Imbue the object with one of the following properties:
Property Options:
• Glow: Sheds 5 ft. bright light + 5 ft. dim light.
• Message: Tapping it plays a recorded message up to 6 secs long (10 ft. range).
• Emit: Emits a continuous odor or ambient sound (10 ft. range).
• Visual: Displays a static picture, shapes, or ≤ 25 words on one surface.
Rules & Limits:
• Max Active Objects: INT modifier.
• Overrides: 1 property per object. Exceeding your max automatically ends the oldest active property.
• End Early: Use an Action to touch the object and dismiss the magic.
Your Arcane Armor gains the Thunder Gauntlets ability.
Attack Bonus: INT Modifier
Damage: 1D8 + INT Modifier (Thunder Damage)
Thunder Gauntlets Abilities:
• Distracting Pulse: When you hit a creature with this weapon, it has disadvantage on attack rolls against any target other than you until the start of your next turn.
• Dual Purpose: Each of the armor's gauntlets counts as a weapon, but your hands are still considered empty for holding items or casting spells.
• Extra Attack (Level 5): You can attack twice when you take the Attack action on your turn. (If applicable to your current level)
As a bonus action, you can gain temporary hit points equal to your level in this class, replacing any temporary hit points you already have.
You lose these temporary hit points if you doff the armor.
You can use this bonus action a number of times equal to your proficiency bonus.
Long Rest: Regain expended uses.
A creature gains a + 1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item.
The bonus increases to +2 when you reach 10th level in this class.
You have the following spell slots available. Expended spell slots are restored when you finish a Long Rest.
Spell Slots By Level:
⠀⠀• Cantrips Known: 2 - Unlimited Use
⠀⠀• 1st Level: 4 Slots
⠀⠀• 2nd Level: 2 Slots
Long Rest: Regain all expended spell slots.
You have the following spell slots available.
Body Zone By Level:
⠀⠀• Simple Tattoos: 2 - Unlimited Use
⠀⠀• 1st Level: 3 Zones
⠀⠀• 2nd Level: 4 Zones
⠀⠀• 3rd Level: 5 Zones
⠀⠀• 4th Level: 6 Zones
⠀⠀• 5th Level: 7 Zones
⠀⠀• 6th Level: 8 Zones
⠀⠀• 7th Level: 9 Zones
⠀⠀• 8th Level: 10 Zones
⠀⠀• 9th Level: 11 Zones
⠀⠀• 10th Level: 12 Zones
⠀⠀• 11th Level: 13 Zones
⠀⠀• 12th Level: 14 Zones
⠀⠀• 13th Level: 14 Zones
⠀⠀• 14th Level: 16 Zones
⠀⠀• 15th and above Level: 2 Slots
Long Rest: Regain all expended spell slots.
You have the following spell slots available. Expended spell slots are restored when you finish a Long Rest.
Zone Cost By Level:
⠀⠀• Simple Tattoos: No Cost
⠀⠀• 1st Level: 1 Zone per Spell
⠀⠀• 2nd Level: 2 Zones per Spell
⠀⠀• 3rd Level: 3 Zones per Spell
⠀⠀• 4th Level: 4 Zones per Spell
⠀⠀• 5th Level: 5 Zones per Spell
⠀⠀• 6th Level: 7 Zones per Spell
⠀⠀• 7th Level: 9 Zones per Spell
Long Rest: Regain all expended spell slots.
You have the following spell slots available. Expended spell slots are restored when you finish a Long Rest.
Spell Slots By Level:
⠀⠀• Cantrips Known: 2 - Unlimited Use
⠀⠀• 1st Level: 4 Slots
⠀⠀• 2nd Level: 2 Slots
Always-Prepared Armorer Spells
⠀⠀• Magic Missile (1st Level)
⠀⠀• Thunderwave (1st Level)
⠀⠀• Mirror Image (2nd Level)
⠀⠀• Shatter (2nd Level)
Long Rest: Regain all expended spell slots.