Fey Ancestry: Advantage on Saving Throws to avoid or end Charmed Condition on myself...
Dark Vision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray
Fury of the Small: When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage equal to your proficiency bonus. You can use this trait a number of times equal to your proficiency bonus, you can only use it once per turn. Regain all expended uses after a long rest.
Nimble Escape: You can take the Disengage or Hide action as a bonus action on each of your turns.
Magical Tinkering: You've learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisans' tools in hand. You then touch a tiny non-magical object as an action and give it one magical effect.(Sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Records a 6-second message that is played whenever tapped by a creature and is heard up to 10 feet away. Continually emits a nonverbal sound that is perceivable up to 10 feet away. A static visual effect appears on one of the objects surfaces picture or words up to 25 words.) This effect lasts indefinitely unless stopped with an action. Objects can only have one effect at a time. The amount of effects you can have is equal to your intelligence modifier minimum of 1 and when it is exceeded, the oldest affect disappears.
Spell casting: Uses his hammer as his spell casting focus. The number of spells is equal to your spell slots. To cast a spell slot you have the spell prepared. To determine how many types of spells you can prepare, you must add your Intelligence bonus plus your level and round down.
At level 2 Gain Infuse Item: You've gained the ability to imbue mundane items with certain magical infusions. When you gain this trait, pick four artificer infusions to learn. Whenever you gain a level, you can replace one infusion with another. Whenever you finish a long rest, you can touch a non-magical object and imbue it with one of your infusions. If the item requires attunement, you can attune yourself to it the instant you infuse the item. Your infusion lasts on the object indefinitely, but when you die the infusion vanishes after a number of days equal to your intelligence modifier. You can infuse more than one non-magical object at a time. No object can bear more than one infusion. If you try to exceed your maximum the oldest one ends.
At level 3 Gain Battle Smith Artificer Specialist: choose one of the subclasses. I chose Battle Smith
At level 3 Gain The Right Tool For the Job: You've learned how to produce exactly the tool you need with thieves tools or artisan's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This requires 1 hour of uninterrupted work. Can coincide with a short or long rest. Though the product of magic, the tools are non-magical, and they vanish when you use this feature again.
At level 3 Gain Tool Proficiency: You gain proficiency with smiths tools.
At level 3 Gain Battle Smith Spells: you always have Certain spells prepared after you reach particular levels in this class as shown in the battle smith spells table.
At level 3 Gain Battle Ready: Your combat training and your r experiments with magic have paid off in two ways. You are now proficient in martial weapons and when you attack with a mafic weapons you can use your intelligence modifier instead of strength or dexterity for attack and damage rolls.
At level 3 Gain Steel Defender: Your tinkering has borne you a companion. It's friendly to you and your companions, and it obeys your commands. Stats come from in game stated block and add your Proficiency bonus. You determine the creature's appearance and whether it has 2 or 4 legs. In combat, the defender shares your initiative count but takes its turn directly after yours it can move and use it reaction on its own but the only action it takes on its turn is the dodge action, unless you use your bonus action to command it to do one of its actions or another action. If you are down, the defender can take any action. If the mending spell is cast on the defender it regains 2d6 hit points if it has died with the last hour, you can use your smiths tools as an action to revive provided you are within 5 feet and expel a spell slot of 1st level or higher. It will return to life with full hit points. At the end of a long rest, you can create a new steel defender if you have smiths tools. If you already had one, the first one is replaced by the new one. If you Die so does the defender
At level 4 Gain Ability Score improvement:
At level 5 Gain Extra Attack: You can attack twice rather than once whenever you take the attack action on your turn.
At level 6 Gain Tool Expertise: Your Proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool
At level 7 Gain Flash of Genius: You gained the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet makes an ability check or a saving throw, you can use your reaction to add your intelligence modifier to that roll. You can use this feature a number of times equal to your intelligence modifier. You regain all uses after a long rest
At level 8 Gain Ability Score improvement:
At level 9 Arcane Jolt: You have learned the new ways to channel arcane energy to harm or heal. When either you hit a target with a magical weapon or your steel defender hits a target, you channel magical energy through the strike to create either an extra 2d6 of force damage or choose a creature within 30 feet of the target to get 2d6 healing. You can use this energy a number of times equal to your intelligence modifier, but can only do it once per turn. You regain all uses when you finish a long rest
At level 10 Gain Magic Item Adept: You can attune to up to four magic items at once. If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much usual gold.
At level 11 Gain Spell-Storing Item: you can now store a spell in an object. Whenever you finish a long rest you can touch one simple or martial weapon or one item that you can use as a spell casting focus, and you store a spell in it choosing a 1st or 2nd level spell list that requires 2 action to cast (you don't need to have the spell prepared) Well holding the object any creature can produce the spells effect and use your spell casting modifier. The spell stays in the object until it's been used a number of times equal to twice your intelligence modifier, or until you use this feature again to store a spell in an object.
At level 12 Gain Ability Score improvement:
At level 14 Gain Magic Item Savant: Your skill with magic items deepens, you can attune up to five magic items at once. You ignore all class, race, spell and level requirements on attuning to or using a magic item.
At level 15 Gain improved Defender: Your arcane jolt and steel defender are more powerful. The extra damage and healing of arcane jolt is now 4d6 . Your steel defender gains a +2 armor class bonus. Whenever your steel defender uses its deflect attack, the attacker takes force damage equal to 1d4 plus your intelligence modifier.
At level 16 Gain Ability Score improvement:
At level 18 Gain Magic Item Master: You can now attune to up to six magical items at once.
At level 19 Gain Ability Score improvement:
At level 20 Gain Soul of Artifice: You have developed a mystical connection to your magic items, which you can draw on for protection: Gain a +1 bonus to all saving throws per mafic item you are currently attuned to. If you're reduced to 0 hit points but not killed out-right, you can use your reaction to end one of our artificer infusions, causing you to drop to 1 hit point instead of 0.
Features & Traits