Skill |
Ability |
Score
|
Acrobatics |
DEX |
+5
|
Animal Handling |
WIS |
+2
|
Arcana |
INT |
-1
|
Athletics |
STR |
+2
|
Deception |
CHA |
-1
|
History |
INT |
-1
|
Insight |
WIS |
+4 (ADV)
|
Intimidation |
CHA |
-1
|
Investigation |
INT |
-1
|
Medicine |
WIS |
+2
|
Nature |
INT |
-1
|
Perception |
WIS |
+4
|
Performance |
CHA |
-1
|
Persuasion |
CHA |
-1
|
Religion |
INT |
-1
|
Sleight of Hand |
DEX |
+3
|
Stealth |
DEX |
+3
|
Survival |
WIS |
+2
|
|
Languages
Class and Background Abilities
- Unarmored Defense: while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
- Martial Arts: DEX for unarmed, can make bonus attack
Race Abilities
- Armored Plating: Your metal skin is reinforced with armor plates. While you aren't wearing armor, your base Armor Class is 14 + your Dexterity modifier.
- Balance Chaos: When you make an attack roll or a saving throw and roll a 9 or lower on the d20, you can balance chaos and treat the roll as a 10. You can balance chaos in this way 2 times (proficiency bonus) per long rest.
- Creature Type: You are a Construct, but a Living Construct. You were created to benefit from several spells that preserve life but that normally don't affect Constructs: cure wounds, healing word, mass cure wounds, mass healing word, and spare the dying.
- Ordered Mind: You have advantage on Wisdom (Insight) checks and on saving throws made to avoid or end the charmed condition on yourself.
- Vestigial Wings: You have vestigial wings that allow limited flight. When you move, you can engage your wings to gain a flying speed equal to your walking speed until the end of the current turn. If you are still aloft at the end of the turn with nothing else supporting you, you fall. You can use this trait 2 times (proficiency bonus) and you regain all expended uses when you finish a long rest.
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