publish: true
aliases:
- Armigers’ Guild
created: 2026-03-09T12:15:33.884-04:00
modified: 2026-03-09T12:15:33.884-04:00
published: 2026-03-09T12:15:33.884-04:00
tags: - ttrpg-cli/compendium/src/5e/valdaspire24
- ttrpg-cli/subclass/craftsman/armigers
cssclasses: - json5e-class
obsidianUIMode: preview
Armigers’ Guild
Craftsman: Subclass Feature
Source: Valda’s Spire of Secrets (2024)
Class and Feature Progression
Level PB Features 1st +2 2nd +2 3rd +2 Armigers' Guild 4th +2 5th +3 6th +3 Shining Steel 7th +3 8th +3 9th +4 10th +4 Fortify 11th +4 12th +4 13th +5 14th +5 Colossal Slam 15th +5 16th +5 17th +6 18th +6 19th +6 20th +6
Build Invulnerable Armor
The Guild of Armigers devote their skills to the art of armor smithing, with the firm belief that the right plate in the right place can make a warrior invincible.
Subclass Features
Armored Slam (Level 3)
Once on each of your turns when you take the Attack action, you can replace one of your attacks with a body slam using your armor against a creature within 5 feet of you. The target makes a Strength saving throw (DC 8 plus your Strength or Dexterity modifier and Proficiency Bonus), taking Bludgeoning damage equal to your Armor Class on a failed save, or half as much damage on a successful save.
You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
Masterwork Shield (Level 3)
You can improve a Shield into a Masterwork version over the course of two hours, which can be done during a Long Rest. While holding this Shield, you have a +1 bonus to Armor Class, in addition to the Shield’s normal bonus to AC. If the Shield already gains such a bonus, like a +2 Shield, you choose which bonus to use; you can’t use more than one. Only you gain this bonus with a Masterwork Shield you create.
Shining Steel (Level 6)
Your imposing, shining armor makes you a clear target for your foes. When you roll Initiative, you can challenge any number of creatures within 30 feet of yourself that can see you to battle. Each creature must succeed on a Wisdom saving throw (DC 8 plus your Strength or Dexterity modifier and Proficiency Bonus) or have Disadvantage on any attack roll against creatures other than you until the end of its next turn.
Fortify (Level 10)
As a Bonus Action, you can fortify your armor against attacks. Until the start of your next turn, you gain a bonus to your AC equal to your Strength or Dexterity modifier (your choice, minimum of +1) and have Resistance to all damage.
You can use this feature a number of times equal to your Masterwork Bonus. You regain all expended uses when you finish a Long Rest.
Colossal Slam (Level 14)
When you use your Armored Slam, you deal an extra 2d10 Force damage, and a target that fails its saving throw against the slam has the Prone condition. Additionally, you regain one expended use of Armored Slam when you roll Initiative.