Why buy lots of magic items when one can do everything?

Thanks for picking up this item supplement, this is a fairly dumb item which I can't imagine anyone actually wanting to use because it was, by nature, designed to be overly complicated and relatively confusing! If however you can make it through the item explanation I hope you'll find use for it in your game!

The Artificers Gauntlet of Continual Improvement

The Artificers Gauntlet of Continual Improvement is a fist weapon designed to be weilded by an artificer who can then improve it over time as opposed to investing in new weapons or items. While designed for an artificer there is no actual class limitation on who can weild it.

The item starts as a fist weapon with (1d6 + Str) bludgeoning damage. The wearer can purchase and adjust other basic weapons and affix them to adjust the damage type, e.g. affixing a sword blade changes the damage to piercing. Damage die remain the same with weapon attachments but increase with level as shown in table at the end.

Base Augments

At third level the Artificer can add one of the following Base Augments for the cost of 10gp

Burst Impact

As a bonus action Burst Impact can be activated to add 1d6 bludgeoning damage on a successful attack - 3 chargers per long rest (damage increases by 1d6 for every 2 levels gained)

Adjusted Aim

As a bonus action Adjusted Aim can be activated to add +1 to all attack rolls made with the gauntlet until the end of your next turn - 3 chargers per long rest (Increase by +1 for every 2 levels gained)

Blast Barrier

As a reaction the Blast Barrier can be activated to add +2 to AC for one round - 3 chargers per long rest (Increase AC bonus by +2 for every 2 levels gained)

Grappling Fist

The user can spend an action to fire the fist of the gauntlet 30ft in any direction. It will grip the first thing it comes in contact with, including a solid wall, item or creature. The player can use a bonus action to retract the fist. If the thing gripped is an item or creature of medium size or smaller it will be pulled towards the user, if it is a wall or creature above medium size the user will be pulled towards it instead.

The player can have multiple augments attached at a time according to the Augment Table at the end of this section. Each additional augment added from an augment tier will cost twice the initial cost to add.

Secondary Augments

At fifth level the Artificer can add one of the following Secondary Augments for the cost of 100gp

Flamethrower

The user can take an action to fire the Flamethrower augment, sending out a cone of fire 15ft long. Any creatures hit must make a Dex saving throw against your spell save DC or 13, whichever is higher. Any creatures that fail take 2d12 fire damage and any creature that rolled below a 10 takes 1d6 fire damage at the beginning of its turn for 3 rounds unless they take an action douse their flames.

Creatures which succeed take half damage and are not set on fire. Flammable items in the path are ignited - 3 chargers per long rest (damage increases 1d12 for every 2 levels gained)

Ice Blast

The user can take an action to fire the Ice Blast augment, sending out a cone of ice 15ft long. Any creatures hit must make a Dex saving throw against your spell save DC or 13, whichever is higher. Any creatures that fail take 2d12 ice damage and any creature that rolled below a 10 are paralyzed (frozen) for one round.

Creatures which succeed take half damage and are not frozen. Any water in the path is frozen solid, becoming difficult terrain for 1 minute - 3 charges per long rest (damage increases 1d12 for every 2 levels gained)

Tremor Strike

The user can take an action to fire the Tremor Strike augment, sending out a shockwave into the earth 15ft long. Any creatures hit must make a Con saving throw against your spell save DC or 13, whichever is higher. Any creatures that fail take 2d12 force damage and any creature that rolled below a 10 are knocked prone.

Creatures which succeed take half damage and are not knocked prone. The area affected also becomes difficult terrain for 3 rounds - 3 chargers per long rest (damage increases 1d12 for every 2 levels gained).