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Steel Defender

How it's obtained: Bought with 30 Aethyr points, or taken with a free pick that allows it.

Aethyrpoint Cost
30
Level Requirement
3
Technique Requirement
General
Source Reference
Artificer Battle Smith Feature
Source Requirement
Possession, Knowledge
Activation Time
Action
Domain Requirement
General
Recharge Type
Long Rest
Concentration?
No

Description

Battle Smith feature

Your tinkering has borne you a companion, a steel defender. It’s friendly to you and your companions, and it obeys your commands. See its game statistics in the Steel Defender stat block, which uses your proficiency bonus (PB) in several places. You determine the creature’s appearance and whether it has two legs or four; your choice has no effect on its game statistics.

In combat, the defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the defender can take any action of its choice, not just Dodge.

If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith’s tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The steel defender returns to life after 1 minute with all its hit points restored.

At the end of a long rest, you can create a new steel defender if you have smith’s tools with you. If you already have a defender from this feature, the first one immediately perishes. The defender also perishes if you die.

STEEL DEFENDER

Medium construct

Armor Class 15 (natural armor)

Hit Points 2 + your Aethyrflame Ability modifier + five times your Aethyrflame Intensity level (the defender has a number of Hit Dice [d8s] equal to your Aethyrflame Intensity level)

Speed 40 ft.

STR

14 (+2)

DEX

12 (+1)

CON

14 (+2)

INT

4 (-3)

WIS

10 (+0)

CHA

6 (-2)

Saving Throws Dex +1 plus PB, Con +2 plus PB

Skills Athletics +2 plus PB, Perception +0 plus PB × 2

Damage Immunities poison

Condition Immunities charmed, exhaustion, poisoned

Senses darkvision 60 ft., passive Perception 10 + (PB × 2)

Languages understands the languages you speak

Challenge — Proficiency Bonus (PB) equals your bonus

Vigilant. The defender can’t be surprised.

Actions

Force-Empowered Rend. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + PB force damage.

Repair (3/Day). The magical mechanisms inside the defender restore 2d8 + PB hit points to itself or to one construct or object within 5 feet of it.

Reaction

Deflect Attack. The defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the defender.