Battle Ready. The battle smith's weapon attacks are magical, and it adds its Intelligence modifier to attack and damage rolls with them instead of Strength or Dexterity.
Infusions. The battle smith has three items infused with magical properties: its half plate which provides a +1 bonus to its armour class (included), its heavy crossbow which has a +1 bonus to its attack and damage rolls and lacks the loading property (included), and its maul which has a +1 bonus to its attack and damage rolls and grants it the Radiant Flare reaction (included). If the battle smith dies, these magical properties end 4 days later.
Spellcasting. The battle smith is a 7th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The battle smith has following artificer spells prepared:
Cantrips (at will): mending, light
1st level (4 slots): cure wounds, faerie fire, false life, heroism, sanctuary, shield
2nd level (3 slots): aid, blur, branding smite, heat metal, warding bond
Multiattack. The battle smith makes two weapon attacks.
Maul. Melee Weapon Attack. +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.
Heavy Crossbow. Ranged Weapon Attack. +8 to hit, range 100/400 ft., one target. Hit: 10 (1d10 + 5) piecing damage.
Radiant Flare (2/Day). If the battle smith is wielding its maul, after being hit by an attack it can force the attacker to make a DC 15 Constitution saving throw. If it fails, the attacker is blinded until the end of the attacker's next turn.
Description
Variant: Non-Spellcaster. If you choose to remove the spellcasting abilities of the battle smith, the CR is reduced to 4.
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