As a bonus action, you can merge with your construct, entering a fused state for up to 1 minute, or until the fused form is reduced to 0 hit points. Once you use this feature, you can’t use it again until you finish a long rest.
While fused:
- You use the construct’s Strength, Dexterity, Constitution, Armor Class, and hit points, and you retain your Intelligence, Wisdom, and Charisma scores.
- The fused form acts on your turn and doesn’t require commands to take actions.
- Arcane Co-Pilot. Once on each of your turns, you can add your Intelligence modifier to the damage of one attack you make.
- Overclocked Conduit Frame. Your spells are channeled directly through the fused core. You gain a +2 bonus to spell attack rolls and to your spell save DC. In addition, once on each of your turns when you cast a spell that deals damage, you can add your Intelligence modifier to one damage roll of that spell.
- Integrated Combat Matrix. You can use Strength or Dexterity, whichever is higher, for the attack and damage rolls of your weapon attacks.
- Spell Conduit. When you cast a spell with a range of touch, the fused form can deliver the spell as if it were the caster.
- Unified Vitality. When the fusion begins, you gain temporary hit points equal to your artificer level.
If the fused form is reduced to 0 hit points, the fusion ends and the construct’s body is destroyed, though its core remains intact. You are separated and cannot reconstruct the golem until you finish a long rest.
You can end the fusion early (no action required). If you do so while the construct still has hit points, it remains active and functions as normal.