Battlesmith

A human battesmith

A hero that can upgrade and repair their team mate’s equipment at a moment's notice.

The battle smiths are reliant on their tinkerer’s tools, which they must have equipped on their belt at all time to use their various battlesmith features.

They are able to support and protect their team with various upgrades and their bulky health pool.

## Features

### Battlesmith Training

You gain proficiency in all *armor,* *handguns* and *light-hammers*.

You gain proficiency in *Tinkerering*. Additionally, you gain the following abilities:

> ***Smith’s Constitution*** - You gain 1 extra hit point per battlesmith feature that your character has unlocked.
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> ***Identify Technology*** (1 minute) - You identify a piece of technology that you can touch. You learn the purpose and effects of an enigmatic item.
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### Infusions

You can use your skills to upgrade a piece of equipment, you gain the following ability:

> ***Infuse*** (3AP) - Use a tinkerer’s tool to apply to an item one of the following Enigmatic effects. You may have 2 infusions active at a time and need to re-apply them after 24 hours.
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> * ***Hellfire Weapon*** - The weapon temporarily becomes a +1 weapon.
> * ***Resilient Armor*** - The armor piece temporarily becomes a +1 armor.
> * ***Exoskeleton*** -  The armor provides +5ft movement speed and a base climbing speed of 20ft.
> * ***Afterburner*** - You increase the efficiency of a vehicle's engine. Land vehicles gain 10 ft additional movement speed per Move action (6 seconds).Water Vehicles, Aircraft and Space Vehicles gain 1 km additional movement speed per Move Action (minute).
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### Inventor's Ingenuity

You can quickly think of a new inventions. You gain the following ability:

> ***Invent*** (2AP) - Once per turn, you can apply effects at your position of one of your infused items:
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> * ***Magnetic Grasp***: Pulls the source object and a creature carrying the source object aslong it is within 30ft of you. Strength save to your battlesmith save dc or be pulled in 15ft towards you.
> * ***Blinding Aura:*** The source starts making loud noises and flashes with light, all creatures except the source within 10 ft that see it must make a Constitution Saving throw or be blinded until the end of their next turn.
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### Infusions II

Your mastery of upgrades allows you to infuse more advanced infusions. You gain the two following abilities:

> ***Infusion Master*** - You now can have 4 infusions active at a time.
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> ***Advanced Infusions*** -You  gain new infusions to pick from:
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> * ***Death Ward Armor*** - Upon death, the armor now revives you back to 1HP. This effect can only be used once per long rest per character.
> * ***Smart Interface*** - You temporarily optimize their implants, the target gains an additional implant slot.
> * ***Elemental Infusion*** - Damage done by 3 different target tactical- or deployables consumables becomes of the damage type: lightning, poison, psychic, acid, fire or cold.
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### Mend

Restoring and repairing equipment and mechanics are part of the job. You gain the two following abilities:

> ***Mend*** (1AP) - Using your tinkerer’s tools, you restore 1d4 **+**the amount of battlesmith features picked hit points to a mechanical creature within 5ft. Can be done equal to your battlesmith features you have picked per sleep rest.
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> ***Repair*** (1 minute) - You can also use your tinkerer’ s tools to restore a single tear or break in an object. such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
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### Adaptive Armor

You can make your armor temporarily resistant to a certain damage type. You gain the following ability:

> ***Adapt Armor*** (2AP) - When you have tinkerer’s tools in your hands or prepared items, you can switch your armor to be resistant to 1 damage type for 1 minute. Your armor can only gain resistance from this effect to one damage type at the time.
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