Limited Dust Immunity. Dr Watts can't be affected or detected by dust-based effects of 6th level or lower unless he wishes to be. He has advantage on saving throws against all other spells and magical/dust-based effects.
Innate Spellcasting. Dr Watts's spellcasting ability is Itelligence (spell save DC 20, +12 to hit with spell attacks). Dr Watts can cast the following spells, using his rings as a spellcasting focus:
At will: shield, minor illusion, floating disk.
3/day each: dispel magic, detect magic, levitate, major image, counterspell
1/day each: dominate monster (this only affects constructs), wall of force, true seeing
Counting Rounds. Dr Watts has 20 rounds loaded into Elementary, 6 of which are dust bullets: he has 2 of fire, lightning and ice rounds, and whenever he makes an attack with Elementary, he can choose to fire one of those rounds, with the following effects on a hit:
Fire - the target takes an additional 2d8 fire damage, and must succeed on a dexterity saving throw against Watts's spell save DC or be set on fire until they are put out with an action.
Lightning - the target takes an additional 2d8 lightning damage, and must succeed on a constitution saving throw against Watts's spell save DC or be set on stunned until the end of their next turn.
Ice - the target takes an additional 2d8 cold damage, and must succeed on a strength saving throw against Watts's spell save DC or be restrained. The target can break out of the ice with a successful athletics check using an action, ending the effect.
Double Barrel. When Watts makes an attack with Elementary, he can choose to fire 2 rounds instead of one. If he hits he deals an additional damage die.
Elementary. Ranged Weapon Attack: +10 to hit, range 150/600 ft., one target. Hit: 14 (1d10 + 5) piercing damage.
Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Ring Trap. Watts can attempt to grapple a target. If successful, he traps them inside a hardlight projection from his rings; this consumes 4 of his eight rings, and once all of them are used he can no longer cast spells. While a creature is trapped they are restrained, with an escape DC of 24. Any attempt to escape, regardless of success, deals 4d12 radiant damage to the trapped creature.
Hardlight Traversal. Watts can cast floating disk 4 times in a turn as one bonus action, as long as he ends concentration on all instances of the spell by the end of his turn.
Brains vs Brawn. Watts can attempt to learn the attack patterns of a creature within 60 ft. of him. He makes an investigation check contested by the target's deception, and if he wins for the next minute he can deal an additional damage die to a hit against the target once per turn.
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