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Uncommon magic item: Gizmo in Dungeons & Dragons 5e

Homebrew

Uncommon magic item: Gizmo

Tiny construct, unaligned
Armor Class: 13 (natural armor)
Hit Points: your Artificer level + your Intelligence modifier
Speed: 25 ft , climb: 10 ft

STR

4 -3

DEX

12 +1

CON

10 +0

INT

8 -1

WIS

10 +0

CHA

6 -2

Skills: Perception +2, Stealth +3
Damage Resistances: Lightning
Damage Immunities: Poison
Condition Immunities: Charmed, Exhaustion, Poisoned
Senses: Darkvision 60 ft., Passive Perception 12
Languages: Understands the languages of its creator but cannot speak
Proficiency Bonus: +2

Repair. If the Mending spell is cast on it, it regains 2d6 hit points. If it has died, you can use your smith's tools or tinkerer's tools to revive it with 1 hour of work and 30gp worth of ingredients, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher.   Manacrystal battery. The construct has 3 charges, which it regains after a long rest.

Actions

Retractable Blade. Melee Weapon Attack: +2 to hit, reach 0 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Shocking Core (1 charge). Melee Weapon Attack: your spell attack modifier to hit and it has advantage on the attack roll if the target is wearing armor made of metal., reach 0 ft., one target you can see. Hit: 1d8 lightning damage.
Stealth Mode (1 charge). The construct becomes invisible for 10 minutes, or until it attacks or uses an ability.

Bonus Actions

Recording (1 charge). The construct records everything it sees and hears for 1 minute. The recording can be projected mentally to its creator when within 5 feet.
Electric infusion (1 charge). If Gizmo is connected to your Steel Defender it can channel its lightning into it. For 1 minute the Force-Empowered Rend of your Steel Defender deals an additional 1d4 lighting damage.

Attunement Required
This small, clockwork construct is powered by a refined manacrystal, acting as a loyal assistant to its creator. It follows simple commands and can assist in exploration, combat, or reconnaissance.   The construct is treated as a Tiny Construct under the Artificer's control. It acts on your initiative, taking its turn immediately after yours. It does nothing unless commanded using your bonus action, except for movement.

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