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Subclass Artificer Battle Smith
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The Battle Smith is an Subclass that combines frontline combat with a mechanical companion — the Steel Defender. You gain Martial Weapon proficiency and use your Intelligence modifier for magic weapon attacks through Battle Ready, turning the Artificer's primary stat into a combat stat. With Extra Attack at Level 5 and Arcane Jolt at Level 9, the Battle Smith is a self-sufficient attacker that also sustains allies through damage.
| LEVEL | FEATURE |
|---|---|
| 3 | Battle Smith Spells, Battle Ready, Steel Defender |
| 5 | Extra Attack |
| 9 | Arcane Jolt |
Battle Smith Spells When you reach certain Artificer levels, you always have specific spells prepared:
| ARTIFICER LEVEL | SPELLS |
|---|---|
| 3 | Heroism, Shield |
| 5 | Branding Smite, Warding Bond |
| 9 | Aura of Vitality, Conjure Barrage |
Battle Ready Your combat training and your experiments with magic have paid off in two ways.
Arcane Empowerment. When you attack with a magic weapon, you can use your Intelligence modifier, instead of your Strength or Dexterity modifier, for the attack and damage rolls.
Weapon Knowledge. You gain proficiency with Martial weapons. You can use a weapon with which you have proficiency as a Spellcasting Focus for your Artificer spells.
Steel Defender Your tinkering has borne you a companion: a Steel Defender. It is friendly to you and your companions, and it obeys your commands. If it has died, you can use your smith's tools as an action and expend a spell slot of 1st level or higher to revive it.
Extra Attack You can attack twice, instead of once, whenever you take the Attack action on your turn.
Arcane Jolt When you hit a target with an attack roll using a magic weapon, or when your Steel Defender hits a target, you can channel magical energy through the strike to unleash one of the following effects:
Destructive Energy. The target takes an extra 2d6 force damage.
Restorative Energy. Choose one creature or object you can see within 30 feet of you. 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 per turn. You regain all expended uses when you finish a Long Rest.
The Battle Smith is the most self-contained Subclass. Battle Ready at Level 3 means you build one stat — Intelligence — and it powers both your spells and your weapon attacks. The Steel Defender acts independently, adding pressure and triggering Arcane Jolt at Level 9. Extra Attack at Level 5 doubles your attack action output, matching the Armorer.
What defines the Battle Smith:
- Battle Ready — Intelligence to all magic weapon attacks; weapon as spellcasting focus means one hand covers both
- Steel Defender — a durable companion that attacks, threatens, and Deflects attacks against allies
- Extra Attack at Level 5 — two attacks plus Steel Defender on the same turn
- Arcane Jolt at Level 9 — on any hit, choose +2d6 force damage OR restore 2d6 HP to a nearby ally; the choice is made after you see the result