Armourer Artificers specialize in the creation of hulking constructs known as Rigs. Climbing inside of their signature Rig, these Artificers lay waste to any foes who stand against them and tower over their allies. Armourers set out on the path of adventure to push their Rig to its limits in an effort to endlessly improve upon its design. <br> --- ### 3rd Level <br> ##### Armor Rig Your mechanical research has led to the construction of your Rig. During a [[Survival Needs#Long Rest|long rest]], you can spend 1 hour using [[Gear Appendix#Smithing Tools|Smithing Tools]] to construct your Rig. You determine your Rig's appearance. You can only have one Rig at a time. Crafting another causes any previous Rigs to fall into disrepair and become totally unusable. You can use [[Gear Appendix#Tinker Tools|Tinker]] or [[Gear Appendix#Smithing Tools|Smithing Tools]] to repair any damage to your Rig. For every 10 minutes you spend on repairs, your Rig regains hit points equal to your Artificer level. As a bonus action, a [[Movement and Position#Creature Size|Medium or smaller]] creature can climb into your Rig so long as it is within 5 feet. While inside, it is considered its Pilot. The Rig's Pilot cannot be the target of any attack, spell, or other ability that relies on sight. The Rig's Pilot may use any action or bonus action available to them or the Rig. The Rig can be used as the [[Spellcasting#Spellcasting Focus 🛠|spellcasting focus]] for your Artificer spells while you are its Pilot. The Pilot can exit the Rig as a bonus action, reappearing in an unoccupied space within 5 feet. If your Rig is reduced to 0 hit points it is destroyed, the Pilot is ejected, and lands [[Conditions#Prone|prone]] in an unoccupied space within 5 feet. If your Rig is destroyed, you can spend 1 hour, which can be during a [[Survival Needs#Rest|rest]], using [[Gear Appendix#Smithing Tools|Smithing Tools]] to restore your Rig to its maximum hit points. Your Rig can bear one [[Artificer#Arcane Infusions|Arcane Infusion]] meant for a suit of armour, gauntlets, boots, helmet, or a melee weapon. While your Rig is a [[Movement and Position#Creature Size|Large]] [[Creature Type#Construct|Construct]], you have designed it to be collapsible for ease of transport. As a bonus action, you can collapse, or expand, your Rig. While it is collapsed, the Rig can be worn as a backpack. However, its wearer must have a Strength of 13 or it is [[Abilities & Skills#Carrying Capacity|encumbered]]. >[!example] Stat Block ># Armor Rig >*[[Movement and Position#Creature Size|Large]] [[Creature Type#Construct|construct]]* >*** >**Armour Class** : 10 + your INT modifier + PB (natural armour) >**Hit Points** : 5 + eight times your Artificer level >**Speed** : 30ft, climb 20ft > >| STR | DEX | CON | >|:-----:|:-----:|:-----:| >|18 (+4)|8 (-1)|15 (+2)| > >**Skill Proficiencies** : [[Abilities & Skills#Athletics|Athletics]], [[Abilities & Skills#Intimidation|Intimidation]] >**Damage Resistances** : bludgeoning, piercing and slashing damage from non-magical or non-adamantine attacks. >**Damage Immunities** : poison, psychic >**Condition Immunities** : [[Conditions#Charmed|charmed]], [[Conditions#Exhaustion|exhaustion]], [[Conditions#Exposed 🛠|exposed]], [[Conditions#Frightened|frightened]], [[Conditions#Poisoned|poisoned]] >**Proficiency Bonus** : equals your [[Levels & Proficiency Bonus#Proficiency Bonus|proficiency bonus]] >*** >### Traits >**Inanimate** >The Rig is effectively [[Conditions#Unconscious|unconscious]] without its Pilot. When it would be forced to make an Intelligence, Wisdom, or Charisma check or saving throw, its Pilot is considered to be the target of the effect instead. Moreover, if the Pilot is [[Spellcasting#Concentration|concentrating]] on a spell when the Rig takes damage, the Pilot must make its Constitution saving throw to maintain concentration as if the Pilot had taken that damage. Similarly, if the Rig is subjected to the [[Conditions#Staggered 🛠|staggered]] condition, the Pilot would lose concentration. > >**Ironsides** >When the Rig takes damage, it reduces the damage by its Constitution modifier (2). Acid and force damage bypass the effects of this feature. > >**Siege Engine** >The Rig's weapon attacks deal maximum possible damage in place of rolling, when used on non-magical objects and structures. >--- >### Actions >**Slam** >Melee Weapon Attack: +4 + PB to hit, reach 5 ft. >Hit: 2d6 + 4 bludgeoning damage. <br><br> ##### Armourer Spells You gain additional spells at the Artificer levels listed. They do not count against the number of spells you know. | Artificer Level | Aeronaut Spells | | :-------------: | ---------------------------------------------------------------------- | | 3 | [[Arcane Spells#Grease\|grease]] | | 5 | [[Arcane Spells#Heat Metal\|heat metal]] | | 9 | [[Divine Spells#Protection from Energy\|protection from energy]] | | 13 | [[Divine Spells#Death Ward\|death ward]] | | 17 | [[Arcane Spells#Animate Objects\|animate objects]] | <br><br> ##### Tools of the Trade You gain proficiency with [[Gear Appendix#Smithing Tools|Smithing Tools]] and [[Backstory#Submersible|Submersible Vehicles]]. If you are already proficient with either, you instead gain proficiency in another [[Adventuring Gear#Tool Sets|Tool Set]] of your choice. <br> ___ ### 5th Level <br> ##### Extra Attack You can attack twice, instead of once, whenever you take the [[Actions in Combat#Attack|Attack]] action on your turn. <br><br> ##### Modular Rig Your [[#Armor Rig]] now counts as multiple individual items for your [[Artificer#Arcane Infusions|Arcane Infusions]]: its armour (torso), boots (legs), helmet (head), and the limbs it uses for Slam (melee weapon or gauntlet). Each of these individual items can bear one of your Arcane Infusions. <br> ___ ### 10th Level <br> ##### Hulking Strikes The power of your [[#Armor Rig]] knocks foes off their feet. When your Rig hits a target with its Slam attack, you can choose to [[Making an Attack#Shoving a Creature|Shove]] the creature as part of the same attack. If you choose to push a creature using this shove, they are pushed back 10 feet instead of 5. <br> ___ ### 15th Level <br> ##### Master Armourer You have improved your [[#Armor Rig]] so that it rivals the great titans of legend. Your Rig now uses the Titanic Rig stat block below: >[!example] Stat Block ># Titanic Rig >*[[Movement and Position#Creature Size|Large]] [[Creature Type#Construct|construct]]* >*** >**Armour Class** : 10 + your INT modifier + PB (natural armour) >**Hit Points** : 5 + eight times your Artificer level >**Speed** : 40ft, climb 30ft > >| STR | DEX | CON | >|:-----:|:-----:|:-----:| >|22 (+6)|6 (-2)|19 (+4)|| > >**Skill Proficiencies** : [[Abilities & Skills#Athletics|Athletics]], [[Abilities & Skills#Intimidation|Intimidation]] >**Damage Resistances** : bludgeoning, piercing and slashing damage from non-magical or non-adamantine attacks. >**Damage Immunities** : poison, psychic >**Condition Immunities** : [[Conditions#Charmed|charmed]], [[Conditions#Exhaustion|exhaustion]], [[Conditions#Exposed 🛠|exposed]], [[Conditions#Frightened|frightened]], [[Conditions#Poisoned|poisoned]] >**Proficiency Bonus** : equals your [[Levels & Proficiency Bonus#Proficiency Bonus|proficiency bonus]] >*** >### Traits >**Inanimate** >The Titanic Rig is effectively [[Conditions#Unconscious|unconscious]] without its Pilot. When it would be forced to make an Intelligence, Wisdom, or Charisma check or saving throw, its Pilot is considered to be the target of the effect instead. Moreover, if the Pilot is [[Spellcasting#Concentration|concentrating]] on a spell when the Rig takes damage, the Pilot must make its Constitution saving throw to maintain concentration as if the Pilot had taken that damage. Similarly, if the Titanic Rig is subjected to the [[Conditions#Staggered 🛠|staggered]] condition, the Pilot would lose concentration. > >**Immutable Form** >The Titanic Rig can choose to ignore any spell or effect that would alter or change its form. > >**Ironsides** >When the Rig takes damage, it reduces the damage by its Constitution modifier (4). Acid and force damage bypass the effects of this feature. > >**Siege Engine** >The Rig's weapon attacks deal maximum possible damage in place of rolling, when used on non-magical objects and structures. >--- >### Actions >**Slam** >Melee Weapon Attack: +6 + PB to hit, reach 5 ft. >Hit: 3d6 + 6 bludgeoning damage. > >**Titanic Transformation** >The Titanic Rig becomes [[Movement and Position#Creature Size|Huge]] in size, so long as there is room for it to grow. While it is Huge, its Slam attacks deal an additional 1d6 damage on hit, its reach increases by 5 ft., and it adds your INT to all Strength checks and saving throws. This transformation lasts for 1 minute. It ends early if the Titanic Rig is destroyed, or its Pilot uses their action to cause the Rig to revert to its normal form. The Titanic Rig can transform in this way once, and it regains the ability to do so at the following dawn. When it has no uses left, its Pilot can expend a 5th-level spell slot to use this transformation again.