Artificer: Augmentor

## Augmentor Spells

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

 3rd
 5th
 9th
 13th
 17th

## Mechanical arm

At 3rd level, you learn how to create a mechanical & magical arm. Whenever you finish a long rest and you're smith's tools are with you, you can create up to two Mechanical arms. You may only have two Mechanical arms created at any time. (of course the DM can determine the requirements & how much gold you need to spend for those requirements for the Mechanical arms below

You may learn to create two Mechanical arms from the list below. You learn to create an additional Mechanical arm at 9th and 15th level. To equip a Mechanical arm you must be missing one of your arms (of course). Attached to the missing arm is a specialized bracket that attaches the Mechanical arm to your arm. The Mechanical arm acts as a magical weapon with the finesse and light properties. You may also add you intelligence modifier to attack and damage rolls rather that strength of dexterity. It deals 1d6 bludgeoning damage. You are considered proficient with it. The Mechanical arm may also be used as a spellcasting focus. The Mechanical arm has hit points equal to four times your level in this class + your intelligence modifier. The Mechanical arm will regain all HP during a long rest when you have time to repair it (you can also use the mending cantrip I mean level 0). Once a Mechanical arm is destroyed your arm is effectively useless. You also take half of all the damage your Mechanical arm takes. It takes an action to remove a Mechanical arm and switch it with a new one.

## Mechanical arms

When you choose this subclass at 3rd level, you gain access to the following additional Mechanical arms:

* Helter Skelter
* Arm of Zeus
* Suicide Bomber
* Bondage Sadist
* Banana

## Arcane Engine

Starting at 5th level, After you expend an action you can use an extra action with your mechanical arm or at least one of them (yes limited extra attack).

## Destructive sacrifice

At 5th level, you can harness and repurpose the magical energy within your Mechanical arm. As a bonus action, you can sacrifice one mechanical arm in your possession by blowing it up and deal 3d6 Thunder damage to anybody nearby the 5ft radius of an explosion that fails a Dex save, or half as much on a successful one (including the one that had blown the arm up the first place, DM should I make it so when the arm hits 0 HP it explodes as well?) . When you do so, it dissolves into a stream of magical energy that flows into you. As apart of the same bonus action, you can then immediately cast any one of your spells that you have prepared without expending a spell slot, if you have already depleted your spell slots then you can just recover 1 instead & maybe use it on your next turn. The spell must have a casting time of one action, and the spell is casted at its lowest level, (The spell can only be a level 1 or 2 spell, cause fire ball is still good at it's lowest level & it would be dumb if I could just deal 3d6 thunder damage then 8d6 fire damage as the same action it sounds cool but it's also fucking op).

## Mechanical leg

At 10th level, you can now make Mechanical legs to improve your movement speed, increase your jump height & swimming speed or you could infuse a spell within the leg that can only be used equal to your Intelligence modifier such as fly, long strider, freedom of movement & gaseous form

## Mechanical Surgeon

At 15th level, you can now make smaller Mechanical parts such as eyes & organs. You are now proficient with surgery and Healers kit.

## Level 20 Bonus

There's a bonus that has nothing to do with this advancement, when you reach 20th level you can pick one bracket that can basically reconstruct itself out of magical energy but of course as a bonus action you can make it non existent for you to put a Mechanical limb or make the arm take a physical form.

## Helter Skelter

This Arm is specialized in getting though the tough defences of your enemies (& breaking legs maybe yes?).

As a bonus action when you use this infusion you may reduce the targets AC by your intelligence modifier plus you proficiency bonus. This only functions for the first attack action. You may use this ability a number of times equal to your intelligence modifier before taking a long rest to recharge.

## Arm of Zeus

This Mechanical arm uses shockwaves in order to damage and knockback enemies.

When attacking with this arm you may use your bonus action to deal an extra 1d6 force damage & 1d10 shock damage to your target. The target is then knocked back 10 ft. You may use this ability a number of times equal to your intelligence modifier before taking a long rest to recharge.

## Suicide Bomber

This Mechanical arm is able to Detach & Launch itself towards your target.

As an action you may launch it towards a target of your choice within 60 feet, oh & make an attack roll against the target if it hits the target, target takes 2D6 damage.

## Bondage Sadist

This Mechanical arm takes the form of a whip that can extend from you arm.

The weapon has the reach property. When an attack is made you may use your bonus action to attempt to grapple the target with the whip as well as um attack them. You may use this ability a number of times equal to your intelligence modifier before taking a long rest to recharge.

## Banana

you can now create bananas out of magic, why cause I could not think of anything else