An Armiger specializes in the creation of magical weapons and armor. Among artificers, they boast the most refined technique in close quarters combat, and mastery of weapons.

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Specialty Spells table. These spells count as artificer spells for you, but don't count against the number of artificer spells you prepare.

Armored Construct

At 3rd level, you learn to imbue a set of armor with magic. You can use an action to summon the armored construct in an unoccupied space within 5 feet of you.

The construct is friendly to you and your companions, and it obeys your commands. See this creature's game stats in the Armored Construct stat block. You determine the construct's appearance and size when you create it.

In combat, the construct shares your initiative count, but it takes its turn immediately after yours. 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 one of the actions in its stat block or to take the Dash, Disengage, or Help action.

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 weaver'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 construct returns to life with all its hit points restored.