Expanded Armor Models (5e Class Feature)

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New Armor Models[edit]

A list of additional armor models for the Armorer Artificer. You know two models at 3rd level and learn additional ones at 9th and 15th level. Whenever you gain a level in this class, you can swap one model you know with another.

Decoy. You design your armor to be the perfect distraction. It has the following features:

  • Body Double. If you are within 1 mile of your suit, you can pilot it. You see, hear, and can speak through it as if you were there. However, you cannot cast spells through the suit while piloting it in this way and you can only use items that the suit has on it. In addition, while piloting the suit, you are unaware of things happening around your original body. While piloted, the suit has a number of Hit Points equal to three times your Artificer level, and has the base AC the armor would grant to you, but does not add your Dexterity modifier (if possible).
  • Doppelganger. As an action, you can morph the suit to take on the appearance and mimic the voice of any creature you have seen that is your size. In addition, you have advantage on Charisma (Deception) checks while wearing or piloting the suit.

Infiltrator Mk. II. You customize your armor espionage missions. It has the following features:

  • Dampening Field. You have advantage on Dexterity (Stealth) checks. If the armor normally imposes disadvantage on such checks, it instead does not.
  • Tactical Retreat. You can use your bonus action to the Dash or Disengage action.
  • Cloaking. You can cast Invisibility on yourself without expending a spell slot once per short or long rest.

Skirmisher.

  • Brawling. When you take the attack action on your turn, you can use your bonus action to make a single unarmed strike. This strike deals 1d6 bludgeoning damage and can use your Intelligence modifier to the attack and damage rolls instead of Strength or Dexterity.
  • Powered Steps. Your speed increases by 5ft.
  • War Machine. Over the course of a short rest, you can integrate a single, one-handed melee weapon into each of the arms of your suit. Alternatively, you can use both arms to integrate a single two-handed melee weapon. You can draw or stow the weapon at any time on your turn (no action required), but you cannot hold anything in either of your hands if they are being used for this.

Suppressor.

  • Lightning Launcher. 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 90ft and a long range of 300ft, and it deals 1d6 lightning damage on a hit. Once on each of your turns when you hit a creature with it, you can deal an extra 1d6 lightning damage to that target.
  • Storm Field. You can use your bonus action to release a whirlwind of energy for 1 minute. The field has a 15ft radius centered on you and moves with you. Creatures of your choice that enter the field for the first time on a turn or start their turn in the field have their speed halved, and the next attack roll made against them before the start of your next turn has advantage.
In addition, you can use your bonus action to change the field from a 10ft radius sphere to a 30ft cone. When you do so, your movement drops to 0 and you cannot use this effect if you moved already. If you have the field active as a cone, you must decide what direction it is pointing at the end of your turn. Changing the direction of the field while a cone does cause creatures caught in the sweep to be affected.
You can activate the field once per long rest.

Perfected Armors[edit]

Decoy. As an action, you can cause the armor to self destruct. Each creature within 30ft of the armor must make a Dexterity saving throw. On a failure, a creature takes 10d10 fire damage and is knocked prone. A creature takes half damage and is not knocked prone on a success. After the armor explodes, its pieces will pull back together and reform after you finish a long rest. You must still retrieve the armor after it reforms.

Infiltrator Mk. II. Once per turn, when you hit a creature with a weapon that has one of your Artificer Infusions on it, you can deal an additional 4d6 Sneak Attack damage. You obey the same rules as the Rogue Sneak Attack ability.

Skirmisher. You have resistance to bludgeoning, piercing, and slashing damage. In addition, the damage of your unarmed strikes increases to 2d6 and your speed increases by an additional 5ft.

Suppressor. The base damage of your Lighting Launchers becomes 2d6. In addition, any creature that is affected by your Storm Field takes 1d6 lightning damage when the conditions for the field are met.

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