Modular

General Feat · Level 4+ · Prerequisite: Battle Smith (Artificer)

Description

Your expertise with your Steel Defender allows you to design and install specialised upgrade modules, enhancing its capabilities in and out of combat. Each module occupies one of five mounting points on your Steel Defender's chassis and costs a number of Module Points to install.

Module Points

Your Steel Defender gains Module Points according to your Artificer level. If you take this feat at a level higher than 4th, you gain all Module Points for levels you have already reached.

Artificer Level Points Gained Total Points
4th +2 2
7th +1 3
10th +1 4
12th +1 5
15th +1 6
17th +2 8

Mounting Points

Your Steel Defender has five mounting points. Each mounting point may hold one module at a time.

Head Back Left Arm Right Arm Legs
1 slot 1 slot 1 slot 1 slot 1 slot

Building Modules

Only you can build modules for your Steel Defender. Each module lists a build time and a workspace requirement. Simple modules require only your tinker's tools. Complex modules require access to a workshop. Build time and installation are separate steps — once a module is built, you may install it during a Long Rest, provided you have enough unspent Module Points to cover its cost.

Removing Modules

Removing or swapping an installed module requires 8 hours of work, after which the Module Points spent on that module are returned to your pool. The removed module can be reinstalled later without needing to be rebuilt.

Modules

Head modules

Light

1 point · 1 Hour · Tinker's Tools
A torch is mounted to the Steel Defender's head, shedding bright light in a 20-foot radius and dim light for an additional 20 feet.

Accuracy Module

1 point · 2 Hours · Tinker's Tools
Targeting sensors improve the Steel Defender's precision. It adds your Proficiency Bonus to its attack rolls.

Breath Weapon

1–3 points · 4 Hours · Tinker's Tools
An elemental nozzle is fitted to the Steel Defender's head. Choose a damage type (acid, cold, fire, lightning, or poison) when this module is installed. The Steel Defender gains a number of charges equal to the Module Points spent on this module, which are restored when you finish a Long Rest.
As an action, the Steel Defender can expend 1 charge to exhale a 15-foot cone. Each creature in the area must make a Dexterity saving throw (DC 13 for 1 point spent, DC 15 for 2 points, DC 17 for 3 points) against your spell save DC. On a failed save, a creature takes 1d10 damage of the chosen type. On a successful save, it takes half as much damage.

Advanced Sensors

2 points · 2 Days · Workshop
Sophisticated sensor arrays grant the Steel Defender Blindsight with a range of 60 feet. This module can be upgraded to grant Truesight (60 feet) instead by spending 1 additional Module Point.

Rapid Response

1 point per 5 feet · 3 Hours · Tinker's Tools
Reactive actuators extend the reach of the Steel Defender's Deflect Attack reaction. For each Module Point spent on this module, the range of Deflect Attack increases by 5 feet (e.g. 1 point = +5 ft, 2 points = +10 ft).

Back modules

Backpack

1 point · 1 Hour · Tinker's Tools
A reinforced storage compartment is integrated into the Steel Defender's chassis. It can carry up to 30 pounds of items within 1 cubic foot of space.

Phase Drive

2 points · 3 Days · Workshop
A short-range teleportation device is installed in the Steel Defender's back. As a Bonus Action, the Steel Defender can teleport up to 30 feet to an unoccupied space it can see. Once used, this feature cannot be used again until the Steel Defender finishes a Short or Long Rest.

Energy Coils

1–3 points · 2 Days · Workshop
Unstable energy coils are wound through the Steel Defender's back plating. This module has a single use before it is destroyed. As an action, you can trigger the coils deliberately, or they may discharge involuntarily: whenever the Steel Defender makes an attack roll, roll a d20 first — on a result of 1, the coils misfire.
When triggered, each creature in a 15-foot cube originating from the Steel Defender must make a Constitution saving throw (DC 13 for 1 point, DC 15 for 2 points, DC 17 for 3 points). On a failed save, a creature takes 2d8 Thunder damage and is pushed 10 feet away from the Steel Defender. On a successful save, it takes half as much damage and is not pushed. Unsecured objects entirely within the cube are also pushed 10 feet away. The discharge produces a thunderous boom audible within 300 feet.
On a misfire, the effect triggers centred on the Steel Defender instead of in a chosen direction, and the Steel Defender is not excluded from the effect.

Heavy Armour Plating

2 points · 4 Hours · Tinker's Tools
Reinforced plating is bolted to the Steel Defender's chassis, increasing its Armour Class by 2. However, its Speed is reduced by 10 feet.

Companion Pouch

2 points · 2 Hours · Tinker's Tools
A harness and restraint system is installed on the Steel Defender's back, allowing it to carry one Medium or smaller creature. The Steel Defender must use its action to secure or release a creature within 5 feet of it; only willing creatures may be carried.

While secured, the carried creature is Restrained and moves with the Steel Defender. If the Steel Defender takes damage, the carried creature takes half that damage. The carried creature can still take actions on its turn.

Arm modules (left arm or right arm)

Elemental Launcher

2 points · 2 Days · Workshop
A pressurised launcher is mounted to the arm. Choose a damage type (acid, cold, fire, lightning, or poison) when installed. As an action, the Steel Defender fires a 15-foot-radius explosion centred on a point it can see within 60 feet. Each creature in the area must make a Dexterity saving throw against your spell save DC, taking 2d6 damage of the chosen type on a failed save, or half on a success.

Shield Mount

1 point · 1 Hours · Tinker's Tools
A reinforced shield is affixed to the arm, increasing the Steel Defender's Armour Class by 2.

Weapon Arm (Melee)

1 point · 2 Hours · Tinker's Tools
Articulated grips and servo-assisted joints are fitted to the arm, allowing the Steel Defender to wield a melee weapon. The Steel Defender must be equipped with a melee weapon to benefit from this module. When making an attack with the equipped weapon, it uses your spell attack modifier and deals damage according to the weapon's stat block.

Weapon Arm (Ranged)

1 point · 2 Hours · Tinker's Tools
A precision mounting bracket and trigger mechanism are fitted to the arm, allowing the Steel Defender to wield a ranged weapon. The Steel Defender must be equipped with a ranged weapon and appropriate ammunition to benefit from this module. When making a ranged attack with the equipped weapon, it uses your spell attack modifier and deals damage according to the weapon's stat block.

Flamethrower

2 points · 1 Day · Workshop
A flamethrower nozzle is mounted to the arm. It requires a canister of alchemist's fire or equivalent fuel (consumed on use). As an action, the Steel Defender sprays fire in a 15-foot cone. Each creature in the area must make a Dexterity saving throw against your spell save DC, taking 3d6 fire damage on a failed save, or half on a success.

Healing Hands

2 points · 1 Day · Workshop
A delicate dispensing mechanism allows the Steel Defender to administer healing potions. As an action, the Steel Defender can administer a healing potion from its inventory (or the Backpack module, if installed) to a creature within 10 feet of it, restoring hit points as normal.

Leg modules

Mobility Module

1 point · 2 Hours · Tinker's Tools
Upgraded actuators increase the Steel Defender's Speed by 10 feet.

Stability Module

1 point · 2 Hours · Tinker's Tools
Gyroscopic stabilisers allow the Steel Defender to ignore difficult terrain, except terrain caused by mud or water.

Stomp

1 point · 3 Hours · Tinker's Tools
Hydraulic leg pistons enhance the Steel Defender's Rend attack. It can use Rend as a Bonus Action on its turn.

Tremorsense Array

2 points · 2 Days · Workshop
Ground-contact sensors grant the Steel Defender Tremorsense with a range of 40 feet.

Jump Jets

1 point · 1 Day · Workshop
Compressed-air jets allow the Steel Defender to leap extraordinary distances. As a Bonus Action, it can jump up to 20 feet horizontally or 10 feet vertically without a running start.