D&Ds New Armorer Artificer Subclass Explained

D&D’s New Armorer Artificer Subclass Explained

Contents

The Armorer Artificer is one of the newest D&D subclasses in Tasha’s Cauldron of Everything. Here’s how to build one and the powers they possess.

You Are Reading :[thien_display_title]

D&Ds New Armorer Artificer Subclass Explained

One of the new subclasses in Dungeons & Dragons is the Armorer Artificer – one who manipulates armor to hone magic that functions like a second skin. The Artificer became an official class last year in Eberron: Rising From the Last War, and it adds the Armorer subclass in addition to Alchemist, Artillerist, and Battle Smith in the recent Tasha’s Cauldron of Everything.

The Armorer is the ideal subclass players will want to choose if they’re trying to make an Iron Man build in a fantasy setting. The armor in this subclass unleashes powerful attacks and provides a formidable defense. An Armorer becomes one with the armor, and experiments and refines it as player levels increase.

At 3rd level, Armorers gain proficiency with heavy armor and smith’s tools, and always have Magic Missile and Thunderwave spells prepared that don’t count against other prepared spells. The armor is a conduit for magic, and can transform into Arcane Armor with smith’s tools. Arcane Armor has no Strength requirement and can be used as a spellcasting focus in D&D. It conforms with the wearer and can’t detach against the Armorer’s will, but can be removed with an action or upon death. It also covers the entire body and replaces and functions in lieu of missing limbs.

See also  Marvels XMen Reboot Silently Erases MILLIONS of Mutants

Dungeons & Dragons: Armorer Artificer Features

Also at 3rd level, Arcane Armor can take a “Guardian” or “Infiltrator” “Armor Model” that can be swapped out after a rest with smith’s tools. Both models include a special weapon that allows players to add their Intelligence modifier to attack and damage rolls. Guardian is designed for front line combat and its “Thunder Gauntlets” feature turns the Armorer’s gauntlets into simple weapons if nothing else is being held. They deal 1d8 thunder damage on a hit and give creatures disadvantage on attack rolls against any target except the Armorer until the Armorer’s next turn in D&D.

The Guardian’s “Defensive Field” feature allows the Armorer to gain temporary HP equal to the player level as a bonus action. This bonus action can be used as many times as the Armorer’s proficiency bonus and regains all expended uses after a long rest. Infiltrator has three features: “Lightning Launcher” forms a gemlike node on the armored fists or chest, which counts as a simple ranged weapon that deals 1d6 lightning damage, and deals an additional 1d6 damage if used on following turns. “Powered Steps” increases walking speed by five feet, and “Dampening Field” gives advantage on Stealth checks in D&D.

5th level Armorers who use an attack action can do so twice on their turn with the “Extra Attack” feature. They gain the Mirror Image and Shatter spells at this level. At 9th level, “Armor Modification” allows the player to modify Arcane Armor as separate pieces, allowing the chest piece, boots, helmets, and the armor’s special weapon to each be infused with the Artificer’s Infuse Items feature. These modifications transfer with the Amor Model feature and the maximum number of items that can be infused at once increases by two, but must be part of the Arcane Armor. The Hypnotic Pattern and Lightning Bolt spells are also learned at 9th level.

See also  Rachel Zegler Perfectly Recreates Brie Larsons Scott Pilgrim Character

The Fire Shield and Greater Invisibility spells are learned at 13th level. Level 15 Armorers gain an additional benefit for Armor Models. Guardians can use a reaction to magically force a creature within 30 feet of sight to make a Strength saving throw against the Armorer’s spell save DC which pulls the creature up to 30 feet towards the Armorer in an unoccupied space. If it’s pulled within five feet, a melee weapon attack can be used as a reaction. This can be used as many times as the Armorer’s proficiency bonus and expended uses are regained after a long rest in D&D.

Infiltrators’ Lightning Launcher now makes the targeted creature glimmer, shedding dim light in a five foot radius and giving it disadvantage on attack rolls against the Armorer. This also gives the Armorer advantage on the next attack, and a hit deals an extra 1d6 lightning damage. Finally, at 17th level, the Armorer learns the Passwall and Wall of Force spells, making them a powerful force to be reckoned with in Dungeons & Dragons.

Link Source : https://screenrant.com/dungeons-dragons-armorer-artificer-subclass-tashas-cauldron-everything/

Movies -