Credit: Ideas & Images from Dale Kellegrew's Artificer (slightly altered by me). Purchase: DMs'guild Link.
Armorer
An artificer who specializes as an Armorer modifies armor to function almost like a second skin. The armor is enhanced to hone the artificer’s magic, unleash potent attacks, and generate a formidable defense. The artificer bonds with this armor, becoming one with it even as they experiment with it and refine its magical capabilities.
Level 3: Tools of the Trade
When you adopt this specialization you gain proficiency with heavy armor. You also gain proficiency with smith’s tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Level 3: Armorer Spells
You always have certain spells prepared after you reach particular levels in this class, as shown in the Armorer Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Artificer Level Armorer Spells
3rd Shield, Thunderwave
5th Mirror image, Shatter
9th Hypnotic Pattern, Lightning Bolt
13th Fire Shield, Greater Invisibility
17th Passwall, Wall of Force
Level 3: Powered Armor
Your pursuits have led to you making armor a conduit for your magic. As an action, you can turn a suit of armor you are wearing into Powered Armor, provided you have smith’s tools in hand. You gain the following benefits while wearing this armor:
- If the armor normally has a Strength requirement, the Powered Armor lacks this requirement for you.
- You can use the Powered Armor as a spellcasting focus for your artificer spells.
- The armor attaches to you and can’t be removed against your will. It also expands to cover your entire body, although you can retract or deploy the helmet as a bonus action. The armor replaces any missing limbs, functioning identically to a body part it is replacing.
- You can doff or don the armor as an action.
- The armor continues to be Powered Armor until you don another suit of armor or you die.
Armor Modification.
You can customize your Powered Armor. When you do so, choose two of the following armor modifications. Some modifications include 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 modifications whenever you finish a short or long rest or if you spend an action and a Magical Tinkering use, provided you have smith’s tools in hand.
Thunder Gauntlets. Each of the armor’s gauntlets counts as a light 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 gauntlet has Disadvantage on attack rolls against targets other than you until the start of your next turn, as the armor magically emits a distracting pulse when the creature attacks someone else.
Defensive Field. As a Bonus Action, you activate a disruptive defensive field around your armor. While the Defensive Field is active, you have Resistance to Bludgeoning, Piercing, and Slashing damage.
The Defensive Field holds for a number of turns equal to your Intelligence modifier.
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.
Lightning Launcher. A gemlike node appears on one of your armored fists or on the chest (your choice). It counts as a light 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.
Enhanced Movement. Your Speed is increased by 5 feet.
You have Advantage on Dexterity (Stealth) checks. If the armor normally imposes Disadvantage on such checks, you instead roll normally (and can still gain Advantage or Disadvantage through other means).
Force Demolisher. An arcane wrecking ball or a sledgehammer projects from your armor. The demolisher counts as a Heavy melee weapon with the Reach property, and it deals 1d10 Force damage on a hit. If you hit a creature that is at least one size smaller than you with the demolisher, you can push the creature up to 10 feet straight away from yourself or pull the creature up to 10 feet towards yourself.
Giant Stature. As a Bonus Action, you transform and enlarge your armor for 1 minute. For the duration, your reach increases by 5 feet, and if you are smaller than Large, you become Large, along with anything you are wearing. If there isn't enough room for you to increase your size, your size doesn't change. You can use this Bonus Action a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a Long Rest.
Level 5: Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
In addition, you can cast one of your cantrips that has a casting time of an action in place of one of those attacks.
Level 9: Improved Armor Modifications
You learn how to use your artificer infusions to specially modify your Powered Armor.
- The armor counts as four separate items for the purposes of your Infuse Items feature: Chest (Curiass), Legs (Boots), Head (Helmet), and Arms (Gauntlets). Each of those items can bear one of your infusions, and these infusions can be added to the Powered Armor's modifications (adding +1 to your Gauntlets, for example). The infusions transfer over if you change your Armor Modifications.
- You gain 2 free Magical Tinkering uses per Long Rest, that can be used only to enhance your Powered Armor (item or cantrip infusions). If these Magical Tinkering uses require attunement, you can attune to them freely as long as they are part of your armor.
Level 15: Perfected Armor
Your Powered Armor gains additional benefits based on its modifications, as shown below.
Thunder Gauntlets. The damage dice of your Gauntlets increases to a d10.
When a Huge or smaller creature you can see ends its turn within 30 feet of you, you can use your reaction to magically force the creature to make a Strength saving throw against your spell save DC, pulling the creature up to 25 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 Intelligence modifier (minimum of once), and regain the expended when you finish a Short or Long Rest.
Defensive Field. While the Defensive Field is active, you have Resistance to every damage type except Force, Necrotic, Psychic, and Radiant.
Lightning Launcher. The damage die of your Lightning Launcher increases to 2d6 Lightning damage. Any creature that takes lightning damage from your Lightning Launcher glimmers with magical 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.
Enhanced Movement. As a Bonus Action, you can gain a Fly Speed equal to your Speed until the end of your current turn. You can take this Bonus Action a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Your movement increases by 10 feet instead of 5.
As an action, your Powered Armor can grant you Invisibility (no components required). You can use this Reaction a number of times equal to your Intelligence modifier, and regain the expended uses after you complete a Long Rest, or expend a Magical Tinkering use to recharge it.
Force Demolisher. The damage dice for your Force Demolisher increases to 2d6 Force Damage.
Giant Stature. Your reach increases by 10 feet, your size can increase to Large or Huge (your choice), and you have Advantage on Strength checks and Strength saving throws for the duration.