Innate Spellcasting (Artificer). Ray casts one of the following spells, requiring no components and using Intelligence as the spellcasting ability (spell save DC 15):
Precision of the Mind. When making ranged or finesse weapon attacks, Ray may use his Intelligence modifier in place of Dexterity. Expertise. Ray doubles his proficiency bonus for ability checks using the Investigation and Perception skills. Fey Ancestry. Ray has advantage on saving throws against being charmed, and magic can’t put him to sleep.
Multiattack. Ray attacks twice. Force Bolt Crossbow. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 22 (4d8 + 4) force damage, and if the target is a Large or smaller creature, Ray can push it up to 10 feet away. The weapon can be fired once before Ray must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm. Silver Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) if used with two hands. This weapon is considered silvered.
Clever Action. On Ray's turn in combat, he can take the Disengage, Search, or Use an Object action as a bonus action
Flash of Genius (4/day). When Ray or an ally within 30 feet makes an ability check or saving throw, Ray can add +4 to the roll.