Power Armoursmith

"The greatest offense is a defense with explosives haphasardly attached to it." So says the Power Armorsmith, Artificers dedicated to turning the armour that they wear into weapons of mass destruction. Through a blend of magic and skill, they arm themselves to the teeth with contraptions and tools to give them the firepower neccessary to take on the world.

This is entirely designed with the UA Artificer in mind. Here's a link to the PDF posted by Wizards; UA-Artificer

While I've added a personal touch, this idea was compiled by u/Nathamatics, and was heavily influenced by other redditors. Here's the link to the thread; The Power Armorsmith

Master of Metal

When you choose this specialty at 1st level, you gain proficiency with smith's tools, heavy armour, and unarmed strikes. Additionally, you know the mending cantrip.

Empowered Armour

The power armoursmith spends all of their time working on their armour, adding various improvements to it over the course of its creation.

At 1st level, you create your power suit. You can equip your power suit over whatever armour you're wearing. It has a donning time of 10 minutes, and a doffing time of 5. While equipped, you get +1 to your AC and your unarmed strikes deal 1d6 bludgeoning damage and have the light and finesse properties. If it is lost or destroyed, you

can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.

Adding a personal flair, you modify your armor in a variety of ways in order to make it more dangerous. At 1st level, you gain two modifications of your choice. Your modification options are detailed at the end of the class description. You may select an additional modification at your 5th, 7th, 9th and 11th levels. You only benefit from the modifications you have selected while wearing your power suit.

Also, when you gain a level in this class, you can choose one of the modification you know and replace it with another modification that you could learn at that level. A level prerequisite in a modification refers to artificer level, not character level.

Beyond Mortal

At 3rd level, you equip your armour with a powerful magical core, allowing you to perform feats of remarkable strength and speed.

While your powersuit is equipped, you get +2 to Strength, Dexterity or AC, or +1 to any two. You may reallocate these during a short rest.

At 10th level, you get an additional +1 to all three.

Additionally, you are considered one size larger when determining carrying capacity and the weight you can push, drag or lift. If you are of Small size or Smaller, you may become Medium while wearing your power suit.

Weaponise

After much work, you've figured out how to add compartments for various weaponry and tools to your suit. As of 9th level, as an action, you may compartmentalise or remove an item. You may have up to 2 light weapons, 1 weapon without the heavy property, 4 non-weapons and 20 total pieces of ammunition in compartments at a time. You are considered to be holding each of the items you have compartmentalised and may use them as such. If a weapon has the loading property and you also have appropriate ammunition in a compartment, it loses this property if it only consumes that ammunition. Additonally, you may attack with a compartmentalised weapon as a bonus action.

Battle Mending

Starting at 14th level, you have learned to heal youself and your armour at a moments notice. You may treat Mending as a concentration spell and regain hit points equal to your Intelligence modifier at the end of every round as long as your concentration is not broken. You may only use this feature 2 times per short rest.

At 20th level, you can use this feature any number of times.

Overdrive

At 17th level, you have refined your suit to it's most potent ability, allowing for a heightened level of versatility. You can have 3 additional modifications active. You do not have to meet any armour prerequisites for these modifications. Additionally, you can swap these modifications for any others during a short or long rest.

Modifications:

Leather Wings

Prerequisite: 5th Level, Medium or Light Armour

You have a flight speed of 15 feet and can hover. At 8th level this improves to 25 feet. At 13th level this improves to 35 feet. You gain an additional 5 feet if you are wearing light armour.

Well Oiled

You have advantage on stealth checks. This counteracts the disadvantage given by Heavy and Medium Armour.

Climbing Gauntlets

You gain a climb speed equal to your walking speed.

Slipstream Fins

You gain a swimming speed equal to your walking speed. Additionally, you have an air supply that can allow you to breath under abnormal cicumstances, such as being underwater, for up to 30 minute intervals.

Burrowing Claws

You gain a burrow speed equal to your walking speed.

Empowered Leap

Your jump distance is tripled. You may jump as a bonus action.