Page 62 - Eberron -Rising from the Last War_Neat
P. 62
S
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
61

