Battlesmith
Battlesmiths are the master tacticians and front-line engineers of Ekur-Kadû. Armed with fortified armor, infused weapons, and a custom-built War Construct, they defend allies, control enemies, and break sieges with cold precision. Their inventions replace spellwork with replicable, disciplined effect-tech.
(3rd Level)
War Construct
You create a custom mechanical companion. It acts on your initiative and obeys your verbal commands. You can rebuild it during a long rest or with 1 hour of work and 25 gp of materials.
War Construct Stats (3rd Level)
- AC: 13 + your proficiency bonus
- HP: 5 × artificer level + your Int mod
- Speed: 40 ft.
- Saves: Dex +2, Con +2 (use your PB)
- Resistances: Non-magical bludgeoning, piercing, slashing
- Actions:
- Force Slash: Melee Weapon Attack — your spell attack mod to hit, 1d8 + PB force damage
- Intercept Protocol (Reaction): When an ally within 5 ft is hit, it imposes disadvantage on the attack once per round.
Scaling:
- At 6th: +1d8 Force Slash damage
- At 10th: Gains Fly (hover) 30 ft.
- At 14th: Gains Plasma Lance (2/day): Line 30 ft, Dex save vs your DC, 6d6 force damage on fail.
Combat Calibrator
You gain proficiency with martial weapons. Once per turn, when you deal damage with a weapon or your War Construct hits, you can add your Intelligence modifier to the damage dealt.
Stored Effect Access
You unlock the ability to store specific battlefield formulas inside infused items. These effects act like spells but are entirely tech-based. You can prepare 2 effects at 3rd level, plus 1 additional at 5th, 9th, 13th, and 15th.
Stored Effects – Battlesmith Access
(Usable in Spell-Storing Item system. You don’t “cast” these — you store and use them.)
Level | Effects Unlocked |
---|---|
3rd | Force Pulse (1d6+Int), Repair Field (heal construct or armor for 1d8+PB), Gravity Snare (pull 10 ft, Dex save), Reflective Plating (reaction, half damage from ranged weapon attack) |
5th | Magnetic Grasp (restrain metal-wielders), Repulsion Blast (15 ft cone, push 10 ft), Arc Barrier (+2 AC reaction to ally within 15 ft), Stabilizer Field (auto-succeed on death saves for constructs for 1 min) |
9th+ | Kinetic Surge (dash + shockwave), Tempest Core (construct releases AoE force pulse on defeat), Warded Stride (negate opportunity attacks for 1 round), Reactive Patch (revive construct at 1 HP) |
(6th Level)
Infused Assault
When you take the Attack action, your War Construct can also make a melee attack as a reaction.
Additionally, once per turn, you can deal bonus damage equal to your proficiency bonus on a hit with an infused weapon.
Tactical Override
Once per long rest, as a bonus action, you can enter a Tactical Override state for 1 minute:
- Your construct gains +10 ft movement, advantage on Dex saves, and deals an additional 1d8 force damage.
- You gain advantage on Initiative and Opportunity Attacks.
- You can swap places with your construct as a bonus action (teleport both up to 15 ft).
10th Level Features
Fortified Chassis
Your War Construct becomes immune to being stunned or paralyzed, gains resistance to force damage, and counts as a magical weapon.
You also gain +1 to AC while within 5 ft of it.
Mobile Forge
During a short rest, you can instantly repair any infused item or armor within 10 minutes and restore 2d6 HP to constructs in your control.
You can now create a second Spell-Storing Item per long rest.
(14th Level)
Integrated Arsenal
Your construct becomes a battlefield powerhouse:
- You may equip it with up to two infusions (counts toward your limit).
- Its Force Slash becomes 2d10 force damage.
- Once per long rest, your construct can detonate, dealing 6d10 force damage in a 20-ft radius (Dex save vs your DC for half), then reforms after 1 hour.
Optional Infusion List Additions (Subclass Only)
- Arms of Precision: Infused weapon rerolls one damage die once per turn.
- Harmonic Armor: While worn, you can activate an energy shield (+2 AC for 1 minute, 1/long rest).
- Auto-Reclaimer: This item grants 1 charge of auto-repair (restore 2d6 HP when reduced to 0 HP, 1/long rest).
Enhanced Servo Boots: You can Dash or Disengage as a bonus action once per short rest.
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