Special Thanks: Discord of Many Things for their suggestions and balancing tweaks.

At 18th level, your maximum Charges increase to 3. Additionally, as a bonus action on your turn, you can increase your Charges up to your max. At the end of your turn, you are under the effects of the Slow spell, which lasts until the end of your next turn.

At 15th level, your Charge core is able to more efficently harness your combat capabilties. You have a maximum of two charges.

At 10th level you can use your flexible memory to change what maneuvers you know. During a short or long rest, you can replace one maneuver you know with a different one, as long as neither are from your subclass restricted maneuvers.

Until you replace the item you regain one less Hit Die when you take a long rest.

At 7th level you can temporarily take some machinery out of your person to use for a tool. Your machinery is complex and varied enough that you generally can find something that will serve as an equipment (see equipment section) that has value of less than 10 gold and weighs less than 5 pounds.

Also at 3rd level, your movement speed increases by 10 feet for each Charge you have.

At 3rd level, you enpower the machinery powering your frame. When you take the Attack action on your turn, you can forgo an attack to gain a Charge. Instead of having 2 uses of superiority per short rest, you use Charge to trigger a maneuver's superiority option. You can have a maximum of one Charge. You must maintain concentration as if you were concentrating on a spell, or lose any Charges you have.

Construct Knight are powered through steam, clockwork, or arcane energies, they have learned how to utilize their construct nature to deadly effect .

Maneuvers

The Construct Knight has unique maneuvers available to it. As a Construct Knight, you may choose from the maneuvers below whenever you gain a maneuver. Some of these maneuvers require specific warforged upgrades to access, and you can use each of these maneuvers only once a turn.

Piston Fists

Your arm unlocks and an extendes. When you take the Attack action on your turn, you can make an unarmed strike. This attack has a reach of 10 feet, and deals 1d6 blugeoning damage .

Superiority. As part of the attack you can make a grapple check. On a success the target is grappled and pulled 5 feet towards you.

Spin-lock

One of your joints reconfigures so that it gains 360 degree mobility - allowing you to spin a weapon your are wielding like a sawblade. When you take the Attack action on your turn, you can forgo one of your attacks and your next attack with that weapon before the end of your next turn deals 2d8 additional damage.

Superiority. You deal 2d8 on your next attack that hits before the end of your next turn. (instead of 2d8 damage if it hits)

Stun bolt

Prerequesite: Innately Magical warforged upgrade

When you deal damage using Lightning Lure or Shocking grasp cast through your Innaely Magical warforged upgrade, your next melee weapon attack before the end of your next turn on that creature is at advantage. When cast lightning lure you can use your maneuver DC, and when you cast shocking grasp you can use strength or dexterity instead of constitution for the attack roll.

Superiority. You can make an melee attack as part of this maneuver.

Spring-loaded Swap

Prerequesite: Integrated Armaments warforged upgrade

The first time you use your bonus action to retrieve an object from your storage compartments, your next attack before the end of your turn deals an additional 1d4 damage. You can use another bonus action to reset the spring and regain use of this maneuver.

Superiority. When you use your bonus action to retrieve an object from your storage compartments, you can make an attack with that weapon as part of the bonus action.

Blinding Flash

Prerequesite: Lantern warforged upgrade

When you take the Attack action on your turn, you can forgo one of your attacks to attempt to blind them by overcharging your lantern. A creature within 5 feet of you must make a Constitution saving throw or take 1d8 radiant damage and has disadvantage on Wisdom (Perception) checks that rely on sight.

Superiority. On a faied save, the target have disadvantage on the next attack roll it makes before the end of its next turn.

Pneumatic Legs

Prerequesite: Mobile warforged upgrade

For a bonus action, you can empower your next jump. Your next jump distance is increased by 20 feet.

Superiority. Your next midair attack pushes the target away from you half the remainder of the distance of the jump on an hit. You can choose to travel with the creature for that distance, or rebound off in a direction that you choose for the same distance.

Pressure Thrust

Prerequesite: Powerful warforged upgrade

When you take the Attack action on your turn, you can forgo one of your attacks to attempt to shove them back. The target must make makes a Strength saving throw or be pushed 10 feet.

Superiority. If the target fails the Strength saving throw, they also take 2d8 fire damage.

Elemental Transformers

Prerequesite: Resistant warforged upgrade

When you take elemental damage that you resist from your Resistant warforged upgrade, you can imbue your next attack with that same elemental energy. Your next attack before the end of your next turn does an additional 1d8 damage of that elemental type.

Superiority. You can use a reaction to make the attack immediately.

Morph ball

Prerequesite: Small warforged upgrade

Your physique compartmentalizes and you form the shape of a small ball. You can use a bonus action to cause opportunity attacks directed at you to be at disadvantage for your next 10 feet of movement.

Superiority. If you moved at least 10 feet, when you pop out of your ball form you can make an melee weapon attack at advantage.

Heavy Duty Plating

Prerequesite: Tough warforged upgrade

When you take the Attack action on your turn, you can forgo one of your attacks to optimize your plating to shoulder a blow. You gain your constitution modifier in temporary health.

Superiority. You count as 3/4 cover to allies within 5 feet of you.

Combat Scanner

Prerequesite: Trained Mind warforged upgrade

When you take the Attack action on your turn, you can forgo one of your attacks to attempt to identify a weakness in an enemy you can see within 10 feet of you. You have advantage on your next attack on the enemy until the end of your next turn.

Superiority. You have advantage on attacks until you hit or until the end of your next turn.