Arcanist Vocations
Armourer
With unparalleled skill in both smithing and arcane arts, these arcanists create, enchant, and utilise magic armours.
Signature infusion
Arcane Armour
Customised Armour
At 1st or 3rd level, you become proficient with either the smith’s tools or the tinker's tools.
You also gain training with any magical armour you are attuned to.
Further, you can magically customise a suit of magical armour you touch when you finish a short or long rest. Until you use this ability again, the armour becomes a customised armour and gains the following feature when you wear it:
Defensive Field. As a bonus action, you can gain temporary hit points equal to your Intelligence modifier (minimum 1) plus your level in this class, replacing any temporary hit points you already have. You lose these temporary hit points if you doff the armour. You can use this bonus action twice, and you regain all expended uses when you finish a long rest.
Armour modifications
At 7th or 9th level, you learn how to use your arcanist infusions to specially modify a magic armour that you wear. Any armour you have magically customised with you Customised Armour feature, can now hold additional infusions. In addition to the magic on the armour (the chest), each of the following parts of the armour can bear one of your infusions without requiring additional attunement when you wear it:
The boots
The gauntlets
The helmet
You also learn one additional signature infusion. Choose one infusion from the arcanist’s list of infusions that can be placed on one part of your customised armour.
Greater Defensive Field
Beginning at 13th or 15th level, you regain you defensive field ability whenever you finish a short rest and when you use your defensive field ability, a huge or smaller creature you can see within 30 feet of you must make a Strength saving throw against your spell save DC. On a failed save, you pull the creature up to 25 feet directly towards you to an unoccupied space. If you pull the target to a space within 5 feet of you, you can make a melee attack against it as part of using the defensive field ability.
Also, until you loose the temporary hit points granted by your defensive field, you gain one of the following additional abilities (chosen when you use a bonus action to activate the defensive field:
Creatures within 5 feet of you have disadvantage on attack rolls against other creatures than you.
Creatures within 5 feet of you have disadvantage on attacks against you.