Unstoppable Force. Atlas's movement speed cannot be Reduced in any way, and Atlas cannot be knocked prone. In addition, If Atlas moves at least 20 feet straight towards a creature and moves within 5 feet of that creature, the creature must succeed on a DC 15 Strength saving throw or be knocked Prone.
Gravity Well. When a creature starts its turn or enters within 15 feet of Atlas for the first time, they must succeed a DC 15 Strength saving throw or be pulled 10 feet closer towards Atlas. As a bonus action, Atlas can reverse the gravity, causing creatures to be pushed away 10 feet instead of being pulled on a failed save. Depending on the gravity, Ranged attacks against Atlas either have advantage or disadvantage.
Heavy Machinery. Atlas has advantage on Strength checks and Strength saving throws, and disadvantage on all Dexterity checks and Dexterity saving throws.
Masterwork Core. While Atlas's Core is active, Atlas gains a +2 bonus to attack and damage rolls, Spell attacks, and his AC. He also gains an extra 1d8 on all Melee attacks. Atlas's Core has 30 HP and an AC of 16, and if it is ever to fall to 0, Atlas losses these benefits and cannot move or take actions until after its next turn.
Limited Spellcasting. Atlas is a 10-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). Atlas has following Artificer spells prepared:
Cantrips (at will): Mage Hand, Booming Blade, Fire Bolt
1st level (4 slots): Absorb Elements, Magic Missile, Grease
2nd level (3 slots): Kinetic Jaunt, Shatter
3rd level (2 slots): Counterspell, Lightning Bolt, Dispel Magic
Buzz-Axe. Melee Weapon Attack: +10 Or 8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 5) Slashing damage. {Booming Blade} Plus 4 (1d8) Thunder damage, and If the target willingly moves 5 feet or more before the start of Atlas's next turn, the target takes 2d8 thunder damage.
Fire Bolt (Cantrip). Ranged Spell Attack: +10 or 8 to hit, range 120 ft., one target. Hit: 10 (2d10) fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.
Accelerated Conduits. When Atlas cast a spell that has a casting time of 1 action, Atlas can make one Buzz-Axe as a bonus action.
Gravity Charge. Atlas takes the dash action, but can only move in a straight line with this movement.
Atlas can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Atlas regains spent legendary actions at the start of his turn.
Systematic Decryption. Atlas cast Dispel Magic, and roll a d6. On a 6, the spell does not consume a spell slot.
Shift Poles. Atlas changes the direction for Gravity Well. Ever creature in the range must make the strength save immediately or suffer the effects.
Auto Attack. Atlas makes one Buzz-Axe attack.
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