1-Point Modifications

Arcane Artillery You enchant a weapon with evocation magic, allowing it to store and fire magic darts. You have a reserve of 3 magic darts and can launch one as a bonus action on your turn. The dart hits a creature within 30 feet and deals 1d4 damage to its target. The enchantment replenishes all magic darts when you finish a long rest. Your reserve of darts becomes 6 when you reach 11th level, and 9 when you reach 17th level.

Elemental Expungers You enchant a series of small devices with targeted abjuration magic, dampening the effects of certain damage types. Choose one damage type from Acid, Cold, Fire, Force, Lightning, Poison, Psychic, or Thunder. you have resistance to that damage type. This modification can be improved upon with more powerful protection enchantments, making it a 2-point modification. When improved, the damage resistance granted by this modification is also granted to all allied creatures within 10 feet of the machine. This modification can be taken more than once in order to gain additional resistances.

Folding Crossbow You've engineered a simple miniature crossbow, or other bolt-firing device into your machine. You can use an action on your turn to make a ranged weapon attack with a range of 60/240 feet. This attack deals 1d6 piercing damage on a hit. You are proficient in the use of this weapon. This weapon's damage increases to 1d8 piercing damage when you reach 11th level, and 1d10 when you reach 17th.

Guiding Light You house a small gem that gleams with divination magic within your machine. As an action on your turn you can activate this gem's enchantment to embolden yourself and your allies. The enchantment remains active for up to 1 minute while the gem glows, shedding bright light in all directions for 5 feet and dim light for another 5 feet. Allies within this enchanted light can add 1d4 to any saving throw once each round. This effect ends when you fall to 0 hit points or when you end it early as a bonus action. Once you use this ability, it cannot be used again until you finish a long rest.

Hidden Stiletto Requires: Prosthetic or Armor Type You add a transmutation-based (or simply spring-driven) spike to your machine, allowing for a quick attack. As a bonus action on your turn you can make a melee weapon attack with your spike, dealing 1d4 piercing damage on a hit. This weapon has the finesse and light properties, and you are proficient with it. Additionally, any check made to detect this weapon upon your machine have disadvantage.

Ramming Gear Requires: Transport Type You add plates or spikes to your machine's front and enable it to accelerate rapidly. If your machine moves 15 feet or more straight toward a creature right before hitting it with a melee attack, that attack deals an additional 1d10 bludgeoning damage.

Rope Spool You add a spool of simple hempen rope into your machine. The spool holds up to 100 feet of rope and has a winding mechanism not unlike that of a fishing rod attached to it. Objects can easily be tied to the end of the rope and swung like whips. The spool can withstand up to 1,000 pounds of force on the rope. This modification can be improved upon with a more flexible mechanism and the addition of a transmutation enchantment, making it a 3-point modification. Once improved, you can use an action on your turn to launch the end of the rope up to 100 feet in a straight line. If an object at the end of the rope impacts a creature, the object stops and that creature must make a Dexterity saving throw versus your spell save DC, taking 1d8 bludgeoning damage on a failed save. Additionally, you can fully retract the rope back into the spool as a bonus action, granted there is nothing obstructing the rope. When used for climbing, this equates to a climb speed of 40 feet. When used to pull an unwilling creature, that creature must succeed on a Strength saving throw against your spell save DC, being pulled up to 20 feet toward you on a failed save

Second Gear Requires: Transport Type You have included a series of extra transmutation gears into your machine that allow it to move at enormous speeds. Your machine's speed increases to 45 feet. This modification can be improved with an additional gear set and a more rugged construction, making it a 3-point modification. When improved, your machine's speed increases to 60 feet. Additionally, your machine ignores movement penalties caused by difficult terrain.

Simple Operation By adding instructive notes and employing simple illusion magic to demonstrate its use, other creatures can use your machine easily. Any creature with an Intelligence score of 6 or more can choose to automatically succeed on the Intelligence saving throw necessary to use your machine.