+2 Int, +1 Dex, -1 Str
Small: +1 AC, -4 to Special Attacks, +4 to Hide, x½ Carrying Capacity
Nimble: You can move through the space of any creature that is of a size larger than yours.
Using What’s At Hand: Gremlins are not built for direct combat but are startlingly resourceful if they find themselves in a confrontation. Once per combat you can use any object under 10lbs in weight within 5ft of you as a weapon. This object gains the stat block of a Club if under 5lbs or a Warhammer otherwise. The object breaks on a natural 1 or a natural 20. If not broken, it returns to its former properties after combat.
Technical Knowledge: Once per turn, you can grant advantage to one roll made by a siege crew that you command or are a member of. You also have advantage in opposed rolls to sabotage enemy machines.
Demolitionist: Being a Gremlin, you have a serious appetite for destruction and to this end you have developed a way to create small explosives that are an effective means of combat. You are proficient with explosive weapons. During a long rest, you can create three shrapnel bombs (explosive, 6d4 Piercing + 1d4 Fire (15ft radius), thrown (40/120), unstable, maiming, breaching) if you have access to small containers, oil, rags, and a large array of small sharp objects such as rocks or thumbtacks. These can be used as ordinary thrown weapons and deal double damage to siege engines.
Always Prepared: You have proficiency with tinker’s tools.
Trapmaster: You have the ability to create your own traps to suit the environment. These traps can range from a pit with spikes, trip wire and a crossbow, and more: as many as you can imagine. Depending on the complexity of the trap, you may be required to make an Int check. Your traps, if they deal damage, deal 1d8 damage (increasing to 2d8 at 6th Level, 3d8 at 12th Level and 4d8 at 18th Level) and whatever additional damage your DM feels should be applied (if your trap fires a crossbow bolt aimed at head height, if your target falls into a pit of javelins/acid etc.) In order to detect your traps, a creature needs to make a Perception or Investigation check.