Proficiency: All Armor, Simple and Martial Weapons, Shields
Defender. Erky can use his reaction to impose disadvantage on the attack roll of a creature within 5 feet of him whose target isn't Erky, provided he can see the attacker.
Second Wind. Erky can use a bonus action on his turn to regain hit points equal to 1d10 plus his level. Once he has used this feature, he must finish a short or long rest to use it again.
Stone Camouflage. Erky has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
Gnome Cunning. Erky has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
Innate Spellcasting. Erky's innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no material components:
At will: nondetection (self only)
1/day each: blindness/deafness, blur, disguise self