A mechanist who specializes as an Armorer modifies armor to function almost like a second skin. The armor is enhanced to hone the mechanist's tech, unleash potent attacks, and generate a formidable defence. The mechanist bonds with this armor, becoming one with it even as they experiment with it and refine its technological capabilities.
3rd-level Armorer feature
You gain proficiency with heavy armor. You also gain proficiency with mechanic's kits. If you already have this tool proficiency, you gain proficiency with one other type of tradesperson's tools of your choice.
3rd-level Armorer feature
You always have certain tech prepared after you reach particular levels in this class, as shown in the Armorer Tech table. These techs count as mechanist techs for you, but they don't count against the number of mechanist techs you prepare.
Armorer Tech table
Mechanist Level |
Tech |
3rd |
Micro Seeker, Shockwave |
5th |
Holo-Images, Eardrum Blowout |
9th |
Hypnotic Pattern, Arc Cannon |
13th |
Burning Swarmshield, Greater Cloaking |
17th |
Temporary Tunnel, Kinetic Barricade |
3rd-level Armorer feature
Your technological pursuits have enabled you to integrate your internal systems into the armor you wear. As an action, you can turn a set of armor you are wearing into Custom Armor, provided you have mechanic's tools in hand.
You gain the following benefits while wearing this armor:
Armor Model
3rd-level Armorer feature
You can make your Custom Armor in accordance with one of two patterns. 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 a mechanic's kit in hand.
Guardian
You design your armor to be in the front line of conflict. It has the following features:
Concussion Gloves. Each of the armor's gloves 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 glove has disadvantage on attack rolls against targets other than you until the start of your next turn, as the armor 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:
Arc Launcher. A miniature tesla-coil extends from 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.
Ambulatory Servos. 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.
5th-level Armorer feature
You can attack twice, rather than once, whenever you take the Attack action on your turn.
9th-level Armorer feature
You learn how to use your mechanist widgets to specially modify your Custom Armor. That armor now counts as separate items for the purposes of your Tinker feature: armor (the chest piece), shoes, headpiece, and the armor's special weapon. Each of those items can bear one of your widgets, and the gizmos transfer over if you change your armor's model with the Armor Model feature. In addition, the maximum number of widgets you can have at once increases by 2, but those extra widgets must be part of your Custom Armor.
15th-level Armorer feature
Your Custom 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 force the creature to make a Strength saving throw against your tech save DC, pulling the creature up to 30 feet toward you 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 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.