Infobox

Forge-Hearth Bulwark

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Basic Information
TypeStat
TypeArmor
RarityLegendary
AttunementYes, by an Armorer Artificer
Level-

Forge-Hearth Bulwark

Profile

Description:
The Forge-Hearth Bulwark is a rune-etched suit of arcane armor built around hidden extradimensional chambers, shifting garrison plates, and a glowing sigil-furnace set into its chest. Faint blue runelight pulses from its joints while the forge is active, and its plates shift and lock as allied constructs and summoned servants move through its internal garrison ports.

This armor can serve as your Arcane Armor. It retains the normal benefits of your Arcane Armor feature, including your chosen armor model and the ability to change that model when you finish a long rest.

Powers:

Garrison Ports.
The armor has four extradimensional garrison ports. Each port can hold one willing creature that is a construct, homunculus, or summoned creature of Small size or smaller. A creature held in a garrison port is called a housed creature.

As a bonus action, you can use one of the following options:

  • Recall. One willing eligible creature within 30 feet of you is drawn into an empty garrison port.
  • Deploy. Any number of housed creatures emerge from their ports into unoccupied spaces of your choice within 15 feet of you.

A housed creature cannot be targeted or affected by effects originating outside its garrison port. While housed, it is incapacitated, except that it can still take its action on its turn to activate an artificer infusion it is carrying or wielding, such as a Spell-Storing Item. If it does so, the resulting spell or effect originates from your space and otherwise functions normally.

A deployed creature acts on its own initiative. If it has not yet acted during the current round when deployed, it can act on your initiative count, immediately after your turn.

Hearth-Embers.
The armor holds 5 hearth-embers and regains all expended hearth-embers when you finish a long rest.

When a tethered minion would be reduced to 0 hit points, you can expend 1 hearth-ember to recall it into its garrison port instead. The minion is recalled with 1 hit point. No action is required.

If no hearth-embers remain, the minion is reduced to 0 hit points as normal.

Voluntary Recall, Deploy, and Sentinel Ward do not expend hearth-embers.

Garrison Tether.
Each usable garrison port can project one magical tether. A tether can be attached to either of the following:

  • a minion deployed from that port; or
  • a willing creature within 60 feet of you, while the minion assigned to that port remains housed and powers the tether from within the armor.

When you use Recall or Deploy, you can reassign any number of your garrison tethers as part of the same bonus action.

A tether ends early if the tethered creature is more than 120 feet away from you or is on a different plane of existence.

While tethered, a creature gains the following benefits:

  • Bulwark Cover. The tethered creature has half cover, granting it a +2 bonus to AC and Dexterity saving throws.
  • Aegis Redirect. When a tethered creature would take damage, you can choose to take that damage instead. You make this choice after the damage is rolled but before it is applied. No action or reaction is required. The first time you use this property each round, it has no additional cost. Each additional time you use it before the start of your next turn, you take an extra 1d6 force damage. This force damage cannot be reduced or prevented in any way.
  • Emergency Recall. If the tethered creature is a minion deployed from one of your garrison ports, it benefits from your Hearth-Embers property.

Sentinel Ward.
When you or a creature within 30 feet of you is hit by an attack or fails a saving throw, you can overload one usable garrison port to protect that creature. The triggering attack misses instead, or the triggering saving throw is treated as a success.

The overloaded port is destroyed and cannot be used again until you finish a long rest.

If a creature was housed in that port, it is immediately ejected into an unoccupied space adjacent to the protected creature. It appears with 1 hit point and is no longer tethered.

Sigil-Furnace.
While attuned to this armor, your magic stone spell is empowered.

When you cast magic stone, you create 6 magical pebbles instead of 3. Each pebble deals 1d8 + your spellcasting ability modifier force damage on a hit, instead of the spell’s normal damage. These pebbles remain magical for 8 hours or until used.

When you cast magic stone as a bonus action, you can also do the following as part of the same bonus action:

  • deploy any number of housed creatures to unoccupied spaces within 15 feet of you; and
  • distribute any number of the created pebbles among yourself, those deployed creatures, and willing creatures within 15 feet of you.

When a tethered minion is recalled by any means, any unused magical pebbles it carries are transferred back to you.

Hearth-Brand.
When a tethered minion of yours hits a creature with a weapon attack, the target is branded until the start of your next turn.

While branded in this way, the creature has disadvantage on attack rolls against targets other than the minion that branded it.

A creature can be affected by multiple Hearth-Brands from different minions, each tied to the minion that applied it.

Forge Ignition.
Once per long rest, as an action, you deploy any number of housed creatures to unoccupied spaces of your choice within 30 feet of you. Each deployed creature gains temporary hit points equal to your artificer level and immediately makes one weapon attack with advantage.

This bonus attack does not require the creature’s action, bonus action, reaction, or any other resource. Each creature deployed in this way becomes tethered to its assigned garrison port as normal.

Once you use this property, you can’t use it again until you finish a long rest.