Non-Standard Class

Class yang ada di dalam daftar ini adalah class yang digunakan player, lalu diberikan modifikasi cukup besar dari class standard oleh DM, atau adalah class yang diambil dari sumber lain yang bukan material resmi wizards of the coast.

## Artificer: 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.

#### Artificer Spell List

Starting at 3rd level, 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.

Each Armor Model comes with their own list of Armorer Spells, which are added to this spell list.

##### Artificer Spells

 5
 9
 13
 17

#### Arcane Armor

Beginning at 3rd level, your metallurgical 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 Arcane 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 arcane armor lacks this requirement for you.
* You can use the arcane 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 Arcane Armor until you don another suit of armor or you die.

#### Armor Model

Beginning at 3rd level, you can customize your Arcane Armor. When you do so, choose one of the following armor models: Guardian or Infiltrator.

You learn an additional armor model when you reach 5th, 10th and 17th levels in this class. When you make an arcane armor, choose one model you know. 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 Strength or Dexterity, to the attack and damage rolls.

You can change the armor's model whenever you finish a short or long rest, provided you have smith's tools in hand.

* Guardian Model (3rd Level)
* Infiltrator Model (3rd level)
* Predator Model (5th level)

#### Armor Swap

Starting at 5th level, you learn how to quickly adapt your craft to different situations. As a bonus action while wearing your Arcane Armor, you can change the model to another that you know. Once you use this feature, you cannot do so again until you finish a long rest.

#### Extra Attack

Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

#### Armor Modifications

At 9th level, you learn how to use your artificer infusions to specially modify your Arcane Armor.

The armor now counts as separate items for the purposes of your Infuse Items feature: armor (the chest piece), boots, helmet, and the armor's special weapon.

Each of those items can bear one of your infusions, and the infusions transfer over if you change your armor's model with the Armor Model feature.

In addition, the maximum number of items you can infuse at once increases by 2, but those extra items must be part of your Arcane Armor.

#### Perfected Armor

At 15th level, your Arcane Armor gains additional benefits based on its model, as shown on the Armor Models section.