The Artificer (revised)

You may use the improved revised artificer, including the new mechanist subclass, found here: Link to PDF.

Mechanical Servant Option
At 6th level, the gunsmith & alchemist subclass may choose to forgo their 6th level 'artificer specialist feature' to instead build a mechanical servant, as per the mechanist subclass, with exceptions listed below.

NOTE: this option is recommended only for the gunsmith subclass - the revised class's author was specifically unhappy with their 6th level gunsmith ability; not that it was weak, but that it left the gunsmith as the least interesting of the three. Alchemists may take this option, but lose the important
 * TO DO: copy non-mechanist servant rules

Modifying, Repairing & Rebuilding the Servant

 * TO DO: Copy for Modifying, Repairing & Rebuilding
 * TO DO: Design rules for cure light damage, etc. Regular healing spells heal half as much to construct creatures & undead, who now have specific healing spells. Cure light damage also restores hp (or shield 'damage') to non-creature objects. The undead version heals undead targets and deals cause light wounds' necrotic damage to living (non-undead or construct) targets.

Spell Modules (houserule)
An artificer casts their spells using simple magical items of their own construction called spell modules, each imbued with a single spell. A spell module allows the artificer who created it to cast the imbued spell using their spell slots. You begin the game with one module for each spell you know, and must create a new one each time you gain a new artificer spell. The time and cost to do so are ignored if you are able to acquire resources and a workspace during your level-up time. If not, constructing a module requires 4 hours and 100gp worth of materials per level of the spell. The spell's material components, if any, must be present during the construction.

You are automatically attuned to your own spell modules, and they do not use up an attunement slot. Only you may cast spells from modules you created.

Spell Components: Spells cast from your modules do not require material components (although they must be present during their construction), and any somatic components are performed merely by touching the module. You must still touch the target or make a weapon attack if the spell requires you to do so.

Consumed Material Components: Spells that consume their material components transform them into 1 charge for their module that holds them. Casting one of these spells costs their module 1 charge. A module can hold up to 10 charges. *Recharging a module requires the materials to be consumed and 1 action for each charge replenished.

Losing & Restoring Modules: If a module is not on your person, held by you, or secured in your workshop, it vanishes after 30 seconds (5 rounds). All lost or destroyed modules can be be recalled and restored with a one hour ritual requiring 25gp worth of arcane materials, consumed upon completion.