TEXT:  
   
   
   
   
  MAGITECH UPDATE 
                                                              Middle Finger of Vecna  
   
  
   
   
  Martial Archetypes 
  Different fighters choose different approaches to perfecting 
  their fighting prowess. The martial archetype you choose to 
  emulate reflects your approach. 
  Magitech Hero 
  The archetypical Magitech Hero is a warrior who possesses 
  a sophisticated suit of magical armor which can be 
  upgraded and modified, making them extremely versatile 
  and dangerous combatants. Some upgrades make the Hero 
  a towering machine of war, others a craven shadow on the 
  wall, and others still a flying mechanical wonder, capable 
  of firing beams of energy from his eyes and palms. No 
  matter the configuration, Magitech Heroes are a formidable 
  force. 
  Magitech Armor 
  When you choose this archetype at 3rd level you gain a suit 
  of magic armor from your church (or family, clan, king, or 
  other organization as appropriate for your character). You 
  may choose any type of armor that you are proficient with. 
  It is of masterwork quality, but is otherwise typical of 
  armor of that type. At any time you may return to any 
  church of your order, and they will provide you with the 
  facilities needed for you to repair, improve, or enchant it, 
  though you must still pay for materials and other associated 
  costs. 
       Magitech Armor is more powerful than a regular magic 
  item. Only an antimagic field and areas of "dead magic" 
  suppress its abilities, rendering it mundane masterwork 
  armor until the magic suppression ends. When suppressed 
  by an Anti-Magic Field or similar effect, you also lose  
  any abilities gained from Magitech Upgrades. 
  Magitech Upgrade 
  At 3rd level, you may select any two Magitech  
  Upgrades for which you meet the prerequisites.  
  You may not use one of the Upgrades selected at  
  3rd level as a prerequisite for the other. You may select  
  an additional upgrade at 7th, 10th, 15th, and 18th level. 
       Magitech Upgrades apply only while you wear your 
  Magitech Armor. Upgrades that cast a spell require no 
  verbal or somatic components. If an Upgrade calls for a 
  saving throw, the DC is equal to 8 + your  
  proficiency bonus + your Intelligence  
  modifier. Your magitech level is equal 
  to your fighter level 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  D&D MAGITECH UPDATE: MIDDLE FINGER OF VECNA 
  
   
   
  Magitech Upgrades 
  If a magitech upgrade has prerequisites, you must meet 
  them to learn it. 
  Armored Mind 
  You have advantage on saving throws against being 
  charmed and saving throws against being frightened. 
  Armor Sentience 
       Prerequisite: Energy Shield and Armored Sense 
  Your armor gains a more complete sentience and gains the 
  ability to transfer some if its magical power into spells. 
  Your armor has 6 charges. You can use an action and 
  expend 1 or more charges to cast one of the following 
  spells from it: lightning bolt (4 charges), magic missile      
  (1 charge), protection from energy (2 charges), or 
  thunderwave (1 charge). If you expend the armor's last 
  charge, you are incapacitated and can’t move for 1d4 
  rounds, after which the armor regains 1 charge. Your armor 
  regains 1d4 + 2 expended charges daily at dawn.  
  Armored Sense 
       Prerequisite: Energy Shield 
  Your armor gains a limited sentience and may alert you 
  early to threats. You gain darkvision and the effects of see 
  invisibility with a range of 30 feet while you wear your 
  armor. You may add double your proficiency bonus to 
  Investigation and Perception checks (including Passive 
  Perception checks.) 
  Armored Stability 
  While you wear your armor, you have advantage on ability 
  checks and saving throws against being moved or knocked 
  prone, such as from a Shove action or Trip Attack 
  maneuver. 
  Burrow 
  While you wear your armor, you gain a burrow speed equal 
  to half your base movement speed. 
  Damage Reduction 
       Prerequisite: Energy Shield 
  You may cast protection from energy. You must complete a 
  short or long rest before using this feature again. 
  Dauntless 
       Prerequisite: Armored Mind  
  While you wear your armor, you longer need to eat or sleep 
  and are immune to magical sleep effects. You are also 
  immune to being poisoned. 
  Dive Attack 
       Prerequisite: Speed, Propulsion 
  If you move at least 10 feet downward before making a 
  melee attack against a creature, you have advantage on 
  your first attack against that creature and may add your 
  proficiency bonus to that attack's damage. 
  Energy Shield 
  You can cast shield. You can use this ability again after 
  taking a short or long rest. 
  Evasion 
       Prerequisite: Speed and Stealth 
  You gain the Rogue Evasion and Uncanny Dodge features.  
  Explosive Energy 
       Prerequisite: Power Fist, Repulsor Rays 
  As an action, you can channel all of the energy of your 
  Magitech Armor into an explosive electrical attack. Each 
  creature within a 30 feet of you must make a Dexterity 
  save. On a failed save a creature takes 3d6 points of 
  lightning damage for each point of your proficiency bonus, 
  or half as much on a successful one. After you use this 
  ability you are incapacitated and can’t move for 1d4 
  rounds. You must complete a short or long rest before 
  using this feature again. 
  Flame Thrower 
  You can fire a stream of flame at your foes as an action. 
  Each creature in a 15-foot cone must make Dexterity 
  saving throw. A creature takes 4d6 fire damage on a failed 
  save, and half as much damage on a successful one. You 
  must complete a short or long rest before using this feature 
  again. 
  Frost Missile 
  As an action, you may fire a Frost Missile. The missile has 
  a range of 5 feet times your magitech level. Make a ranged 
  attack. If it hits, the missile deals 2d8 points of Cold 
  damage, and the target is can move only half its maximum 
  speed until the beginning of your next turn. 
  Great Strength 
  Your armor assists you in physical exertion. While you are 
  wearing your armor, increase your Strength score by 1, to a 
  maximum of 20. In addition, your lifting and carrying 
  capacity is doubled. 
  Interpose 
  Your armor is so imposing that enemies cannot ignore your 
  presence. Any space that you occupy blocks the line of 
  sight and line of effect of any enemy attack on the same or 
  lower level of elevation as you. Thus this gives objects and 
  creatures total cover from effects that require a straight line 
  of effect through your square. Friendly creatures that are 
  familiar with your presence may target others through your 
  square normally. Enemies on higher elevation then you 
  ignore this effect, as do enemies that are larger then you. 
   
   
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  D&D MAGITECH UPDATE: MIDDLE FINGER OF VECNA 
  
   
   
  Light Beams 
  As a bonus action, you may fire beams of light from your 
  eyes. The light beams have a range of 5 times your 
  magitech level (max 60 feet). Make a ranged attack. If it 
  hits, it deals 2d4 points of Fire damage. After you use this 
  ability you may not use it again for 1d4+1 rounds. 
  Mecha Transformation 
       Prerequisite: Power Fist, Transmutation 
  Your armor can become a towering machine of war. As an 
  action, for 1 minute, your size triples in all dimensions, and 
  your weight is multiplied by 27. This growth increases your 
  size by two categories—from Medium to Huge, for 
  example. You also has advantage on Strength checks and 
  Strength saving throws. Your weapons do not grow to 
  match your new size, but your Power Fist does. While the 
  Power Fist is enlarged, your attacks with it deal double 
  damage. In addition, your armor is Fortified as per the 
  Transmutation feature while you are enlarged. You must 
  complete a long rest before using this feature again. 
  Planar Adaption 
  Choose a plane of existence other than the Material Plane. 
  You may move and act on that plane as if you were a 
  native, and do not take penalties associated with being a 
  non-native to this plane. This upgrade requires DM 
  approval, as the cosmology of various game worlds vary 
  dramatically. 
  Power Fist 
  Your armor has a Power Fist built into one of its arms, 
  which is a one handed melee weapon that deals 1d8 
  bludgeoning damage, and cannot be disarmed. You are 
  proficient with the Power Fist. You may hold or otherwise 
  manipulate a weapon, shield, or other object on the same 
  arm as your Power Fist, though you may not attack with 
  your Power Fist and use an object or weapon held in that 
  hand on the same turn. 
  Propulsion 
       Prerequisite: Speed 
  While you wear your armor, you gain a fly speed equal to 
  your base movement speed. You may not take the Dash or 
  Disengage actions while flying. Flying for more than 1 
  minute at a time drains your suit of power, after which you 
  fall and are incapacitated and can’t move for 1d4 rounds. 
  Repair 
       Prerequisite: Energy Shield, Damage Reduction 
  At the beginning of your turn, you heal a number of health 
  points equal to your proficiency bonus if you have no more 
  than half of your hit points left. You don’t gain this benefit 
  if you have 0 hit points. 
  Repeating Crossbow 
  Your armor has a special repeating hand crossbow built 
  into one of its arms, which is a ranged weapon that deals 
  1d6 piercing damage, has range 30/120 feet, cannot be 
  disarmed, and possesses the Light weapon property. You 
  proficient with this weapon. You may hold or otherwise 
  manipulate a weapon, shield, or other object on the same 
  arm as your Repeating Crossbow (including a Power Fist). 
  Your armor contains an extradimensional space which can 
  store up to 100 bolts, and the repeating crossbow 
  automatically loads any stored bolt of your choice 
  automatically requiring no action. 
  Repulsor Rays 
       Prerequisite: Power Fist 
  As an action, you can fire a number of rays equal to your 
  proficiency bonus. Make a ranged attack for each ray. 
  These rays each have a range equal to 5 feet times you 
  magitech level. If hit, a creature takes 1d6 plus your 
  Intelligence modifier force damage. In addition, creatures 
  hit by rays must make a Strength saving throw with a DC 
  equal to 5 times the number of rays that hit them. Each 
  creature hit makes only 1 saving throw. On a failed save, a 
  creature is pushed back 10 feet. 
  Speed 
  Your base speed increases by 10 feet. 
  Spider Climb 
  While you are in your armor, you gain the effects of spider 
  climb. 
  Stealth 
       Prerequisite: Speed 
  While you wear your armor, suffer no disadvantage on 
  stealth checks due to it and you may add double your 
  proficiency bonus to Dexterity (Stealth) checks. You may 
  also cast invisibility. After using this, you cannot cast 
  invisibility again until you complete a long rest. 
  Transmutation 
       Prerequisite: Power Fist 
  As an action, you can change the shape and form of your 
  armor to assume the appearance of a normal set of clothing. 
  You can also take an action to Fortify your armor for 1 
  minute. During this duration, you move at half speed in 
  your armor, and have resistance to Bludgeoning, Piercing, 
  and Slashing damage. After using this, you cannot Fortify 
  your armor again until you complete a long rest. 
  Webbing 
  You can cast web. You cannot use this feature again until 
  you take a short or long rest. 
   
   
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  D&D MAGITECH UPDATE: MIDDLE FINGER OF VECNA 
  
   
   
  Roguish Archetypes 
  Rogues have many features in common, including their 
  emphasis on perfecting their skills, their precise and deadly 
  approach to combat, and their increasingly quick reflexes. 
  But different rogues steer those talents in varying 
  directions, embodied by the rogue archetypes. Your choice 
  of archetype is a reflection of your focus—not necessarily 
  an indication of your chosen profession, but a description 
  of your preferred techniques. 
  Scavenger 
  You are a wanderer of the junkyards and a forager of scrap. 
  Your skill and flexibility allows you to improvise almost 
  anything, and your propensity to horde useful items means 
  you will never run out of handy materials. In particular, you 
  have cultivated a skill for targeting and deconstructing 
  constructs and clockwork machines, whether it is because 
  of the high value of gears and flywheels on the black 
  market, or because you hold a personal vendetta against 
  constructs. 
  Machine Hunter 
   Beginning when you select this archetype at 3rd level, you 
  have advantage on attacks against constructs. Additionally, 
  you are skilled at bypassing armor in general, and gain a +1 
  bonus on attack rolls against creatures wearing medium or 
  heavy armor. 
  Improvise 
  At 3rd level, if you are lacking a tool to perform a 
  task, such as a lockpick to open a door, you can 
  quickly fashion a makeshift replacement. After 
  concentrating on the task for 1 minute, you can 
  produce an item that performs the task, but gives 
  disadvantage on rolls to perform it. 
  Stalker 
  At 9th level, you can rig up a device 
  producing an active camouflage for 1 
  minute which grants you advantage on 
  Dexterity (Stealth) checks. After you 
  use this ability, you must complete a 
  short or long rest before using it again. 
  Sabotage 
  Starting at 13 level, you have an intricate 
  understanding of machines. You gain advantage on 
  Intelligence checks relating to understanding 
  machines and Dexterity checks made to 
  disassemble or repair them. 
       In addition, you know how to target a machine's 
  structural weak points. When you use Sneak Attack against 
  a construct, the construct is incapacitated until the 
  beginning of your next turn, even if it is immune to this 
  condition. 
  Clusterbomb 
  By 17th level, you have learned how to rig up a shrapnel-
  filled explosive charge. You may prepare your clusterbomb 
  during a short rest, choosing to set its fuse at 1 round, 2 
  rounds, or 1 minute. As an action, you can activate and 
  place your bomb or throw it up to 10 feet. After the 
  duration of its fuse has passed, at the beginning of your turn 
  the clusterbomb explodes. All creatures within 20 feet of 
  the clusterbomb must make a Dexterity saving throw with a 
  DC equal to 8 + your proficiency bonus + your Intelligence 
  modifier. On a failed save, a creature takes 8d8 piercing 
  damage, or half as much on a successful one. Constructs 
  and objects take double damage. You may only have 1 
  clusterbomb at a time. 
  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. 
   
   
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  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 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. 
   
   
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  Arcane Traditions 
  The study of wizardry is ancient, stretching back to the 
  earliest mortal discoveries of magic. It is firmly established 
  in the worlds of D&D, with various traditions dedicated to 
  its complex study. The most common arcane traditions in 
  the multiverse revolve around the schools of magic. 
  Wizards through the ages have cataloged thousands of 
  spells, grouping them into categories called schools. In 
  some places, these traditions are literally schools; a wizard 
  might study at the School of Illusion while another studies 
  across town at the School of Enchantment. In other 
  institutions, the schools are more like academic 
  departments, with rival faculties competing for students and 
  funding. Even wizards who train apprentices in the solitude 
  of their own towers use the division of magic into schools 
  as a learning device, since the spells of each school require 
  mastery of different techniques. 
  School of Mechamancy 
  Mechamancers depart from the traditional realm of the 
  scholarly book-smart mages, in favor of a hands-on 
  mechanical approach to their magic. Experts in tinker's 
  tools and engineering, practitioners of the School of 
  Mechamancy use their magic to imbue mundane parts with 
  animation, creating totally obedient constructs that can be 
  repaired and disassembled. With these constructs under 
  their control, Mechamancers can reside some distance away 
  from the dangers of adventuring, while their creations 
  handle the mess. 
  Engineering Savant 
  Beginning at 2nd level, you can create constructs that you 
  can command. You have proficiency in Tinker’s Tools. 
  You also have a total number of Construct points equal to 
  your proficiency modifier. Creating a construct requires 
  using your Tinker's tools and a supply of mundane parts 
  (kept with your tools) to build the mechanical body of the 
  construct, investing the required number of construct points 
  in it, and expending a spell slot to transform it from 
  mundane parts into an obedient construct. Once you have 
  expended a spell slot to make a construct, you may not 
  regain that slot until the construct is disassembled or 
  destroyed. You can fully repair all your constructs to full 
  hit points using your Tinker Tools during a short rest. 
       Your constructs act on your turn, though they don't take 
  actions unless you command them to. You may expend 
  your move or action to mentally command one or all of 
  your constructs to move or act in a way in which they are 
  capable. You may expend your reaction to allow one of 
  your constructs to make a reaction if is capable.  
       The connection to your constructs is taxing, and you 
  may not magically summon nor command any creatures 
  while any of your constructs are active. 
  Mechanical Spiders 
  At 2nd level, you can create mechanical spiders, requiring 
  expending a spell slot. You can create any number of 
  mechanical spiders in a short rest. Each mechanical spider 
  requires 1 Construct Point.  
       When you cast a spell with a range of touch, any one of 
  your spiders can deliver the spell as if it had cast the spell. 
  Your spider must be within 100 feet of you, and it must use 
  its reaction to deliver the spell when you cast it. If the spell 
  requires an attack roll, you use your spell attack modifier 
  for the roll. 
   
       Mechanical Spiders are spindly and frail, and never 
  sustain more than one hit before requiring repair. 
  Automatons 
  At 6th level, you can create weaponized automatons, 
  requiring 1 hour of work and expending a spell slot. When 
  you expend a spell slot of 2nd level or higher to create your 
  automaton, its maximum hit points increase by 10, its 
  armor class increases by 1, and it gains a +2 bonus to 
  damage on its attacks, for each slot level above 1st. You 
  must supply a simple, mundane, light weapon or a light 
  crossbow to construct this construct. Each automaton 
  requires 2 Construct Points. 
       Automatons are short and walk on two stubby legs. 
  They do not have arms capable of manipulating objects, 
  and have instead a single weapon which takes up the bulk 
  of their form. 
  Construct Empathy 
  Beginning at 10th level, your connection to machines is 
  second-nature. You gain advantage on Intelligence checks 
  relating to understanding machines. 
  Clockwork Knight 
  At 14th level, you may create a humanoid clockwork 
  knight, which can walk and wield weapons as humans do, 
  requiring 6 hours of work and expending a spell slot. When 
  you expend a spell slot of 2nd level or higher to create your 
  clockwork knight, its maximum hit points increase by 10, 
  its armor class increases by 1, and it gains a +2 bonus to 
  damage on its attacks, for each slot level above 1st. Each 
  clockwork knight requires 4 Construct Points.  
   
       Clockwork knights are tall and powerful masterpieces of 
  machinery, capable of taking damage and crushing your 
  foes. 
   
   
   
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  Automaton 
  Small Construct, unaligned 
  Armor Class 12 
  Hit Points 10 
  Speed 20ft. 
   
  STR 
  14 (+2) 
  DEX 
  10 (+0) 
  CON 
  12 (+1) 
  INT 
  2 (-4) 
  WIS 
  10 (+0) 
  CHA 
  4 (-3) 
   
  Damage Immunities poison, psychic 
  Condition Immunities blinded, charmed, deafened, 
  frightened, paralyzed, petrified, poisoned 
  Senses blindsight 60 ft. (blind beyond this radius), 
  passive Perception 7 
  Languages –  
   
  ACTIONS 
  Weapon attack. Melee Weapon Attack:  Its creator's 
  spell attack bonus to hit, reach 5 ft., one creature. Hit: 
  damage dice and type as appropriate to the weapon 
  with which the automaton was built + 2. 
   
  Mechanical Spider 
  Small Construct, unaligned 
  Armor Class 10 
  Hit Points 1 
  Speed 20ft., climb 20ft. 
   
  STR 
  6 (-2) 
  DEX 
  10 (+0) 
  CON 
  12 (+1) 
  INT 
  2 (-4) 
  WIS 
  0 (+0) 
  CHA 
  4 (-3) 
   
  Damage Immunities poison, psychic 
  Condition Immunities blinded, charmed, deafened, 
  frightened, paralyzed, petrified, poisoned 
  Senses blindsight 60 ft. (blind beyond this radius), 
  passive Perception 7 
  Languages –  
   
  Spider Climb. The mechanical spider can climb difficult 
  surfaces, including upside down on ceilings, without 
  needing to make an ability check. 
  ACTIONS 
  Carry. The spider can pick up and carry or drop a single 
  object weighing no more than 5 pounds. 
   
  Clockwork Knight 
  Medium Construct, unaligned 
  Armor Class 12 
  Hit Points 20 
  Speed 30ft. 
   
  STR 
  18 (+4) 
  DEX 
  14 (+2) 
  CON 
  12 (+1) 
  INT 
  10 (+0) 
  WIS 
  10 (+0) 
  CHA 
  10 (+0) 
   
  Damage Immunities poison, psychic 
  Condition Immunities blinded, charmed, deafened, 
  frightened, paralyzed, petrified, poisoned 
  Senses blindsight 60 ft. (blind beyond this radius), 
  passive Perception 14 
  Languages –  
   
  Spell Immunity. The clockwork knight is immune to 
  three spells chosen by its creator. Typical immunities 
  include fireball, heat metal, and lightning bolt. 
  ACTIONS 
  Multiattack. The clockwork knight makes two 
  longsword attacks. 
  Longsword. Melee Weapon Attack: Its creator's spell 
  attack bonus to hit, reach 5 ft., one target. Hit: 16 (2d10 
  + 4) slashing damage. 
  Thunderwave. The clockwork knight can cast 
  thunderwave as a 4th level spell using its creator's spell 
  save DC. 
   
   
   
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  D&D MAGITECH UPDATE: MIDDLE FINGER OF VECNA 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/Magitech Update 1.pdf