Artificer Specialization

Self-Forged

These artificers see constructs as the embodiment of physical perfection and have taken mad and drastic measures to be able to attain that perfection. By grafting mechanical parts to replace their original flesh, Self-Forged are tempering themselves in order to become more tougher and stronger than their original body would ever allow.

Master Smith

When you choose this specialization at 1st level, you gain proficiency with smith’s tools, and you learn the mending cantrip.

Battlefist

At 1st level, you forge a prosthetic hand using a combination of arcane magic and your knowledge of engineering and metallurgy. This limb is called a battlefist, and it replaces one of your hands.

You are proficient with the battlefist. The battlefist is a melee weapon that deals 1d8 bludgeoning damage. You can hold items in your battlefist as though it were your hand, but you cannot use your battlefist as a weapon if you are holding anything in it.

If your battlefist is destroyed, you can create a new one over the course of three days of work (eight hours each day) by expending 100 gp worth of metal and other raw materials you have available. When you re-forge your battlefist, you can imbue it with exotic materials if you have access to them.

Flailing Gauntlet

At 3rd level, you learn to detach your battlefist and loose it toward your foe, remaining connected to you by a chain of magical force. Your battlefist gains the reach property.

Additionally, you can invisibly stow a single one-handed item weighing no more than 1 pound in your battlefist, such as a set of thieves' tools or a potion. As a bonus action, you can store an item held in your battlefist, or retrieve the item and it appears in your battlefist.

Augmented Fist

Starting at 9th level, you can empower your battlefist with arcane energy. Your battlefist attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

When you hit with an attack using your battlefist, the target takes an additional 2d6 force damage and must make a Strength saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, the target is knocked prone.

This damage increases by 1d6 when you reach certain levels in this class: 13th level (3d6) and 17th level (4d6).

Warforged Resilience

Starting at 14th level, your augmentations replace more of your body with metal and you become more like a construct.

If your race is warforged, you gain the following benefits:

You have immunity to poison damage.

You are immune to the charmed and poisoned conditions.

You have advantage on death saving throws.

If your race is not warforged, you instead gain the following benefits:

You gain a +1 bonus to armor class.

You are immune to disease.

You do not need to eat or breathe, but you can ingest food and drink if you wish.

Instead of sleeping, you can choose to enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal.

You are considered to be both a warforged and a member of your original race, and can attach and embed components as if you were a warforged.

Enchanted Fist

Starting at 17th level, you can imbue your battlefist with the energy of a magical weapon of your choice. While you are attuned to a magic melee weapon, your battlefist gains the properties of that weapon, until you are no longer attuned to it or you attune to a different magic melee weapon.

If you aren't attuned to a magic melee weapon, your battlefist gains a +3 bonus to attack and damage rolls.