Warre
Warre
Sheet
AC 19 · HP 27 · 30 ft.Saving throws
Skills
- ArcanaINT
- InvestigationINT
- MedicineWIS
- ReligionINT
Armor
Weapons
Tools
Languages
Features
10 featuresAction
- Arcane ArmorLevel 3
As an action, turn a suit of heavy armor you are wearing into Arcane Armor. It attaches to you, cannot be removed against your will, and replaces any missing limbs.
Bonus action
- Armor Model: GuardianLevel 3
Designed for front-line conflict. Gain Thunder Gauntlets (1d8 thunder damage, target has disadvantage on attacks against others) and Defensive Field (Bonus action: gain Temp HP equal to level).
Always on
- Magical TinkeringLevel 1
Invest a spark of magic into mundane objects to create light, sound, or odor.
- Infuse ItemLevel 2
Turn mundane objects into magical items. Known: Enhanced Defense, Enhanced Weapon, Goggles of Night, Mind Sharpener. Active: 2.
- The Right Tool for the JobLevel 3
Produce exactly the artisan's tools you need out of thin air.
- Constructed ResilienceWarforged (Homunculus)Advantage on saving throws against being poisoned, resistance to poison damage, immune to disease, don't need to eat, drink, or breathe.
- Sentry's RestWarforged (Homunculus)When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping.
- Integrated ProtectionWarforged (Homunculus)You gain a +1 bonus to Armor Class.
- Specialized DesignWarforged (Homunculus)You gain one skill proficiency and one tool proficiency of your choice.
- DiscoveryHermit
The quiet seclusion of your hermitage gave you access to a unique and powerful discovery. You know the exact composition of the 'Living Quicksilver' used to bind souls to metal.
Spells
6 spellsSpellcasting. Warre casts with Intelligence (spell save DC 13, to hit with spell attacks).
Cantrips (at will): ,
1st level (3 slots): , , ,
Gear
6 itemsWeapons
- Light CrossbowSimple ranged weapon.
Armor
- Scale MailConverted into Arcane Armor.
Tools
- Tinker's ToolsSet of tools for fixing clockwork and metal.
- Herbalism KitTools for making remedies.
Gear
- Explorer's PackBasic survival gear.
- Scroll of Master's ResearchA notebook filled with alchemical diagrams.
Appearance
Warre is a lithe construct made of matte gray clay and reinforced copper ribbing. His 'skin' is etched with faint, glowing blue runes that hum softly when he is focused. Instead of heavy plates, his Arcane Armor appears as a shifting fluid metal that hardens into brass-like shells around his fists and chest. His eyes are two large, multifaceted lenses of clear quartz that glow with a steady, pale amber light.
Mannerisms
Warre tilts his head exactly 15 degrees when he is confused. He stands perfectly still when not moving, appearing more like a statue than a living being.
Personality
Warre is clinical and soft spoken, often pausing for several seconds before responding to analyze the most efficient string of words. He lacks a standard sense of social hierarchy, treating a king and a beggar with the same polite, detached curiosity. He views his own existence as a continuous workshop project that is never quite finished.
Ideals
Logic. Emotions are variables that must be understood to be controlled, but logic is the constant that holds the multiverse together.
Bonds
I am the vessel for my creator's legacy. If his research is lost, my existence loses its primary function.
Flaws
I often neglect my own structural integrity, or 'health,' because I am too focused on the efficiency of my calculations.
Quirks
Background
Warre was never born, he was synthesized in a vat of mercury and quintessence. He was the magnum opus of an eccentric gnome alchemist named Silas who lived in a cave system atop the Frostback Mountains. Silas wanted to create a being that could carry on his research after his frail body failed. For thirty years, Warre acted as Silas's apprentice, librarian, and finally, his hospice nurse. When Silas eventually passed, Warre spent another decade in total isolation, refining the master's notes and perfecting his own internal architecture. During his solitude, Warre discovered that the soul-binding process Silas used was incomplete. He realized that to truly become 'alive' and finish his master's work, he would need to experience the chaos of the world beyond the cave. He fashioned a heavy, defensive shell from the master's old forge tools and stepped into the sunlight for the first time, driven by a directive to catalog the physics of life. He carries Silas's final journal everywhere, treating it as a sacred text that guides his mechanical evolution.
“He was the magnum opus of an eccentric gnome alchemist named Silas who lived in a cave system atop the Frostback Mountains.”
- Background
- Hermit
Connections
Species
Warforged (Homunculus)
Media
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