Jord
Jord
Sheet
AC 17 · HP 93 · 25 ft.Saving throws
Skills
- AcrobaticsDEX
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
19 featuresAction
- 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 spellsSpellcasting. 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 itemsWeapons
- WarhammerA practical forge hammer balanced for both combat and smithing
- Light CrossbowA compact light crossbow with a reinforced stock
Armor
- Scale MailMedium armor made from overlapping metal scales
Tools
- Thieves' ToolsA set of thieves' tools used for locks, traps, and delicate mechanisms
- Tinker's ToolsA set of tinker's tools with files, wire, clamps, and miniature screwdrivers
- Smith's ToolsA complete set of smith's tools, including a hammer, tongs, chisels, and measuring calipers
Gear
- 20×Crossbow BoltsAmmunition for the light crossbow
- Dungeoneer's PackA pack containing a bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope
- Guild LetterA marked guild letter of introduction and proof of membership
- Traveler's ClothesPlain but well-made travel clothing
Purse
- 15×Gold PiecesCoins 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
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.”
- Background
- Guild Artisan, Blacksmith
Connections
Species
Hill Dwarf
Media
0 imagesNo images yet.
Turn Jord into a sheet
A high-res, share-ready sheet you can post or print.