Artificer Specialist
At 3rd level, an artificer gains the Artificer Specialist feature. The following option is designed to replace the existing Battle Smith option found in Eberron: Rising from the Last War.
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 sometimes accompanied by an artificer's guardian, a protective companion of their own creation. Many soldiers tell stories of nearly dying before being saved by a Battle Smith and their guardian.
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.
Tool Proficiency
3rd-level Battle Smith feature
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.
Battle Smith Spells
3rd-level Battle Smith 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.
Battle Smith Spells
| Artificer Level | Spell |
|---|---|
| 3rd | heroism, shield |
| 5th | branding smite, warding bond |
| 9th | aura of vitality, conjure barrage |
| 13th | aura of purity, fire shield |
| 17th | banishing smite, mass cure wounds |
Battle Ready
3rd-level Battle Smith feature
Your combat training and experiments with magic allow you unique abilities on the battlefield:
- You gain proficiency with martial weapons and heavy armor.
- 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.
Arcane Defender
3rd-level Battle Smith feature
Incorporating artificing magic into your weapons and armor, you are able to aid your allies and decimate your foes.
When a creature you can see attacks a target other than you that is within 15 feet of you, you can use your reaction to teleport to the target's space, swapping locations with them, if they are willing. You become the new target of the attack.
Once you have used this reaction, you can’t use it again until you finish a long rest, or until you expend a spell slot of 1st level or higher to use it again.
Extra Attack
5th-level Battle Smith feature
You can attack twice, rather than once, whenever you take the Attack action on your turn.
Arcane Jolt
9th-level Battle Smith feature
You learn new ways to channel arcane energy to harm or heal. When you hit a target with a magic weapon attack, 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.




Improved Defender
15th-level Battle Smith feature
Your Arcane Jolt becomes more powerful, and better suited to aiding your allies on battlefield:
- The extra damage and the healing of your Arcane jolt both increase to 4d6.
- When you use your Arcane Jolt, you can choose to teleport the recipient of the extra damage or healing up to 30 feet to a point you can see. If the creature is unwilling, they must succeed on a Charisma saving throw against your spell save DC, or be teleported.
Artificer Infusions
When you choose your artificer infusions, you have access to the following option.
Artificer's Guardian
Prerequisite: 6th-level artficer
Item: Crafting materials worth at least 100gp
Your tinkering has borne you a faithful companion, an artificer's guardian. The materials you infuse serve as the creature's body.
It is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the artificer's guardian 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 artificer's guardian 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 spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use a set of artisan's tools with which you are proficient (such as smith's tools or woodcarver'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 artificer's guardian returns to life after 1 minute with all its hit points restored.
At the end of a long rest, you can create a new artificer's guardian if you have with you a set of artisan's tools with which you are proficient and the required crafting materials. If you already have an artificer's guardian, the first one immediately perishes.
Credits
- Written by u/TheRealBricycle
- Art by Bob Kehl - Dwarven forge cleric
- Art by Vladimir Gvozdariki - Rhino
Artificer's Guardian
Medium construct, neutral
- Armor Class 15 (natural armor)
- Hit Points equal the guardian's Constitution modifier + your Intelligence modifier + five times your level in this class
- Speed 40 ft.
STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 14 (+2) 4 (-4) 10 (+0) 6 (-2)
- Saving Throws Dex +3, Con +4
- Skills Athletics +4, Perception +4
- Damage Immunities poison
- Condition Immunities charmed, exhaustion, poisoned
- Senses darkvision 60 ft., passive Perception 14
- Languages understands the languages you speak
Might of the Master. The following numbers increase by 1 when your proficiency bonus increases by 1: the guardians's skill and saving throw bonuses (above), the bonuses to hit and damage of its rend attack, and the number of hit points restored by its Repair action (below).
Vigilant. The guardian can't be surprised
Actions (Requires Your Bonus Action)
Force-Empowered Rend. Melee Weapon Attack: +4 to hit, reach 5 ft., one target you can see. Hit: 1d8 + 2 force damage.
Repair (3/Day). The magical mechanisms inside the guardian restore 2d8 + 2 hit points to itself for to one construct or object within 5 feet of it.
Reaction
Deflect Attack. The guardian 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 guardian.


