Page 62 - Eberron -Rising from the Last War_Neat
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           BATTLE  M   I T H   S P E LLS                     STEEL DEFENDER
             Artificer Level   Spell
                                                             Medium construct,  neutral
                 3rd      heroism, shield
                                                                      1
                 5th      branding smite, warding bond       Armor Class  5   (natural armor)
                                                             Hit Points equal the steel defender's Constitution modifier +
                 9th      aura of  vitality, conjure barrage
                                                                  I
                                                              your  n telligence modifier + five times your level in this class
                 1 3 th   aura of  purity.fire shield        Speed 40 ft.
                 1 7 th   banishing smite, mass cure wounds
                                                               STR     DEX    CON     INT    WIS    CHA
           BATTLE READY                                       1 4   (+2)   12 (+1)   14 (+2)   4 (-4)   10 (+O)   6 (-2)
           When you reach 3rd level, your combat training and
           your experiments with magic have paid off in two ways:   Saving Throws Dex +3,  Con +4
                                                             Skills Athletics +4,  Perception +4
            You gain proficiency with martial weapons.       Damage Immunities poison
            When you attack with a magic weapon, you can use   Condition Immunities charmed, exhaustion, poisoned
            your Intelligence modifier, instead of Strength or Dex­  Senses darkvision 60 ft., passive Perception 14
            terity modifier, for the attack and damage rolls.   Languages understands the languages you speak
               E
           STE L   DEFENDER
                                                             Might o f  the Master. The following numbers increase by 1  when
           By 3rd level, your tinkering has borne you a faithful   your proficiency bonus increases by 1: the defender's skill and
           companion, a steel defender. It is friendly to you and   saving throw bonuses (above), the bonuses to hit and damage
           your companions, and it obeys your commands. See   of its rend attack, and the number of hit points restored by its
           this creature's game statistics in the steel defender stat   Repair action (below).
           block. You determine the creature's appearance and
           whether it has two legs or four; your choice has no effect   Vigilant. The defender can't be surprised.
           on its game statistics.                           ACTIO N S   (RE U I R E S   YOU R   B O N U S   ACT I O N )
                                                                         Q
            In combat, the steel defender shares your initiative
           count, but it takes its turn immediately after yours. It   Force-Empowered Rend. Melee Weapon Attack: +4 to hit, reach
           can move and use its reaction on its own, but the only   5 ft., one target you can see. Hit: l d8 + 2 force damage.
           action it takes on its turn is the Dodge action, unless you   Repair (3/Day). The magical mechanisms inside the defender
           take a bonus action on your turn to command it to take   restore 2d8 + 2 hit points to itself or to one construct or object
           one of the actions in its stat block or the Dash, Disen­  within 5 feet of it.
           gage, Help, Hide, or Search action.
                                                                  T
            If the mending spell is cast on it, it regains 2d6 hit   R E AC I O N
           points. If it has died within the last hour, you can use   De.fleet Attack. The defender  m i  poses disadvantage  n   the
                                                                                                  o
           your smith's tools as an action to revive it, provided you   attack roll of one creature it can see that is within 5 feet of
           are within 5 feet of it and you expend a spell slot of 1st   it, provided the attack roll is against a creature other than
           level or higher. The steel defender returns to life after 1   the defender.
           minute with all its hit points restored.
            At the end of a long rest, you can create a new steel   IMPROVED DEFENDER
           defender if you have your smith's tools with you. If you   At  1 5 th level, your Arcane jolt and steel defender be­
           already have a steel defender from this feature, the first   come more powerful:
           one immediately perishes.
                                                             •  The extra damage and the healing of your Arcane jolt
           EXTRA ATTACK                                       both increase to 4d6.
           Starting at 5th level, you can attack twice, rather than   •  Your steel defender gains a +2 bonus to Armor Class.
           once, whenever you take the Attack action on your turn.   •  Whenever your steel defender uses its Deflect Attack,
                                                              the attacker takes force damage equal to 1d4  y our
                                                                                                  +
           ARCANE JOLT                                        Intelligence modifier.
           At 9th level, you learn new ways to channel arcane en­
                                                                 T
           ergy to harm or heal. When either you hit a target with a   AR I F I C E R   I N  F U S I O N S
           magic weapon attack or your steel defender hits a target,
           you can channel magical energy through the strike to   Artificers have invented numerous magical infusions,
           create one of the following effects:              extraordinary processes that rapidly create magic items.
                                                             To many, artificers seem like wonderworkers, accom­
           •  The target takes an extra 2d6 force damage.    plishing in hours what others need weeks to complete.
            Choose one creature or object you can see within 30   The description of each of the following infusions
            feet of the target. Healing energy flows into the chosen   details the type of item that can receive it, along with
            recipient, restoring 2d6 hit points to it.      whether the resulting magic item requires attunement.
            You can use this energy a number of times equal to   Some infusions specify a minimum artificer level.
           your Intelligence modifier (minimum of once), but you   You can't learn such an infusion until you are at least
           can do so no more than once on a turn. You regain all   that level.
           expended uses when you finish a long rest.         Unless an infusion's description says otherwise, you
                                                            can't learn an infusion more than once.

                                                                              CHAPTER 1  I  CHARACTER CREATION
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