| Intercession Protocol | When a creature within melee range of the automaton makes an attack, the automaton can use its reaction to impose disadvantage on the attack roll. | α | Light, Standard, Heavy | Defence | Reaction |
| Regeneration Protocol | As an action the automaton restores 2[d4|d6|d8] hit points to a willing creature within melee range. (?) | α, β, γ | Light, Standard, Heavy | Defence | Action |
| Sentinel Protocol | When an enemy enters the automaton's melee range, it can make an attack against that creature. | α | Light, Standard, Heavy | Defence | Reaction |
| Ferric Exclusion Zone | The automaton sanctifies a 20-foot-square area within 60 feet, creating concealed mines numbering equal to its Intelligence modifier (minimum of 1). Whenever a creature enters the zone, must make a Dexterity saving throw. On a success nothing happens and the mine remains; on a failure the mine detonates and deals [2|4|6]d6 force damage. | α, β, γ | Light, Standard, Heavy | Granade | Action |
| Ferric Web | The automaton throws a grenade that creates a [20|30|40]-foot-square area of difficult terrain. | α, β, γ | Light, Standard, Heavy | Granade | Action |
| Shroud of Obfuscation | As an action, the automaton deploys a smoke canister at a point within 30 feet, creating a 20-foot-radius sphere of heavily obscured smoke for 1 minute or until dispersed by strong wind. At γ level, the automaton and its allies can see through the smoke. | β, γ | Light, Standard, Heavy | Granade | Action |
| Starburst Powder | The automaton throws a flash grenade at a point within 30 feet, creating a 10-foot-diameter flash. Creatures in the area must make a Wisdom saving throw or become blinded. A blinded creature repeats the save at the end of each of its turns. | β | Light, Standard, Heavy | Granade | Action |
| Thermal Suppressor | The automaton throws a cryogenic grenade within 30 feet, that creates a 10-foot-diameter area. Creatures in the area must make a Constitution saving throw. On a success, they are slowed; on a failure, they are immobilized until the end of the automaton's next turn. | β | Light, Standard, Heavy | Granade | Action |
| Auspex Guidance | As a bonus action, the automaton adds 1d[4|6|8] to its next attack roll. | α, β, γ | Light, Standard, Heavy | Offence | Bonus Action |
| Litany of Retrieval | As an action, the automaton launches a harpoon at a creature within 45 feet. The target must succeed on a Strength saving throw or be pulled up to [20|30|40] feet toward the automaton. | α, β, γ | Standard, Heavy | Offence | Action |
| Platebreaker | When the automaton hits a creature, it must succeed on a Constitution or Dexterity saving throw (GM's choice) or have its AC reduced by [1|2|3] until the start of the automaton's next turn. This effect doesn't stack. | α, β, γ | Light, Standard, Heavy | Offence | Bonus Action |
| Thaumic Relay Network | The automaton becomes an arcane relay, allowing the artificer to cast spells from its position while within 60 feet of it. At γ level, allied spellcasters can do the same. The relay can be used a number of times equal to the automaton's Charisma modifier (minimum of 1). | β | Light, Standard, Heavy | Offence | Passive |
| Thaumic Shells | As an action, the automaton switches to elemental rounds, choosing a damage type. The chosen damage type replaces the damage type of any weapon or transformation used by the automaton. This effect lasts until the end of combat or until the automaton uses this augment again to choose a different damage type. [?|?|?] | α, β, γ | Light, Standard, Heavy | Offence | Action |
| Amberite Coated Frame | The automaton's Armor Class increases by [2|4|6]. Only one instance of this augment can be applied to an automaton at a time. | α, β, γ | Standard, Heavy | Refinements | Passive |
| Focusing Array | The automaton's attack range is doubled. | β | Light, Standard, Heavy | Refinements | Passive |
| Overcharged Locomotion | The automaton can take the Dash action as a bonus action. | β | Light, Standard | Refinements | Passive |
| Armoured Chassis | As an action automaton transforms into a tank, reducing its movement by half and gaining resistance to all physical damage. | β | Light, Standard, Heavy | Transformation | Action |
| Ballistic Artillery | The automaton can use its action to transform into a mortar, becoming immobile. While transformed, it cannot use any other weapons. It can use its action to make a mortar attack, dealing [3|5]d8 fire damage. The attack affects a 10-foot-radius sphere. Each creature in the area must make a Dexterity saving throw, taking half damage on a successful save. | β, γ | Heavy | Transformation | Action |
| Kinetic Aegis | As an reaction, automaton transforms into a point-defense assembly, becoming immobile. While transformed, it can intercept [nonmagical|nonmagical and magical] ranged attacks, automatically causing the intercepted attack to miss. It can intercept a number of attacks equal to its Dexterity modifier. (?) | β, γ | Standard, Heavy | Transformation | Reaction |
| Marching Manufactorum | As an action automaton transforms into a mobile factory, allowing it to cast Fabricate without expending a spell slot. It can do so a number of times equal to its Intelligence modifier (minimum of 1), regaining all uses after a [long|short] rest. Można wejść do środka i pracować w trakcie drogi | β, γ | Heavy | Transformation | Action |
| Mobile Bastion | As an action automaton transforms into a mobile shield, providing three-quarters cover. It loses all offensive capabilities and gains [resistance|immunity] to all physical damage. | β, γ | Standard, Heavy | Transformation | Action |
| Inductor Sanctus | On a hit, the attack deals [2|4|6]d6 lightning damage. Roll a d20; on a 10 or higher, the lightning jumps to the nearest creature within 10 feet, dealing 1d6 lightning damage less. Repeat, reducing the damage by 1d6 each time. The effect ends when the roll fails, no creature is within range, or the damage reaches 1d6. | α, β, γ | Light, Standard, Heavy | Weapon | Action |
| Inferno Projector | The automaton spews flame in a 25-foot cone, dealing [2|4|6]d4 fire damage. Creatures in the area must make a Dexterity saving throw, taking half damage on a success. | α, β, γ | Light, Standard, Heavy | Weapon | Action |
| Rotary Cannon | When you take the Attack action with this weapon, you can make [2|4|6] attacks instead of one. Each attack deals 1d6 piercing damage. A creature hit by two or more attacks in the same volley must succeed on a Constitution saving throw or become unable to take reactions until the start of its next turn. | α, β, γ | Light, Standard, Heavy | Weapon | Action |
| Dodatkowe kostki obrażeń | — | — | — | — | — |
| Ommnissiah Protects | Teamate nie może zostać targetem negatywnego efektu, obrażeń | — | — | — | — |