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Jord - AI-generated fantasy Character

Jord

Hill Dwarf · Artificer (Battle Smith) · Level 10 · Guild Artisan, Blacksmith

Jord

Jord is patient, observant, and stubbornly practical.
AC17
HP93/93
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 17 · HP 93 · 25 ft.
AlignmentNeutral GoodGenderMaleAge86 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • ArcanaINT
  • AthleticsSTR
  • DeceptionSTR
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Martial weapons,
Battleaxes,
Handaxes,
Light hammers,
Warhammers

Tools

Thieves' tools,
Tinker's tools,
Smith's tools

Languages

Common,
Dwarvish,
Gnomish

Features

19 features

Action

  • Twin Strikes

    When When Jord takes the Attack action

    Jord makes two weapon attacks with his warhammer or light crossbow.

  • Magical TinkeringLevel 1

    When During downtime or while handling a Tiny mundane object

    Jord repairs or modifies a small mundane object, giving it a minor magical property such as emitting light, recording a message, or showing a chosen smell.

  • Extra AttackLevel 5

    You can attack twice, rather than once, whenever you take the Attack action on your turn.

Reaction

  • Iron Badger's Guard

    When When a creature within 5 feet of the Steel Defender is attacked

    The Steel Defender moves and uses its reaction to impose disadvantage on an attack against a creature within 5 feet of it.

  • Arcane JoltLevel 9

    When When Jord or his Steel Defender hits with a weapon attack

    Jord channels stored force through a weapon hit, dealing an extra 2d6 force damage or restoring 2d6 hit points to a creature within 30 feet.

Always on

  • SpellcastingLevel 1

    You can cast artificer spells using Intelligence as your spellcasting ability. You know two artificer cantrips and prepare a number of artificer spells equal to your Intelligence modifier plus half your artificer level, rounded down.

  • Battle ReadyLevel 3

    You gain proficiency with smith's tools. You also gain proficiency with all martial weapons. You can use Intelligence instead of Strength or Dexterity for attack and damage rolls with a magic weapon.

  • Steel DefenderLevel 3

    You learn how to create a Steel Defender, a magical construct that obeys your commands and acts during your turn in combat. It uses the Battle Smith Steel Defender statistics.

  • Infuse ItemLevel 2

    You can infuse four objects with four known artificer infusions. Your known infusions are Enhanced Defense, Enhanced Weapon, Replicate Magic Item, Homuncule Servant, Mind Sharpener, and Resistant Armor.

  • Ability Score ImprovementLevel 4

    You gain an Ability Score Improvement. Jord increased Intelligence by 2, raising it to 17.

  • Ability Score ImprovementLevel 8

    You gain an Ability Score Improvement. Jord increased Intelligence by 1 and Constitution by 1, raising them to 18 and 17.

  • Magic Item AdeptLevel 10

    You can attune to up to four magic items at once.

  • TraitHill DwarfDarkvision, 60 feet
  • TraitHill DwarfDwarven Resilience, advantage on saving throws against poison and resistance to poison damage
  • TraitHill DwarfDwarven Combat Training, proficiency with battleaxes, handaxes, light hammers, and warhammers
  • TraitHill DwarfDwarven Tool Proficiency, proficiency with smith's tools
  • TraitHill DwarfStonecunning, double proficiency bonus on Intelligence History checks related to stonework
  • TraitHill DwarfDwarven Toughness, maximum hit points increase by 1 per level
  • Guild MembershipGuild Artisan, Blacksmith

    Jord can usually secure lodging, food, and basic assistance from other artisans, and can identify the symbols and customs of most craft guilds. Guild members will shelter him when necessary, though they expect him to uphold the guild's reputation.

Spells

17 spells

Spellcasting. Jord casts with Intelligence (spell save DC 16, to hit with spell attacks).

Cantrips (at will): , ,

1st level (4 slots): , , , ,

2nd level (3 slots): , , ,

3rd level (3 slots): , , ,

4th level (2 slots):

Gear

11 items

Weapons

  • Warhammer
    A practical forge hammer balanced for both combat and smithing
  • Light Crossbow
    A compact light crossbow with a reinforced stock

Armor

  • Scale Mail
    Medium armor made from overlapping metal scales

Tools

  • Thieves' Tools
    A set of thieves' tools used for locks, traps, and delicate mechanisms
  • Tinker's Tools
    A set of tinker's tools with files, wire, clamps, and miniature screwdrivers
  • Smith's Tools
    A complete set of smith's tools, including a hammer, tongs, chisels, and measuring calipers

Gear

  • 20×
    Crossbow Bolts
    Ammunition for the light crossbow
  • Dungeoneer's Pack
    A pack containing a bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope
  • Guild Letter
    A marked guild letter of introduction and proof of membership
  • Traveler's Clothes
    Plain but well-made travel clothing

Purse

  • 15×
    Gold Pieces
    Coins saved from guild work and travel contracts

Appearance

Jord is a broad, compact hill dwarf with soot-darkened skin around the knuckles and a carefully maintained russet beard braided with three short lengths of copper wire. He wears scale mail beneath a heavy leather smith's apron, and the apron is worn pale and smooth at the left hip where his hand repeatedly brushes it before making a decision. A small iron ruler hangs from his belt beside a brass monocle used for inspecting tiny mechanisms. His dark hair is clipped close except for a narrow crown braid, and he smells faintly of coal smoke, lamp oil, and rosemary soap.

Mannerisms

Jord taps metal objects twice before trusting them, rubs the copper wires in his beard while thinking, and explains complicated plans using the language of forge work. He calls dangerous experiments "unproven repairs" and rarely raises his voice, because he believes calm speech makes people listen more carefully.

Personality

Jord is patient, observant, and stubbornly practical. He listens to tools as though they have opinions, and he is more comfortable showing affection by repairing someone's gear than by offering sympathy. He distrusts grand speeches but respects anyone who keeps working after the applause ends. Around strangers he seems reserved, though his dry jokes emerge whenever someone makes an overly complicated plan.

Ideals

Useful things deserve a second chance. No craft is honorable if it exists only to make the powerful more comfortable while the vulnerable go without.

Bonds

The little iron badger that follows Jord contains the first successful arcane core he ever made. He will risk almost anything to recover it if it is damaged or stolen. He also owes his old guild a debt for the tools and education that made his work possible.

Flaws

Jord cannot leave a broken object alone, even when repairing it is dangerous, rude, or strategically foolish. He also keeps detailed mental records of every favor owed to him, then becomes quietly offended when others do not remember the same accounting.

Quirks

Keeps bent nails in one pocket and useful screws in the other.
Names every important tool but refuses to name disposable weapons.
Counts hammer strikes under his breath when nervous.
Leaves tiny stamped maker's marks on objects he repairs.
Feeds the Steel Defender polished iron filings as if they were treats.

Background

Jord was born above a forge in a hill dwarf settlement where every household owned at least one object made by his family. He learned the ordinary work first, hinges, plowshares, nails, horseshoes, and cooking grates. What set him apart was his habit of asking why a tool failed before asking who had made it. He began rebuilding broken mechanisms with scraps that other smiths discarded, treating each repair as a conversation between metal, pressure, and time. A traveling artificer once brought Jord a damaged clockwork brace from a battlefield. Jord repaired it, then improved it, replacing a useless decorative plate with a compact housing for a spring-loaded arcane emitter. The artificer recognized the work as more than clever blacksmithing and taught Jord the principles of infusing matter with magic. Jord eventually joined the adventuring life after discovering that the brace's original owner had been abandoned by a wealthy guild that considered the injured soldier an accounting loss. He now travels with a steel defender shaped like a squat iron badger, seeking broken things that powerful people have decided are not worth fixing.

“He learned the ordinary work first, hinges, plowshares, nails, horseshoes, and cooking grates.”
From their backstory
Background
Guild Artisan, Blacksmith

Connections

Species

Hill Dwarf

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