Tinker
Tinker Halliwell (a.k.a. Tinker)
Hammer
STR
4 -3
DEX
15 +2
CON
12 +1
INT
12 +1
WIS
12 +1
CHA
7 -2
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 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)
STR
14 +2
DEX
12 +1
CON
14 +2
INT
4 -3
WIS
10 +0
CHA
6 -2
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.
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)
STR
6 -2
DEX
10 +0
CON
16 +3
INT
16 +3
WIS
14 +2
CHA
14 +2
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.
Annie (Talking Doll)
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.
- 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)
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