@Zardnaar
Get your player to look at the below for guidance:
Custom lineage (+2 Int) Battlesmith Artificer 6
S: 8,
D:14,
Con: 14,
Int: 18,
Wis: 12,
Cha: 8
HP: 45,
AC: 21 (Half plate +1, Repulsion Shield +1)
Move: 20'
InIt +2,
Passive perception 14 (Darkvision)
Saves: Con +5, Int +7, Wis +1, Dex +1, Cha, Str -1
Skills: Athletics +2, Arcana +7, Investigation +7, Perception +4
Tools: Thieves tools, Smiths tools, Tinker tools, Woocrafting tools, Alchemy kit, (all +10)
Feats: Warcaster, Fey touched (Hex 1/Long rest, Misty Step 1/ Long rest)
Infusions: Dazzling weapon, Enhanced Defence, Spell refuelling ring, Bag of holding, Enhanced offence, Repulsion shield
Cantrips: Mending, Firebolt
Spells:
Shield, Heroism, Hex, Cure wounds, Absorb elements, Detect Magic (R), Heat metal, Levitate, Rope Trick, Branding smite, Misty Step, Warding bond, Invisibility (Slots 4/2)
Gear: +1 Half plate, +1 Repulsion shield,+1 Dazzling Longsword, tools.
- Attack: 2 x +1 Long sword attacks +8, 1d8+5 damage (and blinding) plus 1d6 necrotic plus Steel Defender rend (+7, 1d8+3 force)
- Ranged: Firebolt, + 7, 2d10 fire damage plus 1d6 necrotic, plus Steel Defender rend (+7, 1d8+3 force)
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Steel Guardian
S: 14,
D:12,
Con: 14,
Int: 4,
Wis: 10,
Cha: 6
HP: 36,
AC: 15 (Natural)
Move: 40'
InIt +1,
Passive perception 16 (Darkvision)
Saves: Con +5, Int -3, Wis +0, Cha -2, Str +2, Dex +4
Skills: Athletics +5, Perception +6
Damage Immunities: poison
Condition Immunities: charmed, exhaustion, poisoned
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 + 3force damage.
- Repair (3/Day). The magical mechanisms inside the defender restore 2d8 + 3 hit points to itself or to one construct or object within 5 feet of it.
Reactions: 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.
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In Combat:
On his turn the Artificer casts
Hex (or simply moves it to a target of choice), advances to his target and attacks twice with his +1 Blinding Longsword (at +8 to hit, dealing 1d8+1d6+5 damage per hit). On a hit he considers attempting to blind his target for a round (DC 15 resists) He then commands his pet to also move adjacent to the target (he cant also command the Pet to attack as he uses his bonus action for
Hex).
When its not his turn he protects himself with AC 21,
shield, the Pets reaction to impose disadvantage to an attack roll, and
absorb elements as needed, or with his repulsion shield.
On his next turn he attacks twice with his +1 Blinding Longsword (at +8 to hit, dealing 1d8+1d6+5 damage per hit) again possibly blinding his target if he chooses, plus he can now also command his Pet to rend the target as a bonus action for an additional attack at +7, dealing 1d8+3 damage.
Against a
Hexed target, where he hits with his attacks (+8, +8, +7) , he deals 3d8+2d6+11 damage (31.5 damage). Not bad for damage that is virtually 'at will' and doesn't consume a resource.
Out of combat he can Pick locks and Disarm traps (+10), has the utility of his Pet (which he can repair to full HP at will via the
mending cantrip), can
Detect magic as a ritual, cast
rope trick for a safe place to Short rest for the party, can
cure wounds,
levitate and become
invisible.