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Tinker

Tinker Halliwell (a.k.a. Tinker)

Hammer

Tiny to Small construct,
Armor Class: 13
Hit Points: 18
Speed: 20 ft , fly: 30 ft , can hover

STR

4 -3

DEX

15 +2

CON

12 +1

INT

12 +1

WIS

12 +1

CHA

7 -2

Saving Throws: Dex +2 + PB
Damage Immunities: Poison
Condition Immunities: Exhausted, Poisoned
Senses: Darkvision, 60 ft. Passive Perception 18
Languages: Celestial, Primordial

Evasion. If the homunculus is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can't use this trait if it's incapacitated.

Actions

Force Strike. Ranged Weapon Attack: your spell attack modifier to hit, range 30 ft., one target you can see. Hit: 1d4 + PB force damage

Reactions

Channel Magic. The homunculus delivers a spell you cast that has a range of touch. The homunculus must be within 120 feet of you.

You learn intricate methods for magically creating a special homunculus that serves you. The item you infuse serves as the creature's heart, around which the creature's body instantly forms.

You determine the homunculus's appearance. Some artificers prefer mechanical-looking birds, whereas some like winged vials or miniature, animate cauldrons.   The homunculus is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the Homunculus Servant stat block, which uses your proficiency bonus (PB) in several places.

  In combat, the homunculus shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the homunculus can take any action of its choice, not just Dodge.

  The homunculus regains 2d6 hit points if the mending spell is cast on it. If it dies, it vanishes, leaving its heart in its space.

Anvil (Great Cat)

Medium construct,
Armor Class: 15
Hit Points: 67
Speed: 40 ft

STR

14 +2

DEX

12 +1

CON

14 +2

INT

4 -3

WIS

10 +0

CHA

6 -2

Saving Throws: Dex + 1 + PB, Con + 2 + PB
Skills: Athletics +2 plus PB, Perception +0 plus PB x 2
Damage Immunities: Poison
Condition Immunities: Charmed, Exhausted, Poisoned
Senses: Darkvision 60 ft., Passive Perception 18
Languages: Celestial, Primordial

Vigilant. The defender can't be surprised.

Actions

Force-Empowered Rend. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + PB force damage.

Repair (3/Day). The magical mechanisms inside the defender restore 2d8 + PB hit points to itself or to one construct or object within 5 feet of it.

Reactions

Deflect Attack. The defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the defender.

By 3rd level, your tinkering has borne you a faithful companion, a steel defender. It's friendly to you and your companions, and it obeys your commands. See its game statistics in the Steel Defender stat block, which uses your proficiency bonus (PB) in several places. You determine the creature's appearance and whether it has two legs or four; your choice has no effect on its game statistics.

In combat, the defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the defender can take any action of its choice, not just Dodge.

  If the Mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The steel defender returns to life after 1 minute with all its hit points restored.

  At the end of a long rest, you can create a new steel defender if you have smith's tools with you. If you already have a defender from this feature, the first one immediately perishes. The defender also perishes if you die.

IRIS (Docent)

Tiny construct,
Armor Class:
Hit Points:
Speed:

STR

6 -2

DEX

10 +0

CON

16 +3

INT

16 +3

WIS

14 +2

CHA

14 +2

Languages: Celestial, Primordial, Common, Giant, Infernal

Sentience. A docent is a sentient item of any alignment with an Intelligence of 16, a Wisdom of 14, and a Charisma of 14. It perceives the world through your senses. It communicates telepathically with you and can speak, read, and understand any language it knows (see "Random Properties" below).

Life Support. Whenever you end your turn with 0 hit points, the docent can make a Wisdom (Medicine) check with a +6 bonus. If this check succeeds, the docent stabilizes you.

Random Properties. A docent has the following properties:

  • Languages. The docent knows Common, Giant, and 1d4 additional languages chosen by the DM. If a docent knows fewer than six languages, it can learn a new language after it hears or reads the language through your senses.
  • Skills. The docent has a +7 bonus to one of the following skills (roll a d4): (1) Arcana, (2) History, (3) Investigation, or (4) Nature.
  • Spells. The docent knows one of the following spells and can cast it at will, requiring no components (roll a d6): (1-2) Detect Evil and Good or (3-6) Detect Magic. The docent decides when to cast the spell.

A docent is a small metal sphere, about 2 inches across, studded with dragonshards. To attune to a docent, you must embed the item somewhere on your body, such as your chest or your eye socket.

Annie (Talking Doll)

Tiny ,
Armor Class:
Hit Points:
Speed:

STR

-5

DEX

-5

CON

-5

INT

-5

WIS

-5

CHA

-5


(Current Six Phrases [Activation Phrases->Response]):

  • 1) Hello Annie->Hello, Harriet! I love you 
  • 2) I miss you->I think about you every day. 
  • 3) I love you->Love you to the future and back 
  • 4) Are you coming home soon?->Are you being good for Mom? 
  • 5) I'm sad->Give me a hug. 
  • 6) Where are you?->On a big adventure. Miss you.

While this stuffed doll is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more than six words long, and set a condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. For example, whenever someone picks up the doll, it might say, "I want a piece of candy." The doll's phrases are lost when your attunement to the doll ends.
Honorary & Occupational Titles
Military Honors
  • Order of the Mushroom Cloud (for members of the auxiliary corps that survive their draft ticket)
  • Order of the Rock Crystal (for members of the auxiliary corps who offer exemplary service)
Children

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