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Armigers’ Guild

By October 25, 2022April 24th, 2024Craftsman

Artisans’ Guild

Armigers’ Guild

A dwarf with thick, braided hair stands with his hands on his hips, silhouetted in the light of a large, roaring fireplace which is surrounded by sets of armor and elaborate weapons. This is the cover image for the Complete Craftsman, the definitive, inventive crafting class for 5th edition.

Get all 12 Artisan’s Guilds in the Complete Craftsman!

The Armigers devote their skills to the art of armor smithing, with the firm belief that the right plate in the right place can make a warrior invincible.

Fighting Style

Beginning at 3rd level, you not only learn to forge powerful armor, but can wear it with skill. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Defense. While you are wearing armor, you gain a +1 bonus to AC.
Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Shining Steel

Starting at 7th level, your imposing, shining armor makes you a clear target for your foes. When you roll initiative and aren’t surprised, you can challenge any number of creatures within 60 feet of you that can see you to battle. Each affected creature must succeed on a Wisdom saving throw against your Masterwork save DC or have disadvantage on any attack roll that doesn’t target you on the first round of combat. A creature with an Intelligence of 3 or less automatically succeeds on this saving throw.

Armor Reinforcement

Starting at 10th level, you can spend 10 minutes to reinforce a suit of armor, or you can reinforce up to 6 suits of armor during a short or long rest. This armor retains its reinforcement until the creature wearing it is hit, after which it is no longer fortified. Reinforced armor gains one of the following properties of your choice:
Adamant. When a creature wearing this armor takes damage, it reduces the amount it takes by 1d8.
Banded. A creature wearing this armor has a +1 bonus to Armor Class.

Fortify

Starting at 14th level, as a bonus action, you can gain resistance to all damage until the end of your next turn. Once you use this feature, you can’t use it again until you finish a short or long rest.

Legendary Property

At 18th level, you achieve the peak of your craft. You learn the following Legendary masterwork property, which you can immediately apply to a suit of masterwork armor:

Invincible

Legendary armor property
Components: Masterwork suit of exotic armor
While you are wearing this armor, bludgeoning, piercing, and slashing damage that you take from nonmagical attacks is reduced by 5.

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