This small mechanized bird is built using bronze plating and clockwork gears, iron rivets, steel springs, and has a single enchanted citrine gem.
The Tinkerer's Familiar Owl looks similar in many ways to a small owl, like a Barn Owl, however it has a shiny bronze exterior, non-organic symmetry, and many weird and sharp angles. The eyes are big, but the irises are diaphragms made of multiple aperture stops, which allow the Owl to focus at different distances. In the chest of the bird is a large enchanted citrine gem which allows for the telepathic link between the Tinkerer and the Owl.
The Owl is activated by inserting a small iron key into a keyhole in the back of the bird. Turning the key 10 times clockwise will wind the Owl up, after which it is activated for 1 hour. There is a DC 5 chance that the winding mechanism will break. Roll a d20 and add your Proficiency Bonus (for Tinkerer's Tools). On a failure, the winding mechanism must be repaired. Repairing the winding mechanism costs 50 GP worth of materials (springs, gears, fasteners, etc.) and can be completed during a long rest.
Although the Tinkerer's Familiar Owl is quite fast, it's clockwork mechanism is also noisy, thus it has disadvantage on DEX (Stealth) checks
Your Tinkerer's Familiar acts independently of you, but it always obeys your commands. In Combat, it rolls its own Initiative and acts on its own turn. A Tinkerer's Familiar can't Attack, but it can take other Actions as normal.
When the Tinkerer's Familiar drops to 0 Hit Points, it is destroyed, but can be rebuilt at a cost of 500 GP in materials and 1 week of Downtime.
While your Tinkerer's Familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your Tinkerer's Familiar 's eyes and hear what it hears until the start of your next turn, gaining the benefits of any Special Senses that the familiar has. During this time, you are deaf and blind with regard to your own Senses.
You can't have more than one Tinkerer's Familiar at a time.
Finally, when you Cast a Spell with a range of touch, your Tinkerer's Familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its Reaction to deliver the spell when you cast it. If the spell requires an Attack roll, you use your Attack modifier for the roll.
Tinkerer's Familiar (Owl)
- Armor Class 17
- Hit Points 3 (1d6-1)
- Speed 5 ft., fly 60 ft.
- Skills Perception +4
- Senses Darkvision 120 Ft., passive Perception 14
- Challenge 0 (10 XP)
- Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.
- Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Actions
- Snapshot - the owl can use its action, once per hour to take a magical snapshot of what it sees at the time. This snapshot is stored magically in the Citrine gem and can be transferred to a piece or parchment as a printed image. The citrine gem can store only one image, and the bird cannot take another snapshot until the image is the gem is printed, thus deleting it from the gem.
Notes: Gnome or Proficiency with Tinkerer's Tools
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
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4/8/2021 11:17:40 PM
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4
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1
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1.0
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Coming Soon
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1/12/2024 5:35:58 PM
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11
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1
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1.2
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Coming Soon
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