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 proficiency with all armours.

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 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:

  • The boots

  • The gauntlets

  • The helmet

You also gain 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. This infusion counts as a signature infusion and must always be part of your customised armour.

 

Weaponised Armour

Beginning at 13th or 15th level, you can deal 2d12 extra lightning damage once per turn when you hit a creature with a weapon that is part of your arcane armour (such as the gauntlets or any weapon attack granted by any infusion placed on the armour).

You also 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.