##### Artificial Minds
| Main Material | Skill Proficiencies | Suggested Appearance |
|:----:|:----|:----|
| Animal {parchment, leather, bone} | Animal Handling, Insight, Medicine, Perception, Survival | A beast or a humanoid visage with antlers |
| Mineral {glass, stone, metal} | Deception, Intimidation, Performance, Persuasion | A robotic or golem-like face |
| Plant {paper, wood} | Arcana, History, Investigation, Nature, Religion | A bespectacled visage or a treant |
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#### Fabricated Focus
At 5th level, when you cast an artificer spell, you can cast it as if you were in the spectral mind’s space, instead of your own, using its senses. When you do, you can choose to cast a spell with a range of self on the target that your artificial mind is accompanying. For all intents and purposes, you are the caster of the spell, but you can choose to have effects of the spell target the creature your artificial mind is accompanying instead of you. You can use this effect a number of times per day equal to your Intelligence modifier (at least once), and you regain all expended uses when you finish a long rest.
#### Mind Network
At 9th level, you’ve learned how to use your artifices to access minds, both to communicate and to help.
***Magical Telephony.*** While you have your Artificial Mind item on your person, you can communicate telepathically with anyone carrying an item bearing one of your artificer infusions, as the mind transmits your thoughts to each other. That person can also communicate telepathically with you as long as they have the item. This two-way communication can even cross planar boundaries.
***Enhanced Mind.*** The benefits of your Helpful Mind improve.
* If your manifested mind is animal-based, the target gains advantage on your choice of either Constitution, Dexterity, Wisdom, Strength, Intelligence, or Charisma saving throws
* If your manifested mind is mineral-based, the creature gains temporary hit points equal to twice your Intelligence modifier at the start of each of its turns. When the effect ends, the target loses any remaining temporary hit points from this feature
* If your manifested mind is plant-based, the target gains advantage in one skill of your choice which is associated with its material.
* With any manifested mind, you can imbue arcane energy into one simple or martial weapon the target is holding, and choose one damage type: acid, cold, fire, lightning, poison, or thunder. The first time the target deals damage with the weapon on a turn, they deal an extra 2d6 damage of the chosen type to any target hit with the weapon. If the weapon isn’t magical, it becomes a magic weapon for the spell’s duration.
As a bonus action, you can change the damage type, choosing from the options above.
#### Ascended Mind
Starting at 15th level, your powers expand. You gain the following benefits.
***Infoportation.*** As an action while your Artificial Mind magic item is on your person, you cause the mind to turn you into pure information, teleporting you to the unoccupied space nearest to the spectral mind or to an item bearing one of your artificer infusions, where you physically reappear.
You can teleport in this way once for free and must finish a long rest before doing so again. You can also use this special ability by expending a spell slot of 2nd level or higher.
***Choir of Consciousness.*** The restrictions on your Helpful Mind are lifted. When you use your Helpful Mind, you can choose from any effect, regardless of which mind is awakened.