Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Armorer spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you repair.

Mechanical Armor

At 3rd level, you've finished creating a suit of magically powered mechanical plate armor. When you create the armor, you decide which type its is, choosing from the options on the Mechanical Armor table. You can spend time during a short or long rest to reconfigure your armor, changing its type. You can don or doff the armor as an action.

The armor has hit points equal to 5 times your artificer level. While wearing the armor, its hit points and hit point maximum are added to yours. If the mending spell is cast on it, the armor regains 2d6 hit points. While wearing the armor, you can use a bonus action to expend one spell slot to cause

the armor to regain 1d8 hit points per level of the spell slot expended. If the armor is completely destroyed, you can create a new one over the course of a long rest.

You can integrate a suit of magical armor into your mechanical armor over the course of a long rest. When you do so, the mechanical armor gains the magical armor's effects.

You can customize your armor using your Infuse Item feature. You can infuse the armor with an Artificer Infusion even if the infusion requires an object that isn't a suit of armor. When you do so, the required object is built into the armor when you infuse it. You can infuse the armor with multiple Artificer Infusions, up to your maximum number of infused items, and each infusion must require a different type of object.