![]() Item: A set of medium or heavy armor, but not hide (requires attunement)Ī creature attuned to this armor gains a +1 bonus to AC while wearing the infused armor. The following infusions are additional options for artificers. Artificer Levelįollow the rules presented in Tasha's Cauldron of Everythingfor infusions as normal. You may not change your Armor Model until you level up if you know these spells this way. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare. You always have certain spells prepared after you reach particular levels in this class, dependent on your armor model, as shown in the Armorer Spells table. When you hit a creature with your Shrouded Gloves once a turn, you may force them to make a Wisdom saving throw against your artificer spell save DC or become frightened by you until the end of your next turn. You no longer have any limit on the amount of times you may use your Thrusters to fly each long rest. Your Arcane Armor gains additional benefits based on its model, as shown below. This change lasts until you use this feature again, or return to your original form (no action required). Your physical appearance changes to that of a creature you have seen while wearing this armor, but the armor's appearance doesn't change. As an action, you may cause the armor to shift colors and design, changing your appearance into a form of your choice. Your armor can be hidden underneath clothing. A creature hit by the glove is deafened and cannot speak or make any verbal noise until the start of your next turn, as the armor magically disrupts the creature's cognition. Each of the armor's gloves count as a simple martial weapon while you aren't holding anything in it, and deals 1d6 psychic damage on a hit. You have designed your armor to allow you to disguise yourself and aid you in social situations. ![]() You may use this bonus action an amount of times equal to your Intelligence modifier (minimum of once), regaining all expended uses when you finish a long rest. You gain a flying speed equal to an amount of feet equal to 10 times your proficiency bonus for 10 minutes. As a bonus action, you may activate the thrusters inlaid in the palms of your hands or bottom of your boots to allow you to fly. When you hit a creature with this weapon that is at most one size larger than you, you may push the target up to 10 feet directly away from you. ![]() ![]() It counts as a simple ranged weapon, with a normal range of 60 feet and a long range of 240 feet, dealing 1d6 force damage on a hit. ![]() A blasting node appears on the palms of your armor's hands or the center of your chest. Your armor is designed to allow you quickly fly through sky. In addition to the Guardian and Infiltrator armor models, you may choose either the Aeronaut or Faceless armor models. See the Armorer subclass for the other armor models. Okay, I have made some homebrew artificer options, including an Armor Model for the Armorer and some infusions. Phandelver and Below: The Shattered Obelisk Mordenkainen Presents: Monsters of the Multiverse ![]()
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