Power Armor, Variant (5e Class)
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Power Armor Artificer[edit]
Creating a Power Armor Artificer[edit]
When you create a Power Armor Artificer, ask the question, "Why does my character use magic to enchant armor, and not use magic in other, more traditional, forms?" How does your character benefit from using Power Armor? Lastly, what caused your character to pursue research in artificer magic?
- Quick Build
You can make a Power Armor Artificer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the Guild Artisan background. Third, choose <!-elaborate on equipment choices->
Class Features
As a Power Armor Artificer you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Power Armor Artificer level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Power Armor Artificer level after 1st
- Proficiencies
Armor: Heavy Armor, Shields
Weapons: Simple, Martial Weapons
Tools: Tinker's Tools, two types of artisan's tools of your choice
Saving Throws: Constitution, Intelligence
Skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, and Sleight of Hand
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Light Crossbow and 20 bolts or (b) Any two simple melee weapons
- (a) Explorer's Pack or (b) Dungeoneer's Pack
- Any Martial weapon
- Tinker's Tools and any Heavy Armor
- If you are using starting wealth, you have 5d4 x 10 gp in funds.
Level | Proficiency Bonus |
Features | Power Armor Traits | Spells Known | —Spell Slots per Spell Level— | ||||
---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | |||||
1st | +2 | Power Armor, Artificer Magic | - | - | — | — | — | — | — |
2nd | +2 | Power Armor Traits, Spellcasting | 2 | 2 | 2 | — | — | — | — |
3rd | +2 | Summon Power Armor | 3 | 2 | 3 | — | — | — | — |
4th | +2 | Ability Score Improvement | 4 | 2 | 3 | — | — | — | — |
5th | +3 | Extra Attack | 4 | 3 | 4 | 2 | — | — | — |
6th | +3 | Superhumanoid Strength | 5 | 3 | 4 | 2 | — | — | — |
7th | +3 | Empowered Spells | 5 | 4 | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement | 6 | 4 | 4 | 3 | — | — | — |
9th | +4 | — | 6 | 5 | 4 | 3 | 2 | — | — |
10th | +4 | Superhumanoid Strength | 7 | 5 | 4 | 3 | 2 | — | — |
11th | +4 | — | 7 | 6 | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement | 8 | 6 | 4 | 3 | 3 | — | — |
13th | +5 | — | 8 | 7 | 4 | 3 | 3 | 1 | — |
14th | +5 | Superhumanoid Strength | 9 | 7 | 4 | 3 | 3 | 1 | — |
15th | +5 | — | 9 | 8 | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 10 | 8 | 4 | 3 | 3 | 2 | — |
17th | +6 | — | 10 | 9 | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Superhumanoid Strength | 11 | 9 | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 11 | 10 | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Additional Power Armor | 12 | 10 | 4 | 3 | 3 | 3 | 2 |
Power Armor[edit]
At 1st level, your magical endeavors have given you the ability to create power armor. As an action, you can turn a suit of heavy armor into power armor, assuming you have tinker's tools in your hand. While wearing a suit of Power armor, you gain the following benefits:
- If the armor normally has a Strength requirement, the power armor lacks this requirement for your character.
- The power armor attaches to you and can’t be removed against your will.
- It also expands to cover your entire body, and it replaces any missing limbs, functioning identically to a body part it is replacing.
- You do not suffer any of the negative side effects of sleeping in your armor.
You are only allowed to have one suit of power armor at a time. If you turn a suit of heavy armor in power armor, the previous suit of power armor will turn back into the normal, non-magical, suit of armor it previously was.
Artificer Magic[edit]
As a result of your magical endeavors, you have learned some simple spellcasting. You know the cantrips Mending and Light. You also know the spells Detect Magic and Identify. You can cast these spells as rituals however without material components.
Spellcasting[edit]
Spell Slots The Power Armor table shows how many spell slots you have. The table also shows what the level of those slots is. To cast one of your spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a long rest.
Spells Known of 1st Level and Higher At 1st level, you know two 1st-level spells of your choice from the sorcerer or wizard spell list. The Spells Known column of the spells known shows when you learn more Power Armor spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level.
Additionally, when you gain a level in this class, you can choose one of the spells you know and replace it with another spell from the spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability Intelligence is your spellcasting ability for your Power Armor spells. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier and proficiency bonus for the spell save DC of a Power Armor you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier. Spell Attack modifier = your proficiency bonus + your Intelligence modifier.
Spellcasting Focus Your arcane focus is built into your armor on either hand. You can also use an arcane focus if you aren't wearing your armor.
Power Armor Traits[edit]
At 2nd Level, you learn how to infuse your power armor with magic. This allows the power armor to gain power armor traits. The number of traits a suit of power armor can have is shown in the Power Armor Traits column of the Power Armor Artificer table. You can infuse your power armor with any of the available power armor traits, as shown at the bottom of this page. In order to infuse your suit of Power Armor, you'll need to be using a Tinker's tool. Unless otherwise stated, a suit of armor can only have 1 of each armor trait.
If you choose to create a different set of Power Armor, you can choose new power armor traits to infuse it with, even if the armor trait is on your other suit of power armor, you can still infuse the power armor with it.
Summon Power Armor[edit]
At 3rd level, you can turn your power armor into a metal talisman the size of a tennis ball. You can use a bonus action to summon your power armor or doff your power armor with a command word. When you doff your power armor in this way, it takes 1 round to doff and turns into the talisman when completed doffed. When you summon your power armor, you can summon it directly next to yourself or directly on yourself. When you summon it in either fashion, it takes one round to completely summon. If you summon the power armor on yourself, it dons itself around you, and takes 1 round to don. Whenever you don or doff the power armor using the talisman, you can't take any actions or move until the beginning of your next turn. Whenever you create an extra power armor suit, the oldest power suit, when reverting back to it's normal form, the power armor talisman will turn back into the original suit of armor directly next to your character.
Ability Score Improvement[edit]
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack[edit]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Superhumanoid Strength[edit]
At 6th level, you begin to upgrade your armor to allow you to become stronger while wearing it. While wearing the armor you gain the following (Any stats gained from this feature can go above the maximum): Your Strength score increases by 2.
At the 10th level, Your Strength increases by 1, your carrying capacity is doubled.
At the 14th level, Your Strength increases by 2.
At the 18th level, Your Strength increases by 1 and carrying capacity is doubled again.
Empowered Spells[edit]
Starting at 7th level, you add your Intelligence modifier to the damage you deal with any spell.
Additional Power Armor[edit]
At 20th level, you can create additional suits of power armor. Whenever you create a suit of power armor, you can choose to turn it into your primary power armor or your additional power armor. The primary power armor suit has the same number of power armor traits as shown in the Power Armor Traits column in the Power Armor Artificer table. The additional suits of power armor have half the number of power armor traits(rounded up). If you try to exceed the maximum number of additional power armor suits, the oldest suit of power armor loses its magical powers and infusions.
Power Armor Traits[edit]
- Attached Shield
Your power armor always has an accessible shield. This shield can be donned or doffed by using a bonus action. While the shield is doffed, it's integrated as a part of the Power Armor. In order to get this infusion, you'll need to be holding a shield while infused the Power Armor.
If your armor loses it's magical properties, for example, by exceeding the number of Power Armor suits you can get, the shield you originally infused appears in an empty space within 5 feet of the Power Armor.
- Enhanced Armor (Can be taken up to 3 times)
While wearing your power armor, you get a +1 bonus to your AC.
- Flaming Cone Attack
Your armor has the ability to shoot fire from it's center of its chest. Each creature in a 15' cone must make a Dexterity saving throw. A creature takes 3D6 + half your level D6 damage on a failed save and half as much on a failed save. The DC for this attack is equal to 8 + your proficiency bonus + your Intelligence modifier. You can use this attack a number of times equal to your half your proficiency bonus(rounded down) + your Intelligence modifier(minimum of 1).
- Magical Gauntlet
Your armor has a Magical Gauntlet attack. It's a melee weapon attack that deals 1d8 damage + your Strength modifier. You choose the damage type when you originally infuse your power armor with this power armor trait. You can choose from bludgeoning, cold, fire, force, lightning, radiant, or thunder damage. This attack counts as magical for the purpose of overcoming nonmagical resistances and immunities.
- Integrated Strength
When you make a weapon attack, you can use your Intelligence modifier instead of your Strength or Dexterity modifier.
- Absorption (Requires being level 11 to choose this Trait)
Certain area effects, such as a red dragon’s fiery breath or an ice storm spell are partly absorbed by your Arcane Siphon. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
- Integrated Weapon
Your armor can summon a weapon from an extradimensional space. You must perform an hour-long ritual on a weapon in order to turn it into your integrated weapon. You are always proficient with your integrated weapon. If you turn another weapon into your integrated weapon, your previous integrated weapon will appear in a space next to you.
If replace your current integrated weapon or your armor loses it's magical properties, for example, by exceeding the number of Power Armor suits you can get, your current integrated weapon appears in an empty space within 5 feet of the Power Armor.
- Aqua Suit
Your suit becomes watertight, your suit grants a swim speed equal to your walking speed, in addition you can breath underwater.
- Power Boots
Your movement speed increases by 10 feet, you also ignore all difficult terrain.
- Reinforced Suit (Requires being level 11 to choose this Trait)
Your gain resistance to non-magical Bludgeoning, Piercing and Slashing damage.
- Superhuman Reflexes
You gain proficiency in Dexterity saving throws, Also you may use the Dodge action as a bonus action.
- Nightvision (Can be chosen twice)
Your armor can now switch the visor to nightvision. You gain Darkvision of 60 feet and can see in magical darkness (If you already have darkvision it increases by the amount). If you choose this again it increases by 60 feet.
- Sensors (Requires being level 5 to choose this Trait, Can be chosen twice)
Your armor now has sensors in them. You gain a Blindsight of 30 feet. If you choose this again it increases by 30 feet.
- Scanners (Requires being level 11 to choose this Trait, Can be chosen twice)
Your armor now has scanners in them. You gain a Truesight of 30 feet. If you choose this again it increases by 30 feet.
- Enhanced Weapon (Requires Integrated Weapon, Can be chosen up to 3 times)
The Armors Integrated Weapon can be enhance to gain a +1 to attack and damage rolls. If you choose this more than once it stacks to up to +3 attack and damage rolls.
- Stealth Improvements
If your armor normally gives you disadvantage in Stealth, it no longer does so. Your speed also increases by 5 feet while you wear the suit.
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