Artificer: Armorer - DND 5th Edition (2024)

An artificer who specializes as an Armorer modifies armor to function almost like a second skin. The armor is enhanced to hone the artificer's magic, unleash potent attacks, and generate a formidable defense. The artificer bonds with this armor, becoming one with it even as they experiment with it and refine its magical capabilities.

Source: Tasha's Cauldron of Everything

Tools of the Trade

When you adopt this specialization at 3rd level, you gain proficiency with heavy armor. 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.

Armorer Spells

Starting at 3rd level, 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.

Armorer Spells
Artificer LevelArmorer Spells
3rdMagic Missile, Thunderwave
5thMirror Image, Shatter
9thHypnotic Pattern, Lightning Bolt
13thFire Shield, Greater Invisibility
17thPasswall, Wall of Force

Arcane Armor

Beginning at 3rd level, your metallurgical pursuits have led to you making armor a conduit for your magic. As an action, you can turn a suit of armor you are wearing into Arcane Armor, provided you have smith's tools in hand.

You gain the following benefits while wearing this armor:

  • If the armor normally has a Strength requirement, the arcane armor lacks this requirement for you.
  • You can use the arcane armor as a spellcasting focus for your artificer spells.
  • The armor attaches to you and can’t be removed against your will. It also expands to cover your entire body, although you can retract or deploy the helmet as a bonus action. The armor replaces any missing limbs, functioning identically to a body part it is replacing.
  • You can doff or don the armor as an action.

The armor continues to be Arcane Armor until you don another suit of armor or you die.

Armor Model

Beginning at 3rd level, you can customize your Arcane Armor. When you do so, choose one of the following armor models: Guardian or Infiltrator. The model you choose gives you special benefits while you wear it.

Each model includes a special weapon. When you attack with that weapon, you can add your Intelligence modifier, instead of Strength or Dexterity, to the attack and damage rolls.

You can change the armor's model whenever you finish a short or long rest, provided you have smith's tools in hand.

Guardian. You design your armor to be in the front line of conflict. It has the following features:

  • Thunder Gauntlets. Each of the armor's gauntlets counts as a simple melee weapon while you aren't holding anything in it, and it deals 1d8 thunder damage on a hit. A creature hit by the gauntlet has disadvantage on attack rolls against targets other than you until the start of your next turn, as the armor magically emits a distracting pulse when the creature attacks someone else.
  • Defensive Field. As a bonus action, you can gain temporary hit points equal to your level in this class, replacing any temporary hit points you already have. You lose these temporary hit points if you doff the armor. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Infiltrator. You customize your armor for subtle undertakings. It has the following features:

  • 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 90 feet and a long range of 300 feet, 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.
  • Powered Steps. Your walking speed increases by 5 feet.
  • Dampening Field. You have advantage on Dexterity (Stealth) checks. If the armor normally imposes disadvantage on such checks, the advantage and disadvantage cancel each other, as normal.

Extra Attack

Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

Armor Modifications

At 9th level, you learn how to use your artificer infusions to specially modify your Arcane Armor. That armor now counts as separate items for the purposes of your Infuse Items feature: armor (the chest piece), boots, helmet, and the armor's special weapon. Each of those items can bear one of your infusions, and the infusions transfer over if you change your armor's model with the Armor Model feature. In addition, the maximum number of items you can infuse at once increases by 2, but those extra items must be part of your Arcane Armor.

Perfected Armor

At 15th level, your Arcane Armor gains additional benefits based on its model, as shown below.

Guardian. When a Huge or smaller creature you can see ends its turn within 30 feet of you, you can use your reaction to magically force it to make a Strength saving throw against your spell save DC. On a failed save, you pull the creature up to 25 feet directly to an unoccupied space. If you pull the target to a space within 5 feet of you, you can make a melee weapon attack against it as part of this reaction.

You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Infiltrator. Any creature that takes lightning damage from your Lightning Launcher glimmers with magical light until the start of your next turn. The glimmering creature sheds dim light in a 5-foot radius, and it has disadvantage on attack rolls against you, as the light jolts it if it attacks you. In addition, the next attack roll against it has advantage, and if that attack hits, the target takes an extra 1d6 lightning damage.

Artificer: Armorer - DND 5th Edition (2024)

FAQs

Is Armorer artificer fun? ›

Armorer Artificers are a fun class to play, with a lot of options to choose from. Artificers give you access to spellcasting and infusions, which let you tailor your playstyle more than most classes in Dungeons & Dragons.

What is the best race for an armorer 5e? ›

A few great options for Armorer races include Gnomes (who have a natural +2 to Intelligence), Gith (who have a +1), and Vedalken (who have a +2 to Intelligence). If the Dungeon Master doesn't allow content from other sourcebooks, Variant Human is also a good choice.

Do armorer artificers get heavy armor? ›

When you adopt this specialization at 3rd level, you gain proficiency with heavy armor. You also gain proficiency with smith's tools.

What stats are good for armorer artificer? ›

Like any other caster class, your primary stat for Armorer Artificers will be that which controls your spells. Max Int first, and your second highest should be dictated by what your primary role is going to be. Str: You can't afford to have high ability scores in four abilities, and Strength simply isn't useful enough.

Why is the armorer so powerful? ›

By forging beskar armor in the ancient tradition of the Mandalorian people, she played a vital role in keeping her people's culture alive after so many Mandalorians had been killed in the purge. She gave guidance to many Mandalorians, including identifying their signets and restocking their munitions.

Is armorer worth it? ›

Armorer is only worth it once you have enough crafting materials in mid to late game. You can hold off on modifying armor at the beginning, as enemies are not that tough in early game and more powerful foes will only start showing up at the latter stages of the game.

How many infusions can an artificer have? ›

The rules say that you can infuse a maximum of 2, 3, 4, 5, 6 per long rest. The only explicit writing on the maximum number of infused items is: "each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time."

What is the best race for artificer? ›

The Best Artificer Races in D&D 5e
  • Variant Human and Custom Lineage Work Here as Well. ...
  • Warforged Make Artificers Even Tankier. ...
  • Fairy Suits Long-Range Artificers Well. ...
  • Astral Elf Adds Plenty of Versatility. ...
  • Earth Genasi Fill Some Unique Roles. ...
  • Githyanki Add Skills and Spellcasting. ...
  • Autognome Artificers Almost Never Fail.
Mar 4, 2024

Can you infuse arcane armor? ›

At 9th level, you learn how to use your artificer infusions to specially modify your Arcane Armor. That armor now counts as separate items for the purposes of your Infuse Items feature: armor (the chest piece), boots, helmet, and the armor's special weapon.

Can an armorer artificer infuse magic armor? ›

Yes you can use magic armor as Armorer but then you can't put infusions on it. It's pretty straight forward. If you want to customize your armor, start out with an ordinary one. If you want the benefits of a particular magic armor, you can't customize it.

Can artificers make guns? ›

Given its thematic context, an Artificer can acquire a Pistol from the nearby blacksmith, or even craft one themselves. Artificers can infuse the Pistol with Repeating Shot, grab a Shield, and they can become a potent long-ranged combatant.

What is the best artificer subclass? ›

If you thought Artillerist was good, then just know the Battle Smith is excellent and is the best subclass to make an overpowered Artificer. It is a master of combat, focusing equally on offense and defense while balancing them nearly perfectly.

What is the most important stat for an artificer? ›

Intelligence is your top priority for any Artificer. Your spellcasting relies on it, along with your class features. You should aim to get it to 20 through any combination of starting numbers, ability score improvements and species bonuses.

Is Dex important for artificer? ›

Dexterity is also fairly useful for the artificer class. After all, artificers only get medium armor in most subclasses, meaning Dexterity helps push their Armor Class that bit higher. However, it's less important than Intelligence or Constitution.

What is the best ability for an artificer? ›

Artificers rely more on a single ability score than most D&D 5e classes. Almost any artificer build uses Intelligence for most things. Artillerists and Alchemists use Intelligence to power their combat spells. Armorers and Battle Smiths use Intelligence for their weapon attacks.

Which Artificer specialist is best? ›

If you thought Artillerist was good, then just know the Battle Smith is excellent and is the best subclass to make an overpowered Artificer. It is a master of combat, focusing equally on offense and defense while balancing them nearly perfectly.

Can an armorer Artificer infuse their armor? ›

You learn how to use your artificer infusions to specially modify your Arcane Armor. That armor now counts as separate items for the purposes of your Infuse Items feature: armor (the chest piece), boots, helmet, and the armor's special weapon.

What are the best Artificer talents? ›

Best Feats For Artificers

A spell is typically better than a single opportunity attack, even for combat-focused classes. Fighting Adept is most useful for combat-focused artificers. Archery gives a significant accuracy boost to a ranged Battle Smith or an Infiltrator-model Armorer artificer in D&D 5e.

Is Artificer a hard class to play? ›

With the right infusions and spells, they can fill nearly any role in the party, making the Artificer's versatility rival that of the Bard. However, the Artificer is complicated. This is not a class I would recommend for new players or for players who suffer from analysis paralysis.

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