Artificer
Base Class: Artificer

Armies require protection, and someone has to put things back together if defenses fail. A combination of warrior, protector and medic, a Battle Smith is a jack of all trades in combat, an expert at defending others, striking foes and and repairing both material and personnel. To aid in their work, Battle Smiths are usually accompanied by an arcane defender, a protective companion of their own creation. Many soldiers tell stories of nearly dying before being saved by a Battle Smith and an arcane defender.

In the world of Eberron, Battle Smiths played a key role in House Cannith’s work on battle constructs and the original warforged, and after the Last War, these artificers led efforts to aid those who were injured in the war’s horrific battles.

Battle Smith Spells

You always have certain spells prepared after you reach particular levels in this class, as shown in the Mech Pilot Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Artificer Level

Spells

3rd

blessshield

5th

aidbranding smite

9th

hastemass healing word

13th

death wardfire shield

17th

hold monstermass cure wounds

Battle and Artifice

Beginning at 3rd level, your combat training and your experiments with magic have paid off in two ways:

  • You gain proficiency with martial weapons and smith's tools.
  • When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls (customize weapon in character sheet).

Arcane Defender

Also at 3rd level, your tinkering has borne you a faithful companion, an arcane defender. It is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the Arcane 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 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 it 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 feet of it and you expend a spell slot of 1st level or higher. The arcane 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 arcane defender if you have your smith’s tools with you, and you can choose its size. If you already have a arcane defender from this feature, the first one immediately perishes. The defender also perishes if you die.

Arcane DEFENDER

Armor Class 13 + PB (natural armor)

Hit Points 2 + your Intelligence modifier + five times your artificer level (the defender has a number of Hit Dice [d8s] equal to your artificer level)

Speed 40 ft.

STR
14 (+2)
DEX
12 (+1)
CON
14 (+2)
INT
(-3)
WIS
10 (+0)
CHA
(-2)

Saving Throws Dex +1 plus PB, Con +2 plus PB

Skills Athletics +2 plus PB, Perception +0 plus PB × 2

Damage Immunities poison

Condition Immunities charmed, exhaustion, poisoned

Senses darkvision 60 ft., passive Perception 10 + (PB × 2)

Languages understands the languages you speak

Challenge — Proficiency Bonus (PB) equals your bonus

Vigilant. The defender can’t be surprised.

Actions

Force-Empowered Rend. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + PB force damage.

Repair (3/Day). The magical mechanisms inside the defender restore 2d8 + PB hit points to itself or to one construct or object within 5 feet of it.

Reaction

Deflect Attack. The defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the defender.

Extra Attack

Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

Arcane Smite

At 9th level, 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 arcane defender hits a target, you can channel magical energy through the strike to create one of the following effects:

  • The target takes an extra force damage equal to a number of d4s equal to your proficiency bonus.
  • Choose one creature or object you can see within 30 feet of the target. Healing energy flows into the chosen recipient, restoring a number of hit points to it equal to a number of d4s equal to your proficiency bonus.

You can use this feature a number of times equal to your proficiency bonus, gaining all expended uses when you finish a long rest. Additionally, at the end of a short rest, you regain one expended use.

Supreme Battle Smith

When you reach 15th level, your magical resilience and Arcane Defender become more powerful. You gain the following benefits:

  • Whenever your steel defender uses its Deflect Attack, or the first time you hit with a magic weapon attack each turn, the attacker takes force damage equal to 1d10 + your Intelligence modifier.
  • When you finish a short or long rest, you may have your Steel Defender and you gain temporary hit points equal to twice your Artificer level.

Previous Versions

Name Date Modified Views Adds Version Actions
12/8/2022 9:59:05 PM
18
3
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1/3/2023 7:06:08 PM
29
9
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Coming Soon

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