Bor
Bor
Sheet
AC 10 · HP 9 · 25 ft.Saving throws
Skills
- ArcanaINT
- InsightWIS
- InvestigationINT
- PersuasionCHA
Armor
Weapons
Tools
Languages
Features
10 featuresAlways on
- Magical TinkeringLevel 1
You can imbue nonmagical objects with minor magical properties. After a long rest, you can touch up to two nonmagical objects, granting each a simple magical effect such as producing light, recording a message, making a noise, or creating a tiny image.
- SpellcastingLevel 1
You can cast artificer spells using Intelligence as your spellcasting ability. You must have thieves' tools or artisan's tools in hand to cast artificer spells. You prepare a number of artificer spells equal to your Intelligence modifier plus half your artificer level, rounded down, and you have two 1st-level spell slots at this level.
- TraitDwarfDarkvision, 60 ft.
- TraitDwarfDwarven Resilience
- TraitDwarfStonecunning
- TraitDwarfDwarven Tool Proficiency
- TraitDwarfDwarven Toughness
- TraitDwarfSpeed 25 ft.
- LanguagesDwarfCommon and Dwarvish
- Guild MembershipGuild Artisan
You are an established and respected member of a guild, and your guild members provide lodging, food, and assistance when needed. In return, you are expected to support the guild's interests and follow its directives when called upon.
Spells
5 spellsSpellcasting. Bor casts with Intelligence (spell save DC 12, to hit with spell attacks).
Cantrips (at will): , ,
1st level (2 slots): ,
Gear
6 itemsWeapons
- DaggerA simple sidearm kept for emergencies.
Armor
- Leather armorProtective leather armor for field work and workshop accidents.
Tools
- Thieves' toolsA set of specialized tools for picking locks and disarming traps.
- Tinker's toolsA toolkit of gears, wire, needles, and tiny components used for crafting and repairs.
- Smith's toolsA well-used set of artisan tools from guild training.
Gear
- Dungeoneer's packA practical travel pack with supplies for rough expeditions.
Appearance
A stocky hill dwarf with a weathered copper beard braided around tiny brass rings, soot-stained fingers, and sharp gray eyes that never stop measuring angles, bolts, and people. He wears practical leather armor under a patched workshop apron, with a hanging belt of tools, wire spools, chalk, and a few improbable little gadgets that rattle when he walks. His expression usually sits somewhere between stubborn concentration and private amusement.
Mannerisms
Bor talks while thinking, usually muttering measurements, material properties, or half-finished insults at his own inventions. When nervous, he rubs his thumb across the beard rings near his chin, and when excited he points with a wrench instead of a finger.
Personality
Inventive, blunt, and relentlessly curious. Bor is a problem-solver who enjoys a challenge more than praise, and he can be surprisingly generous when someone shows genuine craft or honest effort. He dislikes waste, detests pretense, and has a dry sense of humor that surfaces right before something explodes.
Ideals
Improvement. Nothing is sacred if it can be made stronger, smarter, or more useful. A clever design can lift an entire community, and a better tool can change the world.
Bonds
Bor owes his guild master a debt for shielding him from expulsion after one of his inventions nearly flattened the workshop. He still sends coin, tools, and useful salvage home whenever he can, and he means to return someday with a masterpiece worthy of the guild crest.
Flaws
Bor cannot resist improving things that are already working, even when the owner just wanted the original item back in one piece. He is also too quick to treat rules as suggestions if a more efficient solution presents itself, which has cost him jobs, allies, and at least one very angry foreman.
Quirks
Background
Bor was raised in a hill dwarf enclave where every rung, hinge, and stove pipe had to endure generations of hard use. He learned early that craft was not decoration, it was survival, and he took to it with a fierce, unruly joy. While other apprentices obediently copied the masters, Bor kept improving their designs, adding hidden latches, spring-loaded clamps, and little conveniences that made the elders grumble and the younger guildsmen cheer. When his work began attracting attention, he was welcomed into a proper artisan guild, though his habit of experimenting first and asking permission later ensured he never stayed in anyone's good graces for long. His talent for making useful things out of scraps led him beyond simple forge work and into artifice, where tools could be coaxed into behaving like magic with just the right tune of runes, metal, and stubborn will. Bor now travels to gather rare components, trade favors, and prove that even a dwarf without the patience for tradition can still build wonders that last. He carries the pride of his guild, but not its caution, and he treats every ruin, battlefield, and merchant caravan as another workshop waiting to be improved. If a lock, engine, or relic can be taken apart and made better, Bor will almost certainly try, whether anyone asked him to or not.
“He learned early that craft was not decoration, it was survival, and he took to it with a fierce, unruly joy.”
- Background
- Guild Artisan
Connections
Species
Dwarf
Media
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