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

Arcane Armour

 

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.