Medium Aarakocra, Battle Smith Artificer, Neutral Evil
Spellcasting. Clullar is an 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). Cantrips. Mending, Sword Burst, Chill Touch (apt) 1st Level (4). Heroism, Shield, Absorb Elements, Faerie Fire, Feather Fall, Tasha's Caustic Brew 2nd Level (3). Branding Smite, Warding Bond, Aid, Vortex Warp, Lesser Restoration, Blur
Infuse Item. You've gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items. Infusions Known. Homunculus Servant, Mind Sharpener, Goggles of Night, Enhanced Arcane Focus, Repulsion Shield, Resistant Armor Infusing an Item. Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see the attunement rules in the Dungeon Master's Guide). Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you replace your knowledge of the infusion. You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion ends, and then the new infusion applies. If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space. Current Infusions. Homunculus Servant, Mind Sharpener, Goggles of Night The Right Tool for the Job. You've learned how to produce exactly the tool you need: with thieves' tools or artisan's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again. Tool Expertise. Your proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool. Battle Ready. When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls. Steel Defender. Your tinkering has borne you a faithful companion, a steel defender. It's friendly to you and your companions, and it obeys your commands. See its game statistics in the Steel Defender stat block, which uses your proficiency bonus (PB) in several places. You determine the creature's appearance and whether it has two legs or four; your choice has no effect on its game statistics. In combat, the defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the defender can take any action of its choice, not just Dodge. If the Mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The steel defender returns to life after 1 minute with all its hit points restored. At the end of a long rest, you can create a new steel defender if you have smith's tools with you. If you already have a defender from this feature, the first one immediately perishes. The defender also perishes if you die. Items. Gloomwrought Studdded Leather, Uncommon All-Purpose Tool, Portal Compass, Bag of Holding
Extra Attack. You can attack twice, rather than once, whenever you take the Attack action on your turn. Longbow of the Sky Sentinal. Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. Hit: 11 (1d8 + 7) piercing damage Talons. You are proficient with your unarmed strikes, which deal 1d4 slashing damage on a hit. Magical Tinkering. You've learned 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:
Flash of Genius. You've gained the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll. You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.