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Armorer 5e
Master arcane armor, shifting between powerful defensive and stealthy offensive modes with unique abilities and customizable infusions.
Armorer Artificer (D&D 5e)
The Armorer Artificer is a master of blending magic and technology to forge an unyielding suit of arcane armor, transforming themselves into a formidable frontline defender or a nimble, stealthy operative. This subclass, introduced in Tasha's Cauldron of Everything, allows an Artificer to become a magical equivalent of a powered battlesuit user, adapting their combat style to suit any challenge.
Arcane Armor: Your Core Identity
At 3rd level, your metallurgical pursuits culminate in your Arcane Armor. As an action, you can turn a suit of heavy armor you are wearing into Arcane Armor. While wearing it, you gain several benefits:
- No Strength Requirement: The armor ignores any Strength requirement.
- Spellcasting Focus: You can use the armor as a spellcasting focus for your Artificer spells.
- Bonded Protection: The armor attaches to you and cannot be removed against your will. It expands to cover your entire body, and you can retract or deploy its helmet as a bonus action. It can even replace missing limbs.
- Easy Donning/Doffing: You can don or doff the armor as an action.
Armor Models: Guardian vs. Infiltrator
Also at 3rd level, you customize your Arcane Armor with one of two models, which you can change after a short or long rest with smith's tools in hand. Each model grants special benefits and a unique weapon that uses your Intelligence modifier for attack and damage rolls.
Guardian Model
Designed for the front lines, the Guardian model turns you into an unyielding tank.
- Thunder Gauntlets: Each gauntlet counts as a simple melee weapon, dealing 1d8 thunder damage. A creature hit by a gauntlet has disadvantage on attack rolls against targets other than you until the start of your next turn.
- Defensive Field: As a bonus action, you gain temporary hit points equal to your Artificer level. You lose these if you doff the armor.
Infiltrator Model
Customized for subtle operations, the Infiltrator model allows for stealth and ranged combat.
- Lightning Launcher: A gem-like node on your armor acts as a simple ranged weapon (90/300 ft range), dealing 1d6 lightning damage. Once per turn, when you hit a creature with it, you can deal an extra 1d6 lightning damage to that target.
- Powered Steps: Your walking speed increases by 5 feet.
- Dampening Field: You have advantage on Dexterity (Stealth) checks. If the armor normally imposes disadvantage, they cancel out.
Key Features & Synergy
- Armorer Spells: You gain additional prepared spells at certain Artificer levels, expanding your magical utility without counting against your prepared spell count.
- Extra Attack: At 5th level, you can attack twice, enhancing both Guardian and Infiltrator damage output.
- Armor Modifications: At 9th level, your Arcane Armor counts as separate items (armor, boots, bracers, and special weapon) for infusions, increasing your total infused items by two.
- Perfected Armor: At 15th level, your chosen armor model gains even more powerful benefits, further enhancing your chosen combat role.
Utilize your Intelligence for spellcasting, weapon attacks, and your potent infusions to maximize your Armorer's potential.
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