Arc Heart. Valiant and each creature with this trait may swap their initiative score with one another and gain access to Arc Heart Legendary Actions.
Armoured Intelligence (1/Short Rest). Whenever Valiant fails a Intelligence, Wisdom, or Charisma saving trow she can choose to succeed instead.
Combat Conjurer. Valiant has Advantage on Constitution saving throws to maintain Concentration and creatures have Disavantage on Constitution saving throws to maintain their Concentration whenever Valiant deals damage to it.
Magical Recovery (1/Long Rest). After a finishing a Short Rest Valiant can restore a numer of spell slots with a combined level equal to 5 and she can't restore a spell slot higher than 5th level.
Origin Spells. Once a day Valiant can cast the following spells using her spellcasting ability (see Spellcasting): darkness, feather fall, hellish rebuke
Overshield (1/Long Rest). When Valiant casts a spell from the Abjuration school she gains a magical overshield. The overshield has 25 hit points and she takes damage, the overshield takes the damage instead, and any Resistances or Vulnerabilitiesare applied before reducing the overshield’s Hit Points. If the damage reduces the ward to 0 Hit Points, she takes any remaining damage. While the overshield has 0 Hit Points, it can’t absorb damage, but its magic remains.
Whenever Valiant casts an Abjuration spell with a spell slot, the overshield regains a number of Hit Points equal to twice the level of the spell slot.
Special Equipment. Valiant wears a set of Arc Warden Prime armour.
Spellcasting. Valiant is a 20th-level spellcaster. Her spellcasting ability is intelligence (spell save DC 19, +11 to hit with spell attacks). Valaint has the following Artificer and Wizard spells prepared:
Cantrips (at will): dancing lights, elementalism, fire bolt, green-flame blade, light, mending, message, minor illusion, prestidigitation, shocking grasp, spare the dying, thaumaturgy
1st Level (4 slots): burning hands, cure wounds, detect magic, magic missile, sanctuary, shield, thunderwave
2nd Level (3 slots): arcane lock, lesser restoration, locate object, mirror image, misty step, shatter
3rd Level (3 slots): counterspell, dispel magic(bonus action), fireball, haste, hypnotic pattern, lightning bolt, revivify, thunder step
4th Level (3 slots): arcane eye, banishment, dimension door, polymorph
5th Level (3 slots): greater restoration, modify memory, summon dragon, teleportation circle
6th Level (2 slots): chain lightning, contingency, disintegrate, scatter
7th Level (2 slots): reverse gravity, symbol, teleport
8th Level (1 slot): antimagic field, mind blank
9th Level (1 slot):imprisonment, shapechange
Spell Refueling Armour. Whenever Valiant casts a spell of 1st trough 4th level, roll 1d4. If the numer rolled is equal to the spell's level the spellslot is not expended.
Stabilizing Suit. Valiant has Advantage on death saving throws.
Vanguard of the Realm. Valiant or one other creature with this trait may gain Advantage on their initiative roll and they gain access to Vanguard of the Realm Legendary Actions.
Multiattack. Valiant makes two weapon attacks.
Thunder Gauntlets. +11 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) Thunder damage and a target hit by this attack has disadvantage on attack rolls against creatures other than Valiant.
Fire Bolt. +11 to hit, range 120 ft., one target. Hit: 22 (4d10) Fire damage.
Arcane Defence Field (6/Short Rest). A field of shimmering green force coats Valiant's armour and she gains 20 Temprary Hit Points.
Emergency Heal. Valiant can spend one of her unspend Hit Dice and regain a number of Hit Points equal to the numer rolled.
Arcane Opportunity. Valiant can cast a spell that takes one Action and has one target instead of making an Opportunity Attack whenever a creature moves out of reach.
Creative Brilliance. Whenever Valiant or a creature within 30 feet of her makes a ability check or saving throw they can add Valiant's +5 to the roll.
Projected Overshield. Whenever a creature Valiant can see within 30 ft. of her takes damage she causes her Overshield to absorb that damage. If this damage reduces the overshield to 0 HP, the shielded creature takes any damage. The creature’s Resistances and Vulnerabilities are applied before reducing the overshield's HP.