Arcane Propulsion Armor
Prerequisite: 14th-level artificer
Item: A suit of armor (requires attunement)
The wearer of this armor gains these benefits:
The wearer's walking speed increases by 5 feet.
The armor includes gauntlets, each of which is a magic melee weapon that can be wielded only when the hand is holding nothing. The wearer is proficient with the gauntlets, and each one deals 1d8 force damage on a hit and has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When thrown, the gauntlet detaches and flies at the attack's target, then immediately returns to the wearer and reattaches.
The armor can't be removed against the wearer's will.
If the wearer is missing any limbs, the armor replaces those limbs - hands, arms, feet, legs, or similar appendages. The replacements function identically to the body parts they replace.
Review by Prince Phantom
If you didn’t know that the Armorer subclass was released in Tasha’s after the Artificer itself was introduced in the Eberron setting book, you’d probably read both that and this and be very confused at the similarities. I’ll put it bluntly, the subclass delivers on the fantasy of iron man much better than this, and you don’t have to wait 14 levels to get there. Let’s break down what exactly this gives you.
5ft walking speed increase: Nice to have for sure, but hardly even worth an attunement slot
Magical Force Gauntlets: These deal paltry damage, and the fantasy of a thrown weapon user is better fulfilled by the Returning Weapon Infusion. There is no reason to use these gauntlets over normal weapons.
Can’t be removed unwillingly: When does this ever come up?
Replaces lost limbs: As much as I love options for amputee characters to not be mechanically hampered by their disabilities, if you want to make that character you don’t want to be waiting 14 levels to finally find a solution to your problem. Play an Armorer instead, they have the same line about replacing limbs and you get that at 3rd level instead. Also, if your DM loves to hack limbs off in combat all the time, I’m surprised your group survived long enough to make it to level 14.
So what’s the sum of all these parts? Not much as it turns out. We basically get a 5ft walking speed increase and a bunch of ribbon features. Speed increases are nice and also rare on the Artificer, but not to such an extent that I’d recommend spending both an attunement slot and an infusion on them. Note that this also competes with all other armor infusions like Enhanced Defense, Armor of Magical Strength, and Resistant Armor, as we can’t put two infusions on the same item. All of those infusions are much better than this, and they don’t have a level requirement except Resistant Armor being locked to 6th level and up. If you really want a speed increase, just cast Longstrider.
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