Steam knight

A master of taking and dealing damage, staying in the heat of battle and using it to his best advantage.

Steam knight’s arsenal when you choose this specialisation at 3rd level you gain proficiency in Heavy Armor, shields, Glavies, Greatswords, Rapiers, Warhammers, steam weapons and steam armor. Steam weapons and armor are exclusive to the steam knight and can be found at the end of this pdf. Also you gain proficiency in smith's tools, and when you craft a magic item in the armor or weapon category it takes half the time to craft, and costs half the usual gold.

Heat of the battle When you hit a creature with a steam weapon you generate 1 heat (you gain this after the attack is done). You can store a maximum of 5 heat. The heat is stored in a tank that is placed somewhere on either your armor or your weapon (your choice). All heat disappears if you don’t gain more heat for 10 minutes. Heat can be spent to do special moves with your steam weapons or steam armor. Special moves uses your Artificer Spellsave DC when they call for a saving throw. Most steam weapons have special moves that only they can do, but you also learn some when you level up. At first level, you learn the following moves: Steam Smash when you hit a creature with a steam weapon you can choose to spend all your stored heat to hit it extra hard. If you do, the creature takes an extra 1d6 damage fire damage for each point of heat spent. if you spent 5 heat on this move, you can add your Intelligence modifier to the damage. Steaming Renewal As a bonus action, you can spend all your stored heat to make the steam magically seal your wounds temporarily, you regain 1d6 temporary hit points for each heat spent. if you spent 5 heat on this move, you can add your Intelligence modifier to the temporary hit points.