Walter's Wondrous People-Bots

Walter's Wondrous People-Bots are a duo of constructs originally built for war close to a century ago by Peter Walter I. Several decades later the two of them were redesigned for the purposes of entertainment by his sons Peter Walter II and III, though they still retain some of their combat abilities. They currently reside in Mirefield with the most recent Walter Decedent Peter "Sixy" Walter VI. While only two bots are featured in the campaign, six in total exist.

Bardic Inspiration (d6)
You use a Bonus Action on Your Turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.

Song of Rest (d6)
During a Short Rest. If you or any friendly creatures who can hear your Performance regain Hit Points by spending Hit Dice at the end of the Short Rest,

Spells

 * Prestidigitation
 * Vicious Mockery
 * Comprehend Langues
 * Thunderwave
 * Hideous Laughter
 * Bane
 * Shatter
 * See Invisibility
 * Healing Word
 * Earth Tremor

Inventory

 * Dagger
 * Leather Armour
 * Long sword
 * Water-skin

Doe
Doe is the oldest of the People-Bots. She has some sorcerer abilities.

Appearance
Doe stands at seven ft tall and resembles a female procaine ball-jointed doll with lose brown hair and inset eyes, one blue and one green. Her face is the least articulate face with only one natural expression.

Behavior
Despite her her lack of expressiveness Doe has a very bright and energetic personality on the surface. Though she is aware of the graveness of their situation she chooses to keep up her peppy attitude as a means of inspiring those around her. This mostly takes the form of messing with Dorsal.

Mantle of Inspiration
Choose a number of creatures you can see and who can see you within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one). Each of them gains 5 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks.

Spells

 * Burning Hands
 * Catapult

Dorsal
Dorsal is the second oldest of the bots. He is also the most mature and the de-facto leader of the group.

He has some fighter abilities left over from his time as a war machine.

Appearance
Dorsal resembles a Seven Ft tall silver human male with bright greed eyes and large ridges on his shoulders and back, for which he gets his name. He doesn't have a fully articulate mouth but is capable of moving plates on his face that allow him to make different expressions He is the most mobile of the two and is made from the toughest material.

Behavior
Dorsal is the most mature of the bots and seems to be somewhat of a farther figure to Peter and Doe. He wants to return home like everyone else but has set his mind on just keeping them all alive for the time being. He is often visually annoyed by the antics of his sister and grand-sibling but will not pass up the opportunity to perform.

Fighting Style (Dueling)
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon

Second Wind
On your turn, you can use a bonus action to regain hit points equal to 1d10.

Blade Flourishes
Whenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn. If using a weapon you can also expend a bardic inspiration to perform a flourish.

Defensive Flourish:

Your weapon deals extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.

Slashing Flourish:

You cause your weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die.

Mobile Flourish:

You cause your weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.