| +6 | Expertise Bonus | |
| +3 | Proficiency Bonus |
| +1 | Strength | |
| +2 | Dexterity | |
| +5 | Constitution | |
| +7 | Intelligence | |
| +0 | Wisdom | |
| +0 | Charisma |
| +2 | Acrobatics | DEX | |
| +0 | Animal Handling | WIS | |
| +4 | Arcana | INT | |
| +4 | Athletics | STR | |
| +0 | Deception | CHA | |
| +7 | History | INT | |
| +0 | Insight | WIS | |
| +0 | Intimidation | CHA | |
| +7 | Investigation | INT |
| +3 | Medicine | WIS | |
| +4 | Nature | INT | |
| +3 | Perception | WIS | |
| +0 | Performance | CHA | |
| +0 | Persuasion | CHA | |
| +4 | Religion | INT | |
| +2 | Sleight of Hand | DEX | |
| +2 | Stealth | DEX | |
| +3 | Survival | WIS |
| Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
|---|---|---|---|---|---|
| Greataxe "Claw" | +7 | INT | 1d12 | Slashing | |
| Two-Handed, Heavy | |||||
| Light Crossbow | +7 | INT | 1d8 | Piercing | |
| Two-Handed, Range 80/320, Loading, Ammunition | |||||
| Staff | +7 | INT | 1d6 | bludgeoning | |
| Versatile | |||||
| Staff (Two-handed) | +7 | INT | 1d8 | bludgeoning | |
| Versatile | |||||
| Hunting Trap | +2 | DEX | 1d4+2 | Piercing | |
| Items | |||||
Magical Tinkering:
At 1st level, you've learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:
The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.
You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (4). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.
Infusions:
Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days equal to 4. The infusion also vanishes if you replace your knowledge of the infusion.
The Right Tool for the Job:
At 3rd level, you've learned how to produce exactly the tool you need: with thieves' tools or artisan's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.
Tool Expertise:
At 6th level, your proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool.
Flash of Genius:
At 7th level, you've gained the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.
You can use this feature a number of times equal to 4. You regain all expended uses when you finish a long rest.
Steel Defender: Zashchitnik
Medium Construct
Proficiency Bonus: +3
Armor Class: 15
Hit Points: 41
Hit Dice: 7d8
Speed: 40 ft. Walk
Str: 14 (+2)
Dex: 12 (+1)
Con: 14 (+2)
Int: 4 (-3)
Wis: 10
Cha: 6 (-2)
Saving Throws: Dex (+4), Con (+5)
Skills: Athletics (+5), Perception (+6)
Damage Immunities: Poison
Condition Immunities: Charmed, Exhaustion, Poisoned
Senses: Darkvision (60 ft.), Passive Perception (16)
Languages: Common, Elvish, Primordial, Dwarvish
Vigilant: Zashchitnik can't be surprised.
Actions:
Reactions:
Extra Attack
Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.
Cloth of Slumber
When you equip this item, it creates a copy of yourself, and when the copy gets hit, it will cause a poison explosion (1d8), or it can turn you into an object of your choice, and when you attack anyone, it will count as an opportunity attack, making it an advantage. If you get hit, you will turn back into your form.
It can be used only once and you can use it again after a short or a long rest. If you use it after a short rest, the first 3 dice you will roll will be disadvantage during the next battle.
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Thieves’ tools, tinker’s tools, cartographer's tools, smith's tools, wind instruments
Languages: Common, Elvish, Primordial, Dwarvish
I have a lesson for every situation, drawn from observing nature.
Change: Life is like the seasons, in constant change, and we must change with it.
I suffer awful visions of a coming disaster and will do anything to prevent it.
I am slow to trust members of other races, tribes, and societies.
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.