Battle Smith
Armies require protection, and someone has to put things back together if defenses fail. A combination of protector and medic, a Battle Smith is an expert at defending others and repairing both materiel and personnel. To aid in their work, Battle Smiths are accompanied by a Steel Defender, a protective companion of their own creation. Many soldiers tell stories of nearly dying before being saved by a Battle Smith and a Steel Defender.
| Level | Spells |
|---|---|
| 3 | Heroism, Shield |
| 5 | Branding Smite, Warding Bond |
| 9 | Aura of Vitality, Conjure Barrage |
| 13 | Aura of Purity, Fire Shield |
| 17 | Banishing Smite, Mass Cure Wounds |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 12 (+1) | 14 (+2) | 4 (−3) | 10 (+0) | 6 (−2) |
Subclass Features
Speciality Spells
Your specialization and training grant you the following spells. You know the following spells and they do not count towards the number of spells you can prepare.
Tool Proficiency
Your pursuit of greater skills in combat and designing your Steel Defender make you adept at working metal.
You gain proficiency with Smith's Tools. If you already have this proficiency, you gain proficiency with one other type of Artisan's Tool of your choice.
The time it takes for you to craft a nonmagical or magical weapon is halved.
Battle Ready
Your combat training and your experiments with magic have paid off.
You gain proficiency with martial weapons. When you attack with a magic weapon, you can use your INT modifier, instead of STR or DEX modifier, for the attack and damage rolls.
You have proficiency with Martial weapons and can use Martial weapons as a spellcasting focus for casting Artificer spells.
Steel Defender
Your tinkering has borne you a faithful companion, a Steel Defender. It's friendly to you and your companions, and it obeys your commands. See its game statistics in the Steel Defender stat block, which uses your Proficiency Bonus (PB) in several places. You determine the creature's appearance and whether it has two legs or four; your choice has no effect on its game statistics.
In combat, the Steel Defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are Incapacitated, the defender can take any action of its choice, not just Dodge.
If the Mending spell is cast on it, it regains 2D6 hit points. If it has died within the last hour, you can use your Smith's Tools as an action to revive it, provided you are within 5 ft of it and you expend a spell slot of 1st level or higher. The Steel Defender returns to life after 1 minute with all its hit points restored.
At the end of a long rest, you can create a new Steel Defender if you have Smith's Tools with you. If you already have a defender from this feature, the first one immediately perishes. The Steel Defender also perishes if you die.
Steel Defender
Medium Construct
Armor Class: 12 + your INT modifier (Minimum 1) (Natural Armor)
Hit Points: 5 + 5 times your Artificer level (The Steel Defender has a number of Hit Dice [D8s] equal to your Artificer level)
Speed: 40 ft
Damage Immunities: Poison
Condition Immunities: Charmed, Exhaustion, Poisoned
Senses: Darkvision 60 ft, Passive Perception 10 + (PB x 2)
Languages: Understands the languages you speak
Proficiency Bonus (PB): equals your bonus
Vigilant: The Steel Defender can't be Surprised.
Steel Bond: Add your Proficiency Bonus to any ability check or saving throw the Steel Defender makes.
Actions
Force-Empowered Rend: Steel Defender makes a melee attack using your spell attack modifier to hit, reach 5 ft, one target you can see. On a hit it deals 1D8 + PB Force damage.
Repair (3/Long rest). The magical mechanisms inside the Steel Defender restore 2D8 + PB hit points to itself or to one Construct or object within 5 ft of it.
Reactions
Deflect Attack: The Steel Defender imposes disadvantage on the attack roll of one creature it can see that is within 5 ft of it, provided the attack roll is against a creature other than the Steel Defender.
Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn as your martial skills grow while defending your allies.
You can forgo one of your attacks to command your Steel Defender to take the Force-Empowered Rend action.
Arcane Jolt
You've learned new ways to channel arcane energy to harm or heal. When either you hit a target with a magic weapon attack or your Steel Defender hits a target, you can channel magical energy through the strike to create one of the following effects
The target takes an extra 2D6 Force damage.
Choose one creature or object you can see within 30 ft of the target. Healing energy flows into the chosen recipient, restoring 2D6 hit points to it.
You can use this energy a number of times equal to your INT modifier (Minimum 1), but you can do so no more than once on a turn. You regain all expended uses when you finish a long rest.
Improved Defender
Your Arcane Jolt and Steel Defender become more powerful
The extra damage and the healing of your Arcane Jolt both increase to 4D6.
Your Steel Defender gains a +2 bonus to Armor Class.
Whenever your Steel Defender uses its Deflect Attack, the attacker takes Force damage equal to 1D4 + your INT modifier (Minimum 1).