Clay Steel
Clay is the result of the Magidrones' collective admiration for cowboys. They think cowboys are cool, mysterious and heroic. Clay is a manifestation of these tenants. His heroic nature leads him to want to free the party from their manipulation by the Hall Monitors, but his mysterious nature prevents him from directly doing so. He stores some of his memories in a flash drive he carries so as not to upload them to the Well of Consciousness for all to see.
In early interactions, Clay points the party toward the Janitorial room to get parts he stashed there for a new voice box he wants them to create for him to make him sound cooler and more southern.
Later, as the plan develops, Clay will ask them to locate his golem body in the Hall of Golems and destroy it in order to free himself from having to upload his memories to the Well of Consciousness.
Clay Steel is now a free Magidrone, working as an extra hand on the White Hawk. Without his connection to the Bomble, he requires roughly 2 Feenstein Shards a day in order to remain in regular operation, else he confines himself to his quarters to preserve energy.
Clay Steel CR: None
STR
9 -1
DEX
16 +3
CON
13 +1
INT
8 -1
WIS
15 +2
CHA
14 +2
Acrobatics +6, Insight +5, Perception +5, Persuasion +5, Slight of Hand +6
Grit. Clay gains a number of grit points equal to his Wisdom modifier (2). He regains 1 expended grit point each time he rolls a 20 on the d20 roll for an attack with a firearm, or deals a killing blow with a firearm to a creature of significant threat. He regains all expended grit points after a short or long rest. Only one grit may be used per attack. The DC for Clay's effects is 13.
Disarming Shot. When Clay makes a firearm attack against a creature, he can expend one grit point to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of Clay's choice and have that object be pushed 10 feet away from him.
Winging Shot. When Clay makes a firearm attack against a creature, he can expend one grit point to attempt to topple a moving target. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked prone.
Speedloader. Clay can push himself into overdrive for a moment. On his turn, Clay can fully reload his weapons without an action. Once he uses this feature, he can’t do so again until he finishes a Short or Long Rest.
Firing in Melee. Being within 5 feet of an enemy doesn't impose Disadvantage on your attack rolls with Firearms.
Weapon Mastery. Clay can use the weapon mastery of his pistol, Vex. If Clay hits a creature with his pistol and deal damage to the creature, he has Advantage on his next attack roll against that creature before the end of his next turn.
Actions
Multiattack. Clay Steel can make two attacks with his Pistol.
Pistol. Ranged Weapon Attack +6 to hit, range 60/240 feet, one target. Hit: 1d10 + 6 piercing. Clay can fire 4 shots from his Pistol before he has to reload. If he rolls a 1 to hit, his weapon jams and he must repair it as an action.
Interface. Clay takes the Interface action, attempting to connect his mind to a machine he is touching.
Bonus Actions
Self Repair. Clay Steel can quickly diagnose and repair damages to his hull. On his turn, he can take a bonus action to regain hit points equal to 1d10 plus his proficiency bonus. Once he repairs himself in this way, he must finish a short or long rest before he can do so again.
Reactions
Machine Accuracy. Clay can calculate a course of action's likelihood of success. When he makes an ability check, he can roll a d10 and add the number rolled to the ability check. If the check fails, Clay analyzes his follies and regains the use of this ability. If the check succeeds, he cannot use this ability again until he finishes a short or long rest.
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