Dungeons & Dragons: Honor Among Thieves
One of the Modern subclasses inDungeons & Dragonsis the Armorer Artificer - one who fake armour to hone magic that subroutine like a 2d pelt . The Artificer became an prescribed course of study last year inEberron : Rising From the Last War , and it tote up the Armorer subclass in addition to Alchemist , Artillerist , and Battle Smith in the recentTasha ’s Cauldron of Everything .
The Armorer is the ideal subclass players will want to choose if they ’re trying to make anIron Manbuild in a fantasy mise en scene . The armor in this subclass unleashes powerful plan of attack and provides a redoubtable defense . An Armorer becomes one with the armor , and experiments and refine it as actor levels increase .
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At third level , Armorers pull in technique with sullen armor and smith ’s dick , and always have Magic Missile and Thunderwave patch prepared that do n’t count against other prepared spells . The armor is a conduit for legerdemain , and can transform into Arcane Armor with smith ’s instrument . Arcane Armor has no Strength requirement and can be used as aspellcasting focus inD&D. It conforms with the wearer and ca n’t come off against the Armorer ’s will , but can be removed with an activity or upon end . It also cover the entire torso and replaces and functions in lieu of missing limbs .
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 tool . Both models admit a special weapon that allows participant to add their Intelligence qualifier to attack and damage rolls . Guardian is designed for front business armed combat and its " Thunder Gauntlets " feature turn the Armorer ’s gauntlets into dim-witted weapons if nothing else is being held . They deal 1d8 thunder damage on a collision and give creatures disadvantage on attack rolls against any target except the Armorer until theArmorer ’s next turn inD&D.
The Guardian ’s " Defensive Field " feature appropriate the Armorer to derive impermanent HP adequate 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 foresighted rest . Infiltrator has three feature : " Lightning Launcher " mold a gemlike guest on the armored fists or chest , which counts as a simple ranged arm that deals 1d6 lightning damage , and make out an extra 1d6 price if used on following twist . " Powered Steps " increase walking speed by five feet , and " Dampening Field " gives vantage onStealth check inD&D.
fifth level Armorers who expend an blast action can do so twice on their turning with the " Extra Attack " characteristic . They benefit the Mirror Image and Shatter spell at this level . At 9th level , " Armor Modification " allows the player to modify Arcane Armor as separate pieces , allowing the chest piece , kick , helmet , and the armour ’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 andLightning Bolt spellsare also study at 9th layer .

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The Fire Shield and Greater Invisibility charm are con at 13th level . Level 15 Armorers gain an additional welfare for Armor Models . Guardians can apply a reaction to as if by magic impel a fauna within 30 feet of visual sense to make a Strength saving stroke against the Armorer ’s spell save DC which pulls the creature up to 30 foot towards the Armorer in an untenanted outer space . If it ’s pulled within five feet , a melee weapon system attack can be used as a response . This can be used as many sentence as the Armorer ’s proficiency bonus and use uses are retrieve after along rest inD&D.
infiltrator ' Lightning Launcher now makes the target creature glimmer , shedding dim light in a five foot wheel spoke and giving it disadvantage on flak axial motion against the Armorer . This also gives the Armorer advantage on the next attack , and a hit manage an redundant 1d6 lightning wrong . eventually , at seventeenth level , the Armorer learns the Passwall and Wall of Force spells , making them a powerful force play to be reckoned with inDungeons & Dragons .

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