|
Arcanist |
|
Arcanist: Arcanist Vocation: Armourer |
|
With unparalleled skill in both smithing and arcane arts, these
arcanists create, enchant, and utilise magic armours. |
|
Armourer Features |
|
Signature infusion Customised Armour At 1st or 3rd
level, when you infuse a suit of armour, it gains additional benefits. When
you do so, only you can attune to it. Until you use this ability again, the
armour becomes a customised armour and gains the following features in
addition to the benefits of the infusion: •
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. •
Assistive. If
the armour normally has a Strength requirement, the armour forgoes this
requirement and if the armour normally imposes disadvantage on Dexterity
(stealth) or Strength (athletics) checks to climb or swim, the armour does
not do that. You can doff or don the armour as an action. Further the armour
attaches to its wearer so it can’t be removed against your will. The armour
expands to cover your entire body replacing any missing limbs, functioning
identically to a limb it replaces. •
Built in helmet. The
armour can retract or deploy a helmet as a bonus action. Armourer
Proficiencies You are proficient
with either the Smith’s tools or the Tinker's tools. 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. Choose one infusion that can be placed on an armour,
boots, gauntlets (or knuckle gloves), or a helm. The armour is infused
with this infusion in addition to the arcane armour infusion. Greater Defensive Field Beginning at 13th
or 15th level, you regain your ‘defensive field’ uses whenever you finish a
short rest and when you use your ‘defensive field’ ability, you can also
select a huge or smaller creature you can see within 30 feet of you. The
target must make a Strength saving throw against your spell save DC. On a
failed save, you pull the target 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. In addition, until
you lose 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 creatures other than you. •
Ranged attacks have disadvantage against you. |