Armiger’s Guild
Build Invulnerable Armor
The Guild of 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.
Level 3: Armored Slam
Once on each of your turns when you take the Attack action, you can replace one of your attacks with a body slam using your armor against a creature within 5 feet of you. The target makes a Strength saving throw (DC 8 plus your Strength or Dexterity modifier and Proficiency Bonus), taking Bludgeoning damage equal to your Armor Class on a failed save, or half as much damage on a successful save.
You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
Level 3: Masterwork Shield
You can improve a Shield into a Masterwork version over the course of two hours, which can be done during a Long Rest. While holding this Shield, you have a +1 bonus to Armor Class, in addition to the Shield’s normal bonus to AC. If the Shield already gains such a bonus, like a +2 Shield, you choose which bonus to use; you can’t use more than one. Only you gain this bonus with a Masterwork Shield you create.
Level 6: Shining Steel
Your imposing, shining armor makes you a clear target for your foes. When you roll Initiative, you can challenge any number of creatures within 30 feet of yourself that can see you to battle. Each creature must succeed on a Wisdom saving throw (DC 8 plus your Strength or Dexterity modifier and Proficiency Bonus) or have Disadvantage on any attack roll against creatures other than you until the end of its next turn.
Level 10: Fortify
As a Bonus Action, you can fortify your armor against attacks. Until the start of your next turn, you gain a bonus to your AC equal to your Strength or Dexterity
modifier (your choice, minimum of +1) and have Resistance to all damage.
You can use this feature a number of times equal to your Masterwork Bonus. You regain all expended uses when you finish a Long Rest.
Level 14: Colossal Slam
When you use your Armored Slam, you deal an extra 2d10 Force damage, and a target that fails its saving throw against the slam has the Prone condition. Additionally, you regain one expended use of Armored Slam when you roll Initiative.
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