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.
A creature gains a + 1 bonus to Armor Class while wielding this shield.
The shield has 4 charges. While holding it, the wielder can use a reaction immediately after being hit by a melee attack to expend 1 of the shield's charges and push the attacker up to 15 feet away.
At Dawn: The shield regains 1d4 expended charges.
Required Attunement: This infusion requires the user to attune to the armor.
While wearing this armor, a creature has resistance to one of the following damage types, which you choose when you infuse the item:
⠀⠀• Acid
⠀⠀• Cold
⠀⠀• Fire
⠀⠀• Force
⠀⠀• Lightning
⠀⠀• Necrotic
⠀⠀• Poison
⠀⠀• Psychic
⠀⠀• Radiant
⠀⠀• Thunder
Required Attunement: This infusion requires the user to attune to the armor.
Using this infusion, you replicate a particular magic item, in this cause a Bag of Holding
This ordinary-looking canvas sack always weighs exactly fifteen pounds, yet its enchanted interior opens into a pocket dimension capable of swallowing up to 500 pounds of gear. With a focused action, the exact item you need is drawn instantly from the void to your waiting hand. Just handle it with care: suffocating living creatures inside, piercing the fabric, or stowing it within another extradimensional space will violently rupture the bag and scatter your hard-won loot across the Astral Plane.
Once per day, the wearer can use Calculated Strike
Calculated Strike:
When the wearer makes an attack roll while wearing the amulet, they can choose not to roll the d20. Instead, the die result is automatically 10.
At Dawn: Calculated Strike gains one charge
While holding the wand, one can use an action and expend 1 charge
If there is a secret door or trap within 30 feet, the wand pulses and points toward the nearest one.
The wand does not tell you exactly what the trap is or how to open/disarm the secret door—it just tells you where the nearest hidden feature is.
At Dawn: Regains 1d3 expended charges