Rules edition: This build uses the legacy Warforged traits from Eberron: Rising from the Last War (2019), the 2014 Artificer, and the Battle Smith from Eberron as updated by Tasha’s Cauldron of Everything (2020). It does not combine these rules with revised 2024 Warforged or Artificer options.
A Warforged Battle Smith can fight with a magic weapon while a Steel Defender protects nearby allies. The subclass’s strength comes from coordinated turns and reliable defenses, not from an independently attacking pet or automatic armor bonuses. This guide covers the legacy rules and class-level gates so you can plan the character without mixing versions.
Warforged traits for this build
The legacy Warforged increases Constitution by 2 and one other ability score by 1. Integrated Protection adds +1 AC to your normal armor calculation; it does not set your AC to a separate formula. Constructed Resilience grants advantage on saving throws against the poisoned condition, resistance to poison damage, and immunity to disease. It does not make you immune to poison damage or the poisoned condition.
Sentry’s Rest requires at least six hours of a long rest in an inactive, motionless state. You remain conscious and can see and hear normally, but the trait does not grant free crafting time. Specialized Design gives proficiency in a skill and a tool of your choice. These features are useful to the build, but the class and subclass remain the main source of its combat tactics.
Battle Smith features by Artificer level
At Artificer 3, Battle Ready grants proficiency with martial weapons. It also lets you use Intelligence instead of Strength or Dexterity for attack and damage rolls with a magic weapon you wield. It does not apply to every weapon automatically: the weapon must be magical, and you must be wielding it.
At the same level, you build a Steel Defender. Its Armor Class is 15, and its hit points are 2 + your Intelligence modifier + five times your Artificer level. Its Force-Empowered Rend uses your spell attack modifier to hit and deals 1d8 + your proficiency bonus force damage. The official errata supplies the current legacy stat block and corrected command rules.
The Steel Defender shares your initiative count and takes its turn immediately after yours. It can move and use its reaction on its own. Its only action is Dodge unless you use a Bonus Action on your turn to command another action from its stat block or another suitable action. If you are incapacitated, it can choose any action. A command is needed for it to attack, but not for it to use Deflect Attack.
Deflect Attack is the defender’s reaction. When a creature it can see within 5 feet of it makes an attack against a creature other than the defender, the defender imposes disadvantage on that attack roll. This can protect you or an ally; it is not limited to attacks against allies, and it does not make every nearby attack miss. The defender also has immunity to poison damage and the charmed, exhaustion, and poisoned conditions. It does not have immunity to fire or slashing damage.
At Artificer 5, the subclass grants Extra Attack. At Artificer 9, Arcane Jolt lets you add 2d6 force damage to a weapon hit or restore 2d6 hit points to a creature within 30 feet, a number of times per Long Rest equal to your Intelligence modifier (minimum once). At Artificer 15, Improved Defender gives the Steel Defender +2 AC, makes Arcane Jolt’s damage and healing 4d6, and makes a creature that triggers Deflect Attack take force damage equal to 1d4 + your Intelligence modifier. These are Artificer class levels; multiclass levels do not combine into them.
Ability scores and a legal example
Intelligence supports Artificer spellcasting and Battle Ready attacks. Constitution supports hit points and concentration saves. Dexterity helps initiative and AC in light or medium armor, while Strength can be lower if the character relies on Battle Ready with a magic weapon. Wisdom still helps with perception and saving throws, so decide how to balance combat and exploration for your campaign.
Using the 2014 standard array before the legacy Warforged increases, one legal option is Strength 8, Dexterity 13, Constitution 14, Intelligence 15, Wisdom 12, and Charisma 10. Apply +2 to Constitution and +1 to Intelligence for 8, 13, 16, 16, 12, 10. If your table uses Tasha’s optional origin rules, follow those separately instead of applying both the fixed and customized increases.
Coordinate your action and Bonus Action
Once you reach Artificer 5, you can make two attacks with the Attack action and use your Bonus Action to command the Steel Defender to attack or take another action. Your defender’s reaction remains available for Deflect Attack. This division lets you contribute weapon damage, position the defender, and protect a nearby target, but the Bonus Action is not free if you also want to cast or use another feature that needs it.
Haste is a 3rd-level Artificer spell, available at Artificer 9. It grants +2 AC and an extra restricted action, which can make one additional weapon attack. It does not double the number of attacks from your normal action. It requires concentration; if it ends, the target cannot move or take actions until after its next turn. Weigh that drawback before using it as your default plan.
Spells and infusions
Artificers prepare spells after a Long Rest. Battle Smith spells are always prepared and do not count against the number of Artificer spells you prepare. The subclass list adds options such as Shield and Heroism at Artificer 3, Warding Bond and Branding Smite at 5, and other spells at later class levels. Revivify is also on the legacy Artificer spell list; as a 3rd-level spell, it requires Artificer 9 and consumes a diamond worth at least 300 gp.
At Artificer 2, Infuse Item lets you make eligible nonmagical objects magical. You know four infusions and can maintain two at once. At Artificer 6, you know six and can maintain three; the limits become eight known/four active at 10th level, ten/five at 14th, and twelve/six at 18th. Enhanced Defense can improve eligible armor or a shield. Repeating Shot is available from Artificer 2 for a qualifying ranged weapon with the ammunition property. Mind Sharpener has no minimum Artificer level; Radiant Weapon requires Artificer 6. Check each infusion’s item requirements before choosing it.
Plan infusions around what the party lacks, then check the exact object requirements. Infusions do not stack on an object that cannot legally bear them, and an infused item may be a better use of a limited choice when it helps another character as much as you.
Background and character concept
A Battle Smith can have been a soldier, an artisan, a medic, or someone who discovered a talent for protecting others after the war. Choose a background for its skills, tools, feature, and story hooks. The legacy Warforged rules do not require one origin or personality. Decide what the character wants now and how they feel about building, repairing, or commanding a Steel Defender.
Official Rules Sources
- D&D Beyond: Eberron: Rising from the Last War, legacy Warforged and Battle Smith
- D&D Beyond: official Eberron errata and corrected Steel Defender stat block
- D&D Beyond: Tasha’s Cauldron of Everything, revised Artificer options and infusions
- D&D Beyond: Revivify spell
- D&D Beyond: Basic Rules (2014), character creation and ability scores
For the general race-and-class overview, see the Warforged Artificer build guide. For more class advice, visit the Artificer guide hub.