Power Armor Artificer (5e Class)

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Power Armor Artificer[edit]

Power armor artificers are skilled artisans and blacksmiths, that devote all their technical prowess to a single goal: creating the perfect suit of power armor. Power armors are technical marvels, created with a perfect combination between engineering and magic, that serve as a second skin and external skeleton to its user. Doubling both as a piece of armor and a weapon on itself, the power armors are the ultimate armament, and are coveted by any commander that pride itself of having a powerful military. Since the Power Armor Artificers tend to be very private in relation to the secrets involved in creating such weapons, they will often lend their services for hire, acting as elite mercenaries for the highest payment.

Proud and Competitive[edit]

Power armor artificers have a subculture of aggressive competition. They live in a constant dispute with one another, striving to outshine other artificers by creating a stronger, faster and more resilient piece of power armor than the previous one. Artificers from different guilds and traditions will specialize in specific armor models, and strive to prove the superiority of their chosen model over other ones.

Some realms use this competitiveness between artificers to create tournaments between power armor artificers of different realms. These tournaments test the suits of armor in challenges of skill and combat. The objective of these tournaments is to both forge good relations between neighboring nations, trough friendly dispute, but at the same time to make a statement, showing off military technology in order to prevent aggression.

Forged for War[edit]

The science involved in the creation of the first power armors was developed during a time of war. Thus, these powerful items are intrinsically tied to military development, and artificers who specialized in its creation double as technicians and soldiers. While regular artificers are driven mostly by curiosity, and create armaments as a secondary development of the arcane engineering, power armor artificers follow the opposite route. For them, the main purpose of their creations is to increase the ability of one to wage war. They treat the creation of armaments in the same way a monk would treat their own martial prowess, honing their technique in order to become a more efficient living weapon.

Creating a Power Armor Artificer[edit]

Here are presented a couple of questions to help you to develop your character. What have awakened your interest in the creation and development of power armors? Are you a former armorer, that discovered a new technique and decided to not share, deeming it to be not safe in hands other than yours? Or maybe you are the disciple of a master artificer, or member of a guild, and have earned their respect enough to gain access to the secrets of the creation of a power armor.

For what purpose do you develop and use your Power Armor? Do you use it to empower yourself, compensating for a lack of physical strength, or maybe for a physical disability? Do you use the armor as a means to reach fortune and glory, by achieving victory with it on the battlefield? Are you a competitive developer, finding in the thrill of competition your drive to create the perfect power armor? Or do you employ the armor to ensure safety of others, using power armors as a tool to maintain safety and bring justice?

Quick Build

Features[edit]

Power Armor[edit]

Beginning at 1st level, your metallurgical pursuits have led to you making armor an armor that mixes arcane power and technical prowess. You can spend 8 hours working on a suit of armor of your choice, turning it into a power armor.

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.
  • 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[edit]

Juggernaut[edit]

Inexpugnable Armor

At 14th level, your armor grants you full protection against most effects. While wearing your armor, you can’t be charmed, frightened, paralyzed, petrified, or poisoned. In addition, you are immune to poison damage.

Reinforced Cuirass

At 18th level, you reinforce your armor, gaining resistance to psychic, slashing, piercing and bludgeoning damage while using it.

Stinger[edit]

Flashing Speed

At 3rd level when you choose this armor, you can move at breakneck speed. Your movement speed while wearing this armor increases in 10 feet. The movement speed increase in additional 5 feet whenever your proficiency bonus increases in 1.

Movement Boost

Also at 3rd level, you can use the energy contained in your armor to boost your speed. You can take two of the following actions using a single bonus action: Dash, Dodge, Disengage or a weapon attack. You can take the same action twice.

You can use this feature to boost your movement a number of times equal to your proficiency bonus, and regain your uses after completing a short or a long rest.

Wings

Starting at 14th level, you build retractile wings on your stinger armor. As a bonus action you can open or close your wings. While opened, your wings grant you a flying speed equal to your walking speed.

Marauder[edit]

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