As a Level 3 Envoy Warforged Battle Smith Artificer
Height: 6.5" Weight: 298lbs
Movement 30ft, Vision: Normal, 60ft Darkvision due to Goggles of Night
HP: 27/27 (3d8 Hit Die)
Stats: Str: 10, Dex 14, Con 16, Int 16, Wis 10, Cha 8
Saving Throws: Str +0, Dex +2, Con +5, Int +5, Wis +0, Cha -1
Proficient in
* Skills: Arcana (+5), History (+5), Perception (+2), Stealth (+4), Nature (+5)
* Tools: Thieves’ Tools, Alchemist’s Supplies, Tinker’s Tools, Herbalism Kit, Smith’s Tools (All Tools uses are relevant stat modifier +2, except Thieves' Tools is +4 due to expertise)
Languages Spoken: Common, Dwarven
Weapon Proficiency: Simple Weapons, Martial Weapons, (Including Firearms)
Armor Proficency: Light and Medium Armor + Shields (Can't use Heavy Plating Mode without Heavy Armor Prof.)
AC in Composite Plating Mode 16 plus  +1 Natural Armor Amulet (With Shield): 17 (19)
Feat: Firearms Expert (From Completed Equipment Manual - Proficient in all Firearms, No disadvantage for using a firearm when an enemy is within 5ft, can load twice as much ammunition into a firearm per bonus action or action.)

Magical Tinkering (Can have 3 items affected by this feature at once)

Infuse Item (Can change Infusions known at level-up, can change what items are infused at the end of a Long Rest)
3 Infusions Known: Repeating Shot (requires attunement), Replicate Magic Item (Goggles of Night, Bag of Holding), Enhanced Defense
2 Infused Items: Repeating Shot on Mixed-Use Gun (Mounted in Armbow and shares attunement with the ArmCannon), Replicate Magic Item (Goggles of Night)

The Right Tool for the Job
With Tinker'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. Although the produce of magic, the tools are nonmagical, and they vanish when you use this feature again.

Tools Proficiency
You gain proficiency with smith's tools or if you have this proficiency then with one other type of artisan's tools of your choice.

Battle Ready (Battle Smith)
When you reach 3rd level, your combat training and your experiments with magic and have paid
off in two ways:
• You gain proficiency with martial weapons.
• When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls.

Spellcasting Uses +1 Warhammer or Repeating Shot Mixed-Use Gun Armcannon as spell focus (Backup focus are any of his tools)
DC 14 (8+2(Proficiency bonus)+3(Intelligence Bonus)+1(Uses +1 magical weapon as casting focus)
Spell Attack +6
Slots 3/3 - 1st level
2 Cantrips Known
1 Guidance
2 Mending
4 Spells Typically Readied
1 Detect Magic (Ritual) [Or Identify if it is expected to identify unknown magical items during the day.]
2 Cure Weapon
3 Faerie Fire
4 Absorb Elements
Battle Smith Spells which are always prepared (Spells struck through aren't available yet.)
3rd Level: Heroism, Shield
5th Level: Branding Smite, Warding Bond
9th Level: Aura of Vitality, Conjure Barrage
13th Level: Aura of Purity, Fire Shield
17th Level: Banishing Smite, Mass Cure Wounds

Steel Defender
By 3rd level, the tinkering in your free time has borne you a faithful companion, a steel defender. This metallic creature resembles a hound, a cougar, a bear, or another four-legged creature of your choice. It is friendly to you and your companions, and it obeys your commands.
See this creature’s game statistics in the iron defender stat block.
In combat, the steel 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 one of the actions in its stat block or the Dash, Disengage, or Help action.
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 iron 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 iron defender if you have your smith’s tools with you. If you already have an iron defender from this feature, the first one immediately perishes.

Steel Defender (Rush)
Medium construct, neutral
Armor Class 16 (natural armor, includes a +1 from the animal companion house rule, will increase to +2 at level 7 and +3 at level 14.)
Hit Points 20/20 (equal to five times your level in this class + your Intelligence modifier + the steel defender’s Constitution modifier)
Speed 40 ft.
STR 14 (+2) DEX 12 (+1) CON 14 (+2) INT 4 (-3) WIS 10 (+0) CHA 6 (-2)
Saving Throws Dex: +3, Con +4
Skills Athletics +4, Perception +4
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 14
Languages understands the languages you speak (Common, Dwarven) Can speak Common due to Collar of Common Language
Might of the Master. The following numbers increase by 1 when your proficiency bonus increases by 1: the iron defender’s skill bonuses, the bonuses to hit and damage of its bite, and the number of hit points restored by its Repair action.
Vigilant. The steel defender can’t be surprised.
Actions (Requires Your Bonus Action)
Force-Empowered Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target you can see. Hit: 1d8 + 2 force damage.
Repair (3/Day). The magical mechanisms inside the iron defender restore 2d8 + 2 hit points to itself or to one construct or object within 5 feet of it.
Defensive Pounce. The steel defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the steel defender.

Warforged Resilience: You were created to have remarkable fortitude and have the following benefits: You have advantage on saving throws against being poisoned, and have resistance to poison damage.
You are immune to disease.
You don’t need to eat, drink, or breathe.
You don’t need to sleep and don’t suffer the effects of exhaustion due to the lack of rest, and magic can’t put you to sleep.
Sentry’s Rest: When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.
Integrated Protection: Elric’s body has builtin defensive layers, which determines his armor class. Elric gains no benefit from wearing armor, but if he is using a shield, he applies its bonus as normal.
Elric can alter his body to enter different defensive modes each time he finishes a long rest he can choose between Darkwood Core (unarmored) or Composite Plating as he lacks the heavy armor proficiency to use Heavy Plating.
Composite Plating (armor) mode selected: AC 13+ Dexterity modifier (maximum 2) + ½ proficiency bonus (round up) [Requires Medium armor Proficiency] (Currently 13+2+1=16)
Specialized Design: Elric gains 1 skill proficiency (Nature), tool proficiency (Herbalism Kit), and fluency in one language of his choice (Dwarven).
Integrated Tool: Choose one tool Elric is proficient with (Thieves' Tools). This tool is integrated into Elric’s body and he doubles his proficiency bonus for any ability checks made with it. Elric must have his hands free to use this tool.

History: Elric and Rush are ancient warriors from a past civilization some scholars know of as Xen’drik. The two survived mostly by being forgotten in a remote underground supply depot where Elric and his Iron Defender were tasked with patrolling the site and they continued to do so faithfully for years with only each other for company until a group of Dwarves managed to dig into the site and convince Elric that it no longer had to be defended, especially since all the supplies had either been depleted, broken down over time, or scavenged for parts to keep Elric and Rush alive. With how isolated Elric was, he is not sure what happened became of the rest of Xen’drik culture, including the other Warforged that he knew of. The dwarven cleric of the forge in that group managed to convince Elric to come along and become an adventurer with them. And for a time Elric was content with that until the group broke up to go their own ways… and now Elric is looking to join up on a new team with his dwarven cleric friend and others to continue adventuring.

Elric knows that his now ‘unique’ knowledge and expertise in ‘forgotten’ firearms and related equipment (which includes larger siege guns) could prove devastating in the wrong hands so while he freely uses his firearms he is very cautious about letting others know how his ‘boomsticks’ work.

Equipment: Rush
Rush Carries 18 of 210lbs of gear.
Collar of Common Language
Pack Saddle
2 Large Sacks (Attached to the Pack Saddle, each can carry up to 90 pounds.)
Equipment: Elric
+1 Natural Armor Amulet
Armcannon, similar to Armblade and Wand Sheath but with ranged weapons, a two-handed weapon can be used but can only be fired if the other arm is used to brace and if needed reload the weapon when it is used. If the weapon isn’t light then it is visible while retracted, otherwise, it is hidden internally. In either case, the weapon cannot be disarmed or damaged when retracted. It takes a bonus action to extend or retract the weapon. The hand in which the weapon is installed cannot be used for anything else while the weapon is extended. The integrated weapon cannot be disarmed or let go without spending 1 minute to break attunement with the item. (Just like with Wand Sheath) [Attuned and has the Mixed-Use Gun integrated into it.]

Elric carries 94lbs [of 150lbs] of gear
Traveler's Clothes
Goggles of the Night
Backpack  [Maximum 30lbs internal, 15lbs lashed externally]  - Internally carried: {Tinkerer’s Tools (10lbs), Alchemist’s Supplies (8lbs), Smith’s Tools (8lbs)} - Lashed externally: {Pavis Shield (9lb)})
Pouch 1 [6lb capacity]: {Herbalism Kit (3lbs), Healer’s Kit (3lbs)}
Pouch 2 [6lb capacity]: {2 Bombs (2lbs each), Tangler Grenade (1lb), Tinderbox (1lb)}
Pouch 3 [6lb capacity]: {Motelight (1lb), Swim Bladder (1lb), Pearl worth 100gp [Material component for Identify], Coins)
Ammunition Pouch {20 Rifle Cartridges}
Ammunition Belt {30 Rifle Cartridges}
Ammunition Bandoleer 1 {50 Slugs}
Ammunition Bandoleer 2 {50 Shotshells}
+1 Warhammer is attached to belt when not held in hand. +6 to hit, 1d8+4 (Uses Int bonus) bludgeoning damage, versatile (1d10)

Elric's current coin funds are: 2pp, 4gp, 6sp, 5cp

Mixed-Use Gun is integrated into the Armcannon and imbued with Repeating Shot so Elric is attuned with it. (Elric still has 2 more attunement slots) As a two-handed weapon, Elric must brace the weapon with his left hand when firing and loading ammunition into the barrels. (+6 to hit, uses +3 (Int bonus for damage)
2 Shotshell Barrels do 1d12 piercing, Ballistic (20/60), Heavy Magazine (2), two-handed
1 Cartridge Barrel does 2d6 piercing, Ballistic (120/360), Heavy, Magazine (1), two-handed
Ammo types used by the Mixed-Use Gun:
Load, Cartridge (Rifle) – These fit the mixed-use gun’s cartridge barrel, has the breach (2) weapon property (ignores 2pts of AC from armor, shield, or natural armor but not from other sources)
Load, Shotshell – These fit the mix-use gun’s shotshell barrels, Shotshells have the blast weapon property (advantage on attacks, which negates long-range disadvantage, when in long-range can target two adjacent enemies [within 5ft of each other], one attack roll and damage roll for both, and never apply stat modifier to damage for shotshell attacks unless the stat is negative.)
Load, Slug – These fit the mix-use gun’s shotshell barrels and have the deadly weapon property. (Deadly lets you re-roll 1 of the weapon’s damage dice if it rolls a 1. Cannot re-roll any die that has already been re-rolled with another effect and vice versa.)

Background Feature: All Eyes on You
Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. (For Elric it is his appearance.)
Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by the ancient culture you're from, to say nothing of everyday folk who are eager to hear stories of your homeland.
You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.