Level 2: Heroism, Word of Striking/Defense
Level 5: Branding Smite, Warding Bond
Level 9: Aura of Vitality, Conjure Barrage
Level 13: Aura of Purity, Fire Shield
Level 17: Banishing Smite, Mass Cure Wounds
Your combat training and your experiments with magic have paid off in two ways:
You gain proficiency with martial weapons.
When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.
Your training with weapons and shields has allowed you to master certain techniques. Choose 2 weapons or shields to Master, you can use each of those weapons or shields’ Signature Property and one additional Mastery property on each weapon or shield. The Property can be the “Specialist” property or one property from that weapon or shield’s available Mastery Properties. Whenever you finish a Long Rest, you can practice weapon drills and change the additional Mastery Properties or the kinds of weapons or shields you choose.
When you reach 5th level you gain a second Mastery Property on each Weapon or shield that you choose.
Mastery Ability
Intelligence is your Mastery ability for your weapon masteries, meaning you use your Mastery ability modifier when setting the DC for a any masteries that impose a saving throw.
Mastery Save DC = 8 + your Proficiency Bonus + your Mastery modifier
Your artifice has borne you a companion, a Combat Golem. It’s friendly to you and your companions, and it obeys your commands. See its game statistics in the Combat Golem stat block, which uses your Spellcasting Modifier in several places. You determine the creature’s appearance; your choice does not affect its game statistics. When you create the Golem, choose one Weapon Mastery Property, and its attacks gain the benefits of that Mastery as if it were using 2 hands to make each attack, even if it doesn't have hands.
In combat, the Golem 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 Golem 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 Combat Golem then returns to life with all its hit points restored.
At the end of a long rest, you can create a new Combat Golem if you have Smith’s tools with you. When you do, you may choose a new Weapon Mastery Property. If you already have a Golem from this feature, the first one immediately perishes. The Golem also perishes if you die.
Overcharge. When you use a Bonus Action to activate your Golem, you can add a number of Overcharge Dice to your pool up to your proficiency bonus to command your Golem to take an additional action for each die added.
Medium construct
Armor Class: 17 (natural armor)
Hit Points: 2 + your Spellcasting modifier + five times your artificer level (the golem has a number of Hit Dice [d8s] equal to your artificer level)
Speed: 30 ft
STR 14 (+2) DEX 12 (+1) CON 14 (+2) INT 4 (-3) WIS 10 (0) CHA 6 (-2)
Saving Throws - Dex 1 + PB, Con 2 + PB
Skills - Athletics 2 + PB, Perception 0 + (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 - Equal to your level
Proficiency Bonus (PB) (equals your bonus)
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Vigilant The golem can’t be surprised.
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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 golem restore 2d8 + PB hit points to itself or to one construct or object within 5 feet of it.
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Reaction
Deflect Attack When a creature other than the golem is targeted by an attack while within 5ft of the golem, it may use a reaction to redirect that attack, making itself the new target.
You've learned new ways to channel arcane energy to harm or heal. When either you hit a target with a magic weapon attack or your Combat Golem hits a target, you can channel magical energy through the strike to create one of the following effects:
The target takes an extra 2d6 force damage.
Choose one creature or object you can see within 30 feet of the target. Healing energy flows into the chosen recipient, restoring 2d6 hit points to it.
You can use this energy a number of times equal to your Intelligence modifier (minimum of once), but you can do so no more than once on a turn. You regain all expended uses when you finish a long rest.
Your Arcane Jolt and Combat Golem become more powerful:
The extra damage and the healing of your Arcane Jolt both increase to 4d6.
Your combat golem gains another Mastery of your choice.
Whenever your combat golem uses its Deflect Attack, the attacker takes force damage equal to 1d10 + your Intelligence modifier.
Your combat Golem’s max health increases by a number equal to two times your artificer level, its damage dice increase to 2d8, and it can now be Medium or Large. Whenever you use a Bonus Action to command it, it may take two actions instead of one.