Tools of the Trade:
By the time you adopt this specialty at 3rd level, you’re deeply familiar with employing its tools. Proficiencies: You gain proficiency with Smith’s tools and Cobbler’s tools. You also gain alchemist’s supplies and an herbalism kit for free—the result of tinkering you’ve done as you’ve prepared for this specialization.
Crafting: If you craft a magic item in the armor category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
3: Shield of Faith, Armor of Agarthys
5: Warding Bond, Barkskin
9: Tiny Hut, Crusader’s Mantle
13: Stoneskin, Fire Shield
17: Antilife Shell, Circle of Power
Heavily Armored: After a long rest, you can touch one set of heavy armor and imbue it with magic over the course of 10 minutes. This magic lasts until you take another long rest, after which you also regain your Artificer Points. You are proficient in heavy armor that has been imbued in this way. Only you can wear the armor that has been imbued in this way. by you. You have a number of Armorer Points equal to your Artificer level. When you imbue the armor with magic you can spend AP to give the armor enhancements listed below, these enhancements cease to operate after the armor’s magic wears off. AP is also use for features you will gain at higher levels.
Projectile Protection Cost: 5 AP
You have resistance to piercing damage from ranged weapon attacks while wearing this armor.
Flight Cost:18 AP
You gain a flying speed of 30 feet while wearing this armor.
Mobility Cost:3 AP
You ignore difficult terrain while wearing this armor.
Speed Cost:2-20 AP
Your walking speed increases by 5 feet for every 2 AP you spend on this Enhancement.
Aqua Affinity Cost:2 AP
You gain a swimming speed equal to your walking speed.
Flamethrower Cost:17 AP
You can cast Firebolt as a bonus action while wearing this armor.
Electrified Cost: 2 AP
Whenever a creature starts their turn grappling you or being grappled by you, they take 1d4 lightning damage.
Night Vision Cost: 4 AP
You gain darkvision to 30 feet. You cannot see colors in darkness.
Sonar Cost: 8 AP
While underwater, you have blindsight to 120 feet.
Precise Targeting Cost: 3 AP
You gain a +1 bonus to ranged weapon attack rolls.
Redirect Energy Cost: 7 AP
When you take lightning, force, or radiant damage, you can use your reaction to force all other creatures within 30 feet of you to make a dexterity saving throw, they take 2d10 thunder damage on a failed save or half as much on a success.
Respiration Cost: 3 AP
While you are wearing this armor you can breath underwater.
Tin Foil Cost: 12 AP
While you are wearing this armor your mind cannot be dominated, charmed or read by a spell of 5th level or lower.
Lantern Cost: 2 AP
You shed bright light to 30 feet and dim light to 90 feet while wearing this armor.
Strong Cost: 3 AP Your carrying capacity is tripled when wearing this armor.
Scintillating Blade: 9 AP
When you do damage to a creature or object with a meelee weapon that does slashing or piercing damage, they take an additional 1d4 damage if they are a creature, or 8d4 damage if they are an object.
Master of Armor:
When you reach 6th level in this class, you can spend 10 AP points to increase your AC by 3 for the next hour. Once you use this feature, you cannot use it again until you complete a long rest.
Supreme Master of Armor:
At level 14, you gain proficiency in martial weapons. Whenever you take damage, you can spend AP points to reduce the damage you take by 1d6 per AP point spent.