Armorer
Armorers deal with some of the most expensive goods that a smith can produce - with care and the finest materials, armorers produce life saving equipment. Some armorers produce ring mail and similarly simple armor as fast as they can, selling it in bulk to armies. Others however, master armorers, focus on fine steel armors, chain mail, splint mail, and the highly coveted and wildly expensive plate mail. Armorers and their work is highly coveted and kept secure - the techniques to produce high end armors are sometimes considered state secrets.
Armorers often see adventurers offer to purchase their wares - in some lands, it takes some convincing, since the armorers often serve at the behest of the liege lord. Armorers, and in particular the apprentices of armor smiths have an easy entry point into a life of adventuring, since they can equip themselves with the most expensive thing most adventurers will have to buy, that is, a suit of armor. Armorers are good to have along with an adventuring party, since they can keep everyone's armor in good condition.
Spit n' Dirt: You have exacting standards for armor upkeep. Most people use expensive oils and silk cloths, but you know better, best way to polish armor is a bit of grass, spit, and dirt. You have 3d6s which you can use to reduce the damage that someone in your party has taken who is wearing medium or heavy armor by 1d6. You can do this when they take damage as a free action, but you can only do it once per suit of armor. You regain these dice every long rest, as long as you spend 30 minutes polishing in the morning.
If you choose Armorer, you gain the following:
~Either a +1 to your Strength score or a +1 to your Intelligence score~
~A Skill Proficiency in either Athletics or Survival~
~A Tool Proficiency with Smith's tools~
~The following items: Smith's tools, your finest helmet, an iron ingot, a leather apron, and a coinbox with 12sp~
~Spit n' Dirt feat~