Infusions
Arcane Armour
You infuse a piece of armour with magical glyphs, runes and sigils. The arcane armour can be used as a spellcasting focus. The armour has the following infusion options:
Eldritch Armour. While wielding this armour, you ignore spell failure from armour when you cast spells.
Second-skin Armour. If the armour normally has a Strength requirement, the arcane 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. It also expands to cover your entire body, although you can retract or deploy the helmet as a bonus action. The armour also replaces any missing limbs, functioning identically to a limb it replaces.
Spell Absorbing Armour. When you take damage from a spell, you can use a reaction to take no damage from the spell instead. This ability can be used once between long rests.