Starzin

* Starzin
* Fullbody

#### Race: Lalafell

**Cunning**: You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

**Lalafellin Nimbleness**: You can move through the space of any creature that is of a size larger than yours.

**Naturally Stealthy**: You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

#### Class: Artificer

**Magical Tinkering**: At 1st level, you learn how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:

* The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
* Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
* The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
* A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.

The chosen property lasts indefinitely. As an action, you can touch the object and end the property early. You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.

**Infuse Item**: At 2nd level, you gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent items.

* Replicate Magic Item: Goggles Of Night
* Replicate Magic Item: Bag Of Holding
* Enhanced Defense
* Enhanced Weapon

#### Subclass: Master Maker

**Tools of Integration**: At 3rd level, you gain proficiency with heavy armor and smith’s tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

**Prosthesis Expertise**: At 3rd level, whenever you finish a long rest, you can touch a nonmagical object and imbue it with your power, creating a permanent magical item that replaces a lost limb—a hand, arm, foot, leg, or similar body part. While the prosthetic is attached, it functions identically to the part it replaces. The wearer can detach or reattach it as an action, and it can’t be removed against the wearer’s will. It detaches if the wearer dies

**Battlefist**: At 3rd level you replace one of your arms with a battlefist, a magical prosthetic you created. Your battlefist is a simple melee weapon, and you can use it as a spellcasting focus for your artificer spells. While your battlefist is a magical weapon, it can be infused as if it were a nonmagical weapon.

When you attack with your battlefist, you can use your Intelligence modifier instead of Strength for the attack roll. If you hit with it, you deal bludgeoning damage equal to 1d10 + your Strength or Intelligence modifier. At 9th level, the damage dealt by your battlefist increases to 2d10 + your Strength or Intelligence modifier.

Additionally, you can choose one of the following weapon properties to add to your battlefist: \*finesse\*, thrown (range 20/60), or reach. When you finish a long rest, you can replace this property with a different weapon property from the list.

**Extra Attack**: At 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

#### Feat

**Nimble Mind**: You gain proficiency with a set of tools of your choice. If you're already proficient with it, your proficiency bonus is doubled for any check you make with it. You have advantage on one of the following saving throws of your choice: Charisma, \*Intelligence\*, or Wisdom.

**Master Artisan**: As a true veteran of your craft, you have elevated industry to an artform. You gain the following benefits:

* Choose two tools in which you have proficiency. You gain expertise with those tools, which means your proficiency bonus is doubled for any ability check you make using them. The tools you choose must be ones that aren’t already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.
* You can improvise any set of artisan’s tools with which you are proficient.
* As an action, you can attempt to craft any simple item that could normally be crafted by someone in your profession. Make a DC 15 tool check using your tools’ governing ability. If successful, you create the item and must pay any material costs that would normally be required. Once you have used this ability, you must complete a long rest before you can use it again.

### Notable Items

**Battle Fist**: a large mechanical arm with exposed glowing blue electrical wires and Aquastone plates (Melee weapon doesn't have disadvantage on the attacks rolls while underwater).

**Magma Bull ownership contract**: a document that indicates that Starzin is the owner of the Magma Bull while in the Leviathan Empire

**Modified Aquastone Brigandine**: A Brigandine that was tinkered by Starzin. It is a combination of Aquastone (Swimming doesn't cost extra movement, +10 to swimming speed)and Mithral (Weight cut in half, no strength requirement, no disadvantage to stealth checks, +1 to Dex bonus, can be hidden under clothes) containing Exotic property (+1 AC) and the Environmental property (Ignore temperature effects as low as -100 degrees or as high as 300 degrees)