Battle Smith
Spell trait: KnowledgeBattle Smith provides support and protection with the Steel Defender.
- The target takes an extra 2d6 damage.
- Spend 1 Hope and choose one creature or object you can see within Far range of the target. Healing energy flows into the chosen recipient, restoring d6 hit points to it.
You can use this energy a number of times equal to your Knowledge modifier (minimum of once) per Session. You regain all expended uses when you finish a long rest.
Steel Defender: Tier 2 Battle Smith feature
Your tinkering has borne you a Steel Defender. You use Ranger Companion sheet. You determine the creature’s appearance and whether it has two legs or four, your choice has no effect on its game statistics.
Steel Defender
Medium construct
Evasion 10
Stress 3
Vigilant. The defender can’t be surprised.
Actions
MagiTech Rend. At level 1, Steel Defender’s damage die is a d6, always at melee range.
Repair (3/Session). The magical mechanisms inside the defender restore 1 Stress.
Reaction
Deflect Attack. The defender imposes disadvantage on the attack roll of one creature it can see that it is within Melee range, provided the attack roll is against a creature other than the defender.
Working With Your Steel Defender
The following sections will run you through the basics of working with your Steel Defender.
Using Spellcast Rolls, Hope, and Experiences
Make a Spellcast Roll to connect with your Steel Defender and command them to take an action. Spend a Hope to add an applicable Steel Defender Experience to the roll. On a success with Hope, if your next action builds on their success, you gain advantage on the roll.
Attacking With Your Steel Defender
When you command your Steel Defender to attack, they gain any benefits that would normally only apply to you. On a success, their damage roll uses your Proficiency and their damage die.
Taking Damage as Stress
When your Steel Defender suffers any amount of damage, they mark a Stress. When they mark their last Stress, they drop out of the scene (by shutting down). They remain unavailable until the start of your next long rest, when they return with 1 Stress cleared.
When you choose a downtime move that clears Stress on yourself, your Steel Defender clears an equal number of Stress.
Leveling Up: When your character levels up, choose one available option for your Steel Defender from the following list and mark it on your sheet.
- (3) Intelligent: Your Steel Defender gains a permanent +1 bonus to a Steel Defender Experience of your choice.
- (1) Light in the Dark: Use this as an additional (1) Hope slot your character can mark.
- (1) Maintenance: Once per rest, you take time to give your Steel Defender routine Maintenance, you can gain a Hope, or you can both clear a Stress.
- (1) Armored: When your Steel Defender takes damage, you can mark one of your Armor Slots instead of marking one of their Stress.
- (3) Vicious: Increase your Steel Defender’s damage dice by 1 step (d6 to d8, etc.).
- (3) Resilient: Your Steel Defender gains an additional Stress slot.
- (1) Bonded: When you mark your last Hit Point, your Steel Defender rushes to your side. Roll a number of d6s equal to the unmarked Stress slots they have and mark them. If any roll a 6, your Steel Defender helps you up. Clear your last Hit Point and return to the scene.
- (3) Aware: Your Steel Defender gains a permanent +2 bonus to their Evasion.
- The extra damage and the healing of your Arcane Jolt both increase by + 1d6.
- Your steel defender gains a +2 bonus to Evasion.
- Whenever your steel defender uses its Deflect Attack, the attacker takes damage equal to 1d4 + your Knowledge modifier.
Battle Smith Savant: Arcane Jolt can be used to help your allies within Far Range. Spend 1 Hope and add 2d6 to any of their rolls after they roll but before the results are known. This can be used 3 times/session.
Steel Defender gains additional 1d6 damage die
Gain 1 Stress to trigger Restrained condition on 3 targets within Far Range. This can be used 3 times/session.
