Clockwork Observers. The dragonborn is accompanied by 2 clockwork observers, they are allies of the dragonborn and obey its spoken commands. They take their turns immediately after the dragonborn. Each lasts until it or the dragonborn dies, or until the dragonborn dismisses it as a bonus action.
I’ll Patch It. Provided dragonborn has carpenter’s tools and wood, it can perform repairs on a water vehicle. When it uses this ability, it restores 10 hit points to the hull of a water vehicle. A vehicle cannot be patched by the dragonborn in this way again until after the vehicle has been pulled ashore and fully repaired.
Spellcasting. The dragonborn is a 2nd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It has the following artificer spells prepared:
Cantrips (at will): fire bolt (see “Actions” below), mending
1st level (3 slots): alarm, detect magic, grease, identify
Steady as She Goes. On the deck of a ship, the dragonborn has advantage on ability checks and saving throws made against effects that would knock it prone or shove it overboard.
Light Hammer. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage. Hit or Miss: The light hammer magically returns to the dragonborn’s hand immediately after a ranged attack.
Fire Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 5 (1d10) fire damage.
Musket. Ranged Weapon Attack: +4 to hit, range 40/120 ft., one target. Hit: 8 (1d12 + 2) piercing damage.
Lightning Breath (Recharges after a Short or Long Rest). The dragonborn exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 13 Dexterity saving throw, taking 6 (2d6) lightning damage on a failed save, or half as much damage on a successful one.
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