Level 2: Magic Missile, Thunderwave
Level 5: Mirror Image, Shatter
Level 9: Hypnotic Pattern, Lightning Bolt
Level 13: Fire Shield, Greater Invisibility
Level 17: Passwall, Wall of Force
Your metallurgical pursuits have led to you making armor a conduit for your magic. As an action, you can turn a suit of armor you are wearing into Arcane Armor, provided you have Smith’s tools in hand.
You gain the following benefits while wearing this armor:
If the armor normally has a Strength requirement, the arcane armor lacks this requirement for you.
You can use the arcane armor as a spellcasting focus for your artificer spells.
The armor attaches to you and 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 armor replaces any missing limbs, functioning identically to a limb it replaces.
You can doff or don the armor as an action.
The armor continues to be Arcane Armor until you don another suit of armor or you die.
Beginning at level 1 when you wear a suit of Arcane Armor, each of the armor’s gauntlets counts as a simple melee weapon while you aren’t holding anything in them, and they deal 1d8 Bludgeoning damage on a hit. You can use your Intelligence modifier instead of Strength for the attack and damage rolls made for the gauntlets.
The Gauntlets count as Martial Weapons that you are proficient in and you Master them. You gain the Cripple Property and one additional Mastery Property. The Property can be the “Specialist” property or the Push, Protector, or Defender property.
You can use your Bonus Action to grant yourself a number of Temporary Hit Points equal to twice your proficiency bonus. While you have these Temporary Hit Points your Armor class increases by 2.
Overcharge. When you use a Bonus Action for your Ablative Armor feature, you can add one die to your Overcharge pool to activate the effects of your Brace Mastery property with the same Bonus Action.
Beginning at 3rd level, you can use the “Use a Magic Item” action to make a special melee attack with the gauntlets. A creature hit by this special attack has disadvantage on attack rolls against targets other than you until the start of your next turn, and the attack deals Acid, Lightning, or Thunder damage rather than Bludgeoning.
You can choose 2 extra infusions to build into your armor that don’t count toward your total number of infusions. These can be any infusions that infuse boots, helms, armor, or gauntlets. These infusions can cause a single item to have 2 separate infusions.
When you gain Temporary Hit Points from Ablative Armor, you gain additional Temporary Hit Points equal to your level.
When a Huge or smaller creature you can see ends its turn within 30 feet of you, you can use your reaction to magically force it to make a Strength saving throw against your spell save DC. On a failed save, you pull the creature up to 25 feet directly to an unoccupied space. If you pull the target to a space within 5 feet of you, you can make a melee weapon attack against it as part of this reaction.