apply to weapons, applying the infusion to any weapons the modules create.
When you reach higher levels in this class, you can choose additional Armour modules to add to your arcane armour, choosing one additional armour module at level 7, and one additional module at level 15.
You can change any number of the armour's modules whenever you finish a long rest, provided you have smith's tools in hand.
Armourer's Arcane Armour Modules
Shimmer Layer
Starting at 7th level, you can deploy a shimmering layer of protection with your artifice magic. As a bonus action, you can choose yourself or one willing creature within 30ft. Any attacks made against the targeted creature have disadvantage for 1 minute or until they take damage. You can only target one creature at a time with this shimmer layer. You can use this bonus action a number of times equal to your Intelligence modifier, and regain all expended uses when you complete a long rest. Additionally, you can expend your spell slots to use this bonus action again when you have no uses remaining. When you do so, you expend the spell slot as a part of the bonus action.
Armour Expert
Beginning at 11th level, whenever you infuse a suit of armour after completing a long rest, you can apply one armour module of your choice that lacks a prerequisite on that suit of armour. This armour module remains on the suit of armour while the armour remains infused. When you complete a long rest, you can switch the armour module on the infused armour.
Additionally, your arcane armour can be infused with two infusions instead of one.
Defence Matrix
Starting at 15th level, your Arcane armour gains a regenerative layer that enhances your defences as you take damage. After you are hit with an attack roll while wearing your Arcane Armour, you gain a +1 bonus to your AC as a defence matrix forms around your body. If you are hit with an attack roll while you have this bonus, it accumulates over a period of time for a maximum bonus equal to your Intelligence modifier (minimum of 1). This bonus lasts for 1 minute after the last attack that hit you, or until an attack roll misses you, to which the defence matrix is reset.

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