Arm Upgrades

Spell Capacitors You implant two Spell Capacitors of your own design into your arms for deployment of more offensive measures. These capacitors retain the magical matrix of a spell and allow it to be cast repeatedly with reduced effort. When you first implant the upgrade or when you finish a long rest, you can charge both of the capacitors with spells: Choose one cantrip from the list below, which you can now cast as an action. Choose a spell of 1st level or higher from the list below and expend a corresponding spell slot. As an action you can now expend charges equal to twice the spells level to cast the spell. When you finish a long rest and choose to not change the spell, you don't have to expend a spell slot. Spell Level Fire Bolt, Frostbite, Ray of Frost, Acid Splash, Poison Spray Cantrip Burning Hands, Ice Knife, Thunderwave 1st Scorching Ray, Aganazzar's Scorcher, Snilloc's Snowball Swarm, Melf's Acid Arrow 2nd Fireball, Melf's Minute Meteors 3rd Fire Shield, Wall of Fire 4th Immolation, Cone of Cold, Cloudkill 5th

Close Combat Subroutine Keeping up with enemies in the thick of the fight can be exhausting, which is why you implant arcane combat processors into each of your arms that take over movement. You gain the Fighting Style Two-Weapon Fighting for all attacks made with your Integrated Weapons. As a bonus action, you can expend 1 charge to enter a defensive stance. Until the start of your next turn, you and each friendly creature within 5ft of you gains a +2 bonus to AC as long as your Integrated Weapons are deployed.

T.E.S.L.A. To keep your enemies controlled and, foremost, away from you, you install your Tactical Enhanced Self-Defense Lightning Attachment. As an action you can cast Shocking Grasp as a ranged spell attack with a range of 50 ft. When cast this way it has no verbal components. For each additional charge spent you can add 1d8 lightning damage. You can attempt to debilitate the target creature by expending additional charges: 2 charges to restrain or 6 charges to stun. The creature must succeed on a constitution saving throw or suffer the condition until the end of its next turn. These saving throws are made with disadvantage if the enemy is clad in metal armor or uses a metal weapon. You have to choose how many charges you expend before you know if the attack hits. At 11th level you can cast Chain Lightning by expending 12 charges as an action.

Arcane Chisel Moving chisels extend from your knuckles, making sure that not even a mountain can stop you. You can punch through a 2 ft wall made of mundane materials like wood or stone at will. You can spend 1 charge to gain a burrow speed of 10 ft for 1 minute.

Peacekeeper De-escalation System You implant a propulsion system into your arms, which can be deployed for non-lethal means of ending a fight. As an action you can cast Gust or spend 4 charges to cast Gust of Wind. While Gust of Wind is active you and creatures on your side of the gust have resistance to ranged weapon attacks from creatures inside the gust. You can spend 4 charges to hit all creatures affected by Gust of Wind with the effects of Thunderous Smite. This ends all effects of Gust of Wind.

Entanglement Protocol You engineer your artificial joints to be dislocated, allowing for easier grappling and escaping grapples. You can make a grapple check against a creature as an action or attack and gain advantage on attack rolls against creatures grappled by you. You gain advantage on saving throws against being grappled in a non-magical way. If you start your turn grappled by a creature in melee, you have advantage on attacks against that creature.

Auto-Injector You create a programmable Auto-Injector, which attaches to your body and provides one slot for a potion to be injected. As a bonus action you can consume the potion inserted into your Auto-Injector. You can choose to spend 1 charge to shoot the Auto-Injector and attach it to a willing creature. The Auto-Injector has no effect on constructs or undead. If the Auto-Injector attaches to another creature and it has a potion preloaded, it will instantly be injected. The creature can now use the Auto-Injector for itself with a bonus action until it is handed back over to you. You or another creature can use an interaction to put a new potion into the Auto-Injector. As an action you can expend 3 charges to set a condition. If the condition is met, the potion is injected automatically.