TEXT: Otherworldly Patrons 
  The beings that serve as patrons for warlocks are mighty 
  inhabitants of other planes of existence—not gods, but 
  almost godlike in their power. Various patrons give their 
  warlocks access to different powers and invocations, and 
  expect significant favors in return. Some patrons collect 
  warlocks, doling out mystic knowledge relatively freely or 
  boasting of their ability to bind mortals to their will. Other 
  patrons bestow their power only grudgingly, and might 
  make a pact with only one warlock. Warlocks who serve 
  the same patron might view each other as allies, siblings, or 
  rivals. 
  The Machine 
  You have surgically implanted into your chest the Heart of 
  the Machine, a device of immense power that constantly 
  bombards your body and mind with arcane energy and 
  forbidden knowledge. This influx of energy can be 
  manipulated into spells or used to power magitech 
  enhancements similarly installed into your body.  
       The Heart of the Machine's mechanics are not entirely 
  well understood. While some claim a rational, scientific 
  understanding of its inner workings, others claim a 
  transcendent connection to The Machine – that it is a 
  powerful being, a construct of immense design that 
  embodies itself through those who carry the Heart. 
  The Machine Expanded Spells 
  Spell Level 
  Spells 
  1st 
  detect magic, thunderwave 
  2nd 
  darkvision, heat metal 
  3rd 
  lightning bolt, nondetection 
  4th 
  fabricate, locate creature 
  5th 
  animate object, contagion 
  Battlefist 
  When you select this patron at 1st level, you permanently 
  replace one of your hands (your choice) with a mechanical 
  battlefist. The battlefist is a one handed light melee weapon 
  that deals 1d8 bludgeoning damage, and cannot be 
  disarmed. You are proficient with the battlefist. You may 
  hold or otherwise manipulate a weapon, shield, or other 
  object on the same arm as your battlefist, though you may 
  not attack with your battlefist and use an object or weapon 
  held in that hand on the same turn. 
   
   
   
  Embedded Component 
  At 6th level, you gain the ability to embed or attach 
  magitech components to yourself. You may select 1 
  Embedded Component from the Embedded Components 
  list. At levels 9, 12, and 15, when you learn new eldritch 
  invocations, you may choose to gain a new component 
  instead. 
  Eldritch Fist 
  At 10th level, you have mastered using your battlefist and 
  spellcasting to crush your foes. When you use the Attack 
  action to attack a creature with your battlefist, you may use 
  a bonus action to cast an evocation cantrip targeting that 
  creature. Treat this cantrip as if it had a range of touch. 
  Total Augmentation 
  By 14th level, you are more machine than man. You gain 
  immunity to being blinded, deafened, exhausted, or 
  poisoned. In addition, you now have the Construct type. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Embedded Components 
  Arm Servos 
  Your arms have been infused with magitech components, 
  allowing you a burst of strength. Your Strength score 
  increases by 1, to a maximum of 20. As a bonus action, you 
  may increase your Strength score by 2 (to a maximum of 
  20) for one minute. Once you use this component, you must 
  finish a short or long rest before you can use it again. 
  Armored Body 
  You have incorporated enough reinforcing materials into 
  your body to become somewhat resistant to physical 
  damage. Your armor class increases by 2, to a maximum of 
  20. 
  Armored Mind 
  You have grafted a machine directly onto your nervous 
  system. You have advantage on saving throws against 
  being charmed or frightened. 
  Fortify Skin 
  You have alchemically infused your skin with adamantine 
  fibers that toughen on command. You may use an action to 
  Fortify your skin for 1 minute. During this duration, you 
  move at half speed and gain resistance to all Bludgeoning, 
  Piercing, and Slashing damage. After using this, you must 
  finish a short or long rest before you can use it again. 
  Improved Battlefist 
  You have upgraded your battlefist to deal more damage. 
  Your battlefist is now deals 1d10 damage, is magic, and 
  you gain a +1 bonus to attack and damage rolls you make 
  using it. 
  Leg Servos 
  Your legs have been infused with magitech components, 
  allowing you to run longer and faster. Your movement 
  speed increases by 10 feet and you have advantage on 
  Constitution saving throws against being exhausted.. 
  Overload Metabolism 
  As a bonus action, you can excite your artificial 
  metabolism to heal a number of hit points equal to 5 + your 
  level. Doing this incurs a -2 penalty to your Strength and 
  Dexterity scores for 10 minutes. After using this ability, 
  you may not use it again until you complete a short or long 
  rest. 
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/The Machine.pdf