Artificer Class/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 material and personnel. To aid in their work, Battle Smiths are usually 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.

*3rd-level feature*

 When you adopt this specialization at 3rd level, you gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

*3rd-level feature*

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

*3rd-level feature*

 Your combat training and your experiments with magic have paid off in two ways:

* You gain proficiency with martial weapons.
* 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.

*3rd-level feature*

 Your tinkering has borne you a faithful companion, a steel defender. It is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the Steel Defender stat block. 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 one of the actions in its stat block or the Dash, Disengage, Help, Hide, or Search action.
 If the Mending*Transmutation Cantrip*
**Casting Time:** 1 min
**Range:** Touch
**Components:** V,S,M
**Duration:** Instantaneous
Repair a single broken object no larger than 1 cu ft; can't restore magic to broken magic item 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 feet 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 your smith's tools with you. If you already have a steel defender from this feature, the first one immediately perishes.

*5th-level feature*

 You can attack twice, rather than once, whenever you take the Attack action on your turn.

*9th-level feature*

 You learn 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 feet 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 Intelligence modifier (minimum of once), but you can do so no more than once on a turn. You regain all expended uses when you finish a long rest.

*15th-level feature*

 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 Intelligence modifier.

## Steel Defender

A steel defender is the construct companion of a **Battle Smith Artificer**. It's friendly to you and your companions, and it obeys your commands. You determine the creature's appearance and whether it has two legs or four; your choice has no effect on its game statistics.

#### Commanding the Defender

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 def ender can take any action of its choice, not just Dodge.

If the Mending*Transmutation Cantrip*
**Casting Time:** 1 min
**Range:** Touch
**Components:** V,S,M
**Duration:** Instantaneous
Repair a single broken object no larger than 1 cu ft; can't restore magic to broken magic item spell is cast on the defender, 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 feet of it and you expend a spell slot of 1st level or higher. The 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 defender also perishes if you die.

#### Statistics and Leveling Up

Most of the defender's statistics are unchanging, but certain things should be updated as you gain levels in the Artificer class:

* ***Hit Points.***   The defender's hit point maximum is calculated based on your artificer level and your Intelligence modifier, as noted in the statblock here.
* ***Saving Throws and Skills.***   The defender is proficient in DEX and CON saves, proficient in Athletics, and double-proficient in Perception. The statblock assumes that the defender's proficiency is +2 and has calculated these bonuses accordingly, but you will need to increase them when you level up. Each of these statistics can be calculated as shown below. Your defender's proficiency bonus is always equal to yours.
	+ Saving Throw: [the ability's bonus] + [proficiency]
	+ Athletics: [STR bonus] + [proficiency]
	+ Perception: [WIS bonus] + [proficiency x 2]
	+ Passive Perception: 10 + [Perception bonus]
* ***Actions.***   As noted in the statblock, the defender's Force Empowered Rend uses your spell attack modifier for rolls to hit, and adds your proficiency bonus to its damage. The Repair ability also adds your proficiency bonus to the healing roll. Be sure to update these values when your own statistics change.
* ***Class Abilities.***   The defender gains additional abilities through the Arcane Jolt and Improved Defender features available to Battle Smiths.