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Battle Smith • Armorer

Subclasses Designed by Volk13

About these subclasses

Battle Smith:
Armies require protection, and someone has to put things back together if defenses fail. Battle Smith is an expert at defending others and repairing both material and personnel. Battle Smiths are accompanied by a protective Steel Defender of their own creation. Many soldiers tell stories of nearly dying before being saved by a Battle Smith and their Steel Defender.

Armorer:
An artificer who specializes as an Armorer modifies armor to function almost like a second skin. The armor is enhanced to hone the artificer’s MagiTech, unleash potent attacks, and generate a formidable defense. The artificer bonds with this armor, becoming one with it even as they experiment with it and refine its magical capabilities.

Subclass details

Battle Smith

Battle Smith

Spell trait: Knowledge

Battle Smith provides support and protection with the Steel Defender.

Foundation
Tier 1
Arcane Jolt:
  • 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.

Specialization
Tier 2

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.
Improved Battle Smith:
  • 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.
Mastery
Tier 3

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.

Armorer

Armorer

Spell trait: Knowledge

Armors create specialized multipurpose armor that is useful in any situation.

Foundation
Tier 1

Armorer Adept: You begin as an Armorer Adept. Your Armorer skills are showing great promise. Your Weapon and Armor infusions get extra +1 per Tier. You can spend 1 Stress instead of using 1 Armor slot or adding 1d4 damage to attack that is made with your Enhanced weapon.

At Tier 3 you can have 6 total Domain/Infusion cards at one time as long as half of them are Infusions.

Specialization
Tier 2

Arcane Armor: Tier 2 Armorer feature

Your metallurgical pursuits have led to you making armor a conduit for your MagiTech. As an action, you can turn a suit of armor you are wearing into Arcane Armor.

You gain the following benefits while wearing this armor:

  • The armor attaches to you and can’t be removed against your will. It also expands to cover your entire body, although you can retract or deploy the helmet at will. The armor replaces any missing limbs, functioning identically to a limb it replaces.
  • You can wear or take off armor at any time
  • Armor grants you +1 Evasion per Tier

The armor continues to be Arcane Armor until you wear another suit of armor or you die.

Armor Model

You can customize your Arcane Armor. When you do so, choose one of the following armor models: Guardian or Infiltrator. The model you choose gives you special benefits while you wear it.

Each model includes a special weapon. When you attack with that weapon, you add your Knowledge modifier to the attack and damage rolls.

You can change the armor’s model whenever you finish a short or long rest.

Guardian

You design your armor to be in the front line of conflict. It has the following features:

Thunder Gauntlets. Each of the armor’s gauntlets counts as a simple melee weapon while you aren’t holding anything in it, and it deals 1d8 damage + your Proficiency on a hit. A creature hit by the gauntlet has disadvantage on attack rolls against targets other than you for 1 attack, as the armor magically emits a distracting pulse when the creature attacks someone else.

Defensive Field. As a Reaction, you can gain +2 Evasion for 1 hour. You can also spend 1 Hope and clear 1 Armor slot or Stress.

Infiltrator

You customize your armor for subtle undertakings. It has the following features:

Lightning Launcher. A gemlike node appears on one of your armored fists or on the chest (your choice). It counts as a simple Far ranged weapon, and it deals 1d8 + Proficiency damage on a hit. Once on each of your Spotlights when you hit a creature with it, you can deal an extra 1d6 damage to that target.

Dampening Field. You have advantage on Agility checks. Instinct rolls against you have disadvantage.

Armor Modification: You learn how to use your artificer infusions to specially modify your Arcane Armor. That armor does not count as separate item for the purposes of your Infuse Item feature.  Other armor parts do count as separate infusions, boots, helmet, and the armor’s special weapon. Each of those items can bear one of your infusions, and the infusions transfer over if you change your armor’s model with the Armor Model feature. In addition, the maximum number of items you can infuse at once increases by 2, but those extra items must be part of your Arcane Armor.

Mastery
Tier 3

Perfected Armor: Your Arcane Armor gains additional benefits based on its model, as shown below.

Guardian. When a Huge or smaller creature see ends its turn within Close range of you, you can use your reaction to magically force it to make a Strength Reaction (15). On a failed roll, you pull the creature up to Close range directly to an unoccupied space. If you pull the target to a space within Melee range, you can make a melee weapon attack against it as part of this reaction.

You can use this reaction a number of times equal to your Proficiency, and you regain all expended uses of it when you finish a long rest.

Infiltrator. Any creature that takes lightning damage from your Lightning Launcher glimmers with magical light until GM uses Fear. The glimmering creature sheds dim light, and it has disadvantage on attack rolls against you, as the light jolts it if it attacks you. In addition, the next attack roll against it has advantage, and if that attack hits, the target takes an extra 1d6 lightning damage.

Printable cards

Foundation / Specialization / Mastery
Battle Smith
Artificer – Recreation from original 5e ruleset

Battle Smith

Foundation

SPELLCAST TRAIT: Knowledge

Arcane Jolt:
  • 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.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Battle Smith
Artificer – Recreation from original 5e ruleset

Battle Smith

Specialization

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.
Improved Battle Smith:
  • 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.
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Battle Smith
Artificer – Recreation from original 5e ruleset

Battle Smith

Mastery

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.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Armorer
Artificer – Recreation from original 5e ruleset

Armorer

Foundation

SPELLCAST TRAIT: Knowledge

Armorer Adept: You begin as an Armorer Adept. Your Armorer skills are showing great promise. Your Weapon and Armor infusions get extra +1 per Tier. You can spend 1 Stress instead of using 1 Armor slot or adding 1d4 damage to attack that is made with your Enhanced weapon.

At Tier 3 you can have 6 total Domain/Infusion cards at one time as long as half of them are Infusions.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Armorer
Artificer – Recreation from original 5e ruleset

Armorer

Specialization

Arcane Armor: Tier 2 Armorer feature

Your metallurgical pursuits have led to you making armor a conduit for your MagiTech. As an action, you can turn a suit of armor you are wearing into Arcane Armor.

You gain the following benefits while wearing this armor:

  • The armor attaches to you and can’t be removed against your will. It also expands to cover your entire body, although you can retract or deploy the helmet at will. The armor replaces any missing limbs, functioning identically to a limb it replaces.
  • You can wear or take off armor at any time
  • Armor grants you +1 Evasion per Tier

The armor continues to be Arcane Armor until you wear another suit of armor or you die.

Armor Model

You can customize your Arcane Armor. When you do so, choose one of the following armor models: Guardian or Infiltrator. The model you choose gives you special benefits while you wear it.

Each model includes a special weapon. When you attack with that weapon, you add your Knowledge modifier to the attack and damage rolls.

You can change the armor’s model whenever you finish a short or long rest.

Guardian

You design your armor to be in the front line of conflict. It has the following features:

Thunder Gauntlets. Each of the armor’s gauntlets counts as a simple melee weapon while you aren’t holding anything in it, and it deals 1d8 damage + your Proficiency on a hit. A creature hit by the gauntlet has disadvantage on attack rolls against targets other than you for 1 attack, as the armor magically emits a distracting pulse when the creature attacks someone else.

Defensive Field. As a Reaction, you can gain +2 Evasion for 1 hour. You can also spend 1 Hope and clear 1 Armor slot or Stress.

Infiltrator

You customize your armor for subtle undertakings. It has the following features:

Lightning Launcher. A gemlike node appears on one of your armored fists or on the chest (your choice). It counts as a simple Far ranged weapon, and it deals 1d8 + Proficiency damage on a hit. Once on each of your Spotlights when you hit a creature with it, you can deal an extra 1d6 damage to that target.

Dampening Field. You have advantage on Agility checks. Instinct rolls against you have disadvantage.

Armor Modification: You learn how to use your artificer infusions to specially modify your Arcane Armor. That armor does not count as separate item for the purposes of your Infuse Item feature.  Other armor parts do count as separate infusions, boots, helmet, and the armor’s special weapon. Each of those items can bear one of your infusions, and the infusions transfer over if you change your armor’s model with the Armor Model feature. In addition, the maximum number of items you can infuse at once increases by 2, but those extra items must be part of your Arcane Armor.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Armorer
Artificer – Recreation from original 5e ruleset

Armorer

Mastery

Perfected Armor: Your Arcane Armor gains additional benefits based on its model, as shown below.

Guardian. When a Huge or smaller creature see ends its turn within Close range of you, you can use your reaction to magically force it to make a Strength Reaction (15). On a failed roll, you pull the creature up to Close range directly to an unoccupied space. If you pull the target to a space within Melee range, you can make a melee weapon attack against it as part of this reaction.

You can use this reaction a number of times equal to your Proficiency, and you regain all expended uses of it when you finish a long rest.

Infiltrator. Any creature that takes lightning damage from your Lightning Launcher glimmers with magical light until GM uses Fear. The glimmering creature sheds dim light, and it has disadvantage on attack rolls against you, as the light jolts it if it attacks you. In addition, the next attack roll against it has advantage, and if that attack hits, the target takes an extra 1d6 lightning damage.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

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