You can customize your Arcane Armor. When you do so, choose one of the following armor models: EFA, EFA, or EFA. The model you choose gives you special benefits while you wear it.
Each model includes a special weapon. When you attack with that weapon, you can add your Intelligence modifier, instead of your Strength or Dexterity modifier, to the attack and damage rolls.
You can change the armor's model whenever you finish a Short or Long Rest if you have Smith's Tools in hand.
Dreadnaught
You design your armor to become a towering juggernaut in battle. It has the following features:
- Force Demolisher. An arcane wrecking ball or sledgehammer projects from your armor. The demolisher counts as a Simple 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 toward 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.
Guardian
You design your armor to be in the front line of conflict. It has the following features:
Thunder Pulse. You can discharge concussive blasts with strikes from your armor. The pulse counts as a Simple Melee weapon and deals 1d8 Thunder damage on a hit. A creature hit by the pulse has Disadvantage on attack rolls against targets other than you until the start of your next turn.
Defensive Field. While Bloodied, you can take a Bonus Action to gain Temporary Hit Points equal to your Artificer level. You lose these Temporary Hit Points if you doff the armor.
Infiltrator
You customize your armor for subtler undertakings. It has the following features:
- Lightning Launcher. A gemlike node appears on your armor, from which you can shoot bolts of lightning. The launcher counts as a 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 the launcher, you can deal an extra 1d6 Lightning damage to that target.
- Powered Steps. Your Speed increases by 5 feet.
- Dampening Field. You have Advantage on Dexterity (Stealth) checks. If the armor imposes Disadvantage on such checks, the Advantage and Disadvantage cancel each other, as normal.