
Mechromancer
A Mechromancer graft parts of their bodies with constructed copies as if they want to be warforged themselves.
Grafts
Starting at 1st level you can graft new warforged parts onto your body. You learn three graft options: Light Chassis and two other option of your choice. You learn an additional graft of your choice at 3rd, 7th, 9th, 11th, 13th, 14th, 17th and 20th levels. In addition, you may learn another graft instead of making a Wondrous Invention on 2nd, 5th, 14th, and 20th level.
Crafting Parts
You can create a graft over the course of three days of work (eight hours each day) by expending 100 gp worth of metal and other raw materials.
Equipping Grafts
6 grafts can be equipped. 2 arm slots, 1 chassis slot, 1 chest slot, 1 head slot, and 1 leg slot. Once a graft is equipped it can not be unequipped unless it is replaced with another graft. You can not return a body part slot to being organic once it has been grafted.
You need to attune to a graft to equip it. In addition, you unattune to the graft you're replacing at the end of the short rest.
Arms
Two arm grafts can be equipped, one to the "main hand" and one to the "off hand".
Acid Ejector You learn the acid splash cantrip.
Arm Bow You can hide a retractable hand crossbow inside your arm. As an action you may load a bolt into the arm crossbow. The magazine holds up to 8 bolts at a time. You can extend or retract the weapon as a bonus action. You can't be disarmed of this weapon.
Bulk Arm You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. In addition, you may also grapple and shove creatures up to two sizes larger than you. This effect stacks.
Energy Weapon You can hide a weapon made out of pure energy in your hand. The weapon uses the statistics of the physical counterpart, but deals force damage instead. You can extend or retract the weapon as a bonus action once per round. An energy weapon is not a physical claw, but is visible as a weapon. You can't be disarmed of this weapon.
Fire Plates You learn the fire bolt cantrip.
Fist Pounder The damage of your unarmed strikes increase to 1d6 bludgeoning damage.
Frost Cannon You learn the ray of frost cantrip.
Grapple Gun You can hide a one handed retractable grappling hook inside your arm. This hook can attach to any surface, much like a regular hook could, and holds 60 feet of metallic cable. You can shoot the hook or reel it 30ft. to you using an action and/or a bonus action. Using the grapple gun requires at least one hand. You can also use it to grapple a creature within the hooks range. A grappled target takes 1d4 piercing damage at the beginning of each of your turns. If you real in a grappled target, it can make a strength saving throw to escape the grapple. You can't grapple Creatures more than one size larger than you with this Graft.
Net Launcher You can hide a retractable net launcher (range 10/30) inside your arm. As an action you may load a net into the net launcher. The magazine holds up to 3 nets at a time. You can extend or retract the weapon as a bonus action. You can't be disarmed of this weapon.
Plasma Blaster You learn the eldritch blast cantrip.
Rust Discharge You learn the poison spray cantrip.
Shield Arm You can hide a shield inside your arm. When active, this shield grants you a +2 to your AC. You can extend or retract the shield as a bonus action. Enemies can't disarm this shield.
Shock Gauntlet You learn the shocking grasp cantrip.
Weaponized Arm You can hide a one handed melee weapon inside your arm. Inserting or removing a weapon takes one minute. You can extend or retract the weapon as a free action once per round. Enemies have disadvantage to disarm this weapon.

Chassis
The chassis is the type of constructed body you have. There are 3 types of chassis: light, medium and heavy. In addition, you can make any of these as a mythral or adamantine variant. A chassis takes double the time to make compared to any other part. Only one chassis graft can be equipped at any given time.
Light Chassis Your AC becomes 12 + Dex modifier, as if you are wearing studded leather armor. In addition, your speed increases by 5 feet.
You can create this chassis over the course of three days of work (eight hours each day) by expending 100 gp worth of metal and other raw materials.
Medium Chassis Your AC becomes 14 + Dex modifier (max 2), as if you are wearing a breastplate.
You can create this chassis over the course of five days of work (eight hours each day) by expending 600 gp worth of metal and other raw materials.
Heavy Chassis Your AC becomes 18, as if you are wearing a full plate. You have disadvantage on stealth checks while using this chassis.
You can create this chassis over the course of ten days of work (eight hours each day) by expending 1500 gp worth of metal and other raw materials.
Adamantine Coating A chassis made out of adamantine grants you a +1 to your AC and any critical hit against you becomes a normal hit. A chassis out of adamantine costs double its normal price worth of adamantine.
Mithral Coating A chassis made out of mithral doesn't impose disadvantage on stealth checks and your speed increases by 5 feet. A chassis out of mithral costs double its normal price worth of mithral.
Chest
The chest can house some of the most versatile equipment known to man. One chest graft can be equipped.
Active Camouflage You gain proficiency in the stealth skill. If you already have proficiency in the stealth skill, your proficiency bonus is doubled for any ability check you make using the skill.
Adaptive Lungs You can breath both air and water. In addition, you can hold your lungs up to 15 minutes.
Energy Shield You may cast shield once without expending a spell slot. You can't do so again until you finish a short rest.
Flanking Shield This shield grants you a bonus of +1 to your AC. In addition, opportunity attacks have disadvantage against you.
Nano Repair Micros You may spend a minute to regain an amount of Hit Points equal to your Artificer level. You can't do so again until you finish a short rest.
Winglets You gain a fly speed of 30 feet. These are non-physical energy based projections of wings, style of your choosing, that project from your back area when using the fly speed.
Head
One head graft can be equipped.
Active Sensor Tracking You may make an attack as a bonus action. You can do this a number of times equal to your intelligence modifier before needing to complete a long rest.
Advanced Scanner System If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
- Strength score
- Dexterity score
- Constitution score
- Armor Class
- Current hit points
- Total class levels (if any)
- Artificer class levels (if any)
You must finish a short or long rest before you can use this again.
Advanced Targeting Systems You ignore half cover and three-quarters cover counts as half cover for you.
Language Modulator Upon hearing a language spoken or reading a script in a language that you don't understand, you may chose to read, write and speak the language fluently until the next short rest. You can't do so again until you finish a short rest.
Floodlight Circlet You can use your bonus action to project bright light in a 60-foot cone and dim light for an additional 60 feet.
Night Eye You gain darkvision out to a range of 90 feet.

Legs
One legs graft can be equipped.
Acrobatic Legs You gain proficiency in the acrobatics skill. If you already have proficiency in the acrobatics skill, your proficiency bonus is doubled for any ability check you make using the skill.
Jet Pulsers Your speed increases by 5 feet. In addition, you can jump 5 feet further, both vertical and horizontal.
Long Fall Legs You become immune to falling damage.
Sturdy Legs You gain proficiency in the athletics skill. If you already have proficiency in the athletics skill, your proficiency bonus is doubled for any ability check you make using the skill.
Constructed Resilience
At 1st level, you have already experimented a lot with constructed body parts. Your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Extra Attack
Beginning at 9th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.