He is an detective and guardian for those in need. He has lived for around 200 years and was tasked to make sure Ryuma doesn't die by his dead mother from his Ouija disc. Also has a pet owl called Houdini
Neutral Good
STATS
HP: 248
AC: 17
Movement: 30ft
Initiative: +4
PB: +7
Spell Attack: +11
Spell Save: 19
Passive WIS: 17
Languages: Common, Dwarfish, Elvish, Giant, Orc, Morse Code, Celestial
STATS
STR: 16 (+3)
DEX: 18 (+4)
CON: 20 (+5)
INT: 20 (+5)
WIS: 16 (+3)
CHA: 13 (+1)
Saving Throws
STR: +3
DEX: +4
CON: +12/ ADV against poison
INT: +12
WIS: +3
CHA: +1
Skills
Arcana: +12
Insight: +9
Investigation: +12
Perception: +9
History: +12
Attacks; 2 attacks
Cane Sword (melee): +10 to hit; 5ft; Magical 1d6+1 bludgeoning damage + 1d4 lighting damage
Cane Gun (range) +11 to hit; 30/90ft; Magical 2d8 piercing damage + 2d4 lighting damage
The Inquisitor: +13 to hit; 5ft; Magical 1d8/1d10+9 slashing + 3d8 radiant
(against undead fiend, or act of heresy)
Spell slots
Cantrips
1st level: 4
2nd level: 3
3rd level: 3
4th level: 3
5th level: 2
Immune: Radiant, Diseases, Paralyzed, Sleep, Suffocation, Hunger, Drugs, Posioning
Resistance: Poison, Psychic
Vulnerabilities: Lighting
Feats
Swift Strikes
The amount of attacks you can make when you take the attack action is increased by one
Evermind
Your mind has evolved, granting you the following benefits:
You are immune to anything that would reduce your Intelligence, Wisdom or Charisma scores.
You can speak telepathically with any creature that you are aware of within 120-feet of you.
You gain resistance to psychic damage, if you already have resistance to psychic damage, you instead gain immunity to it
Actions
Magical Tinkering: Touch a tiny non-magical object and tinker with it, giving one of the following:
Object sheds a 10ft light
Object emits a recorded message 6 seconds and can be heard 10ft away
Object continuously emit an odor or a nonverbal sound of your choice in a 10ft area
Object will have static visual effects on its surface displaying a picture, 25 words, shapes or a mixture of these elements
*This will last indefinitely or you decide to end it with an action, the max is based on your INT modifier and when you go past it, the oldest one will immediately end*
*Must use your tools to do any spells*
Spell-Storing Item: Imbue a weapon with a level 1 or 2 spell and can use this equal to your INT modifier
Eldritch Cannon: Pick from Flamethrower, Force Ballista, Protector
Flamethrower: exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 3d8 fire damage on a failed save or half as much damage on a successful one
Force Ballista: Make a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 3d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon
Protector: The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 2d8 + your Intelligence modifier (minimum of +1)
Explosive Cannon: you can command the cannon to detonate if you are within 60 feet of it. Doing so destroys the cannon and forces each creature within 20 feet of it to make a Dexterity saving throw against your spell save DC, taking 3d8 force damage on a failed save or half as much damage on a successful one
Fortified Position: You and your allies have half cover while within 10 feet of a cannon you create with Eldritch Cannon, as a result of a shimmering field of magical protection that the cannon emits. You can now have two cannons at the same time. You can create two with the same action (but not the same spell slot), and you can activate both of them with the same bonus action. You determine whether the cannons are identical to each other or different. You can't create a third cannon while you have two
Bonus Actions
Detective Wit's: Become able to see invisible creatures within 30ft of you
Reactions
Flash of Genius: 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. You regain all 5 expended uses when you finish a long rest
Defensive Duelist FEAT: Add proficiency bonus to AC vs melee attacks
Free Action
Arcane Firearm: Add 1d8 to the spell attack damage
Houdini: Make the owl scout the area or peck a target, making them blind for a turn
Cyberpunk Edgerunner
Dorio (Ability; bullets can ricochet off surfaces, Gorilla arms; increases STR by 4, EMP Threading; disable any electronics with 20ft, Cyberoptics; increase PASSWIS by 5)