Zim
Zim
Sheet
AC 13 · HP 10 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingSTR
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
13 featuresAlways on
- Eldritch Blast
When When a hostile creature is within 120 feet
You fire a beam of crackling occult energy at a creature within range. Make a ranged spell attack. On a hit, the target takes 1d10 force damage.
- Guidance
When When an ally attempts an ability check
You touch a willing creature, granting it a d4 to add to an ability check it makes before the spell ends.
- Hex
When When you can see a suitable creature within 90 feet
You place a magical curse on a creature you can see within range. The target takes an extra 1d6 necrotic damage whenever you hit it with an attack, and you have Advantage on ability checks made to find it.
- Armor of Agathys
When Before entering dangerous combat
You create a protective layer of magical frost around yourself. A creature that hits you with a melee attack takes 5 cold damage.
- Pact MagicLevel 1
You can cast prepared Warlock spells using Charisma as your spellcasting ability. You have two 1st-level spell slots, which are regained after a Short or Long Rest. Your spellcasting focus can be an arcane focus, a component pouch, or an object associated with your pact.
- Eldritch InvocationsLevel 1
You gain one Eldritch Invocation. Zim has chosen Agonizing Blast, adding their Charisma modifier to the damage of Eldritch Blast.
- Savage AttackerLevel 1
You gain the Savage Attacker Origin feat. Once per turn when you hit with a weapon, you can roll the weapon's damage dice twice and use either result.
- Constructed ResilienceWarforgedYou have Advantage on saving throws against being Poisoned, Resistance to Poison damage, and immunity to disease. You do not need to eat, drink, or breathe.
- Sentry's RestWarforgedDuring a Long Rest, you remain conscious and aware of your surroundings while taking only six hours of sleep-like rest.
- Integrated ProtectionWarforgedYour body incorporates protective plating, granting a +1 bonus to Armor Class.
- Specialized DesignWarforgedYou gain proficiency with one skill and one tool of your choice. These proficiencies are represented by Athletics and smith's tools in this character's construction.
- Living ConstructWarforgedYou are a creature rather than an object, though your artificial body gives you unusual resilience and maintenance needs.
- Military RankSoldier
You have military rank or service experience that lets you invoke the authority of your former position. Soldiers and other members of military organizations recognize your service, and you can usually secure basic hospitality, information, or assistance from them, provided your request does not place them in obvious danger.
Spells
4 spellsSpellcasting. Zim casts with Charisma (spell save DC 10, to hit with spell attacks).
Cantrips (at will): ,
1st level (2 slots): ,
Gear
12 itemsWeapons
- SickleA simple curved blade used as both a weapon and a field tool.
- 2×DaggerBackup blades balanced for throwing or close combat.
- SpearA short weapon issued by the army, carried as a backup arm.
- ShortbowA ranged weapon suitable for patrols and skirmishes.
Armor
- Leather armorLight protective armor fitted over Zim's integrated plating.
Tools
- Gaming setA military gaming set used to pass long watches.
Gear
- Arcane focusA crystal set in a bronze housing, used as an arcane spellcasting focus.
- Scholar's packA pack containing a bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
- Healer's kitA kit for treating wounds and stabilizing the injured.
- Traveler's clothesPlain clothing suitable for travel and camp duty.
- 20×ArrowsArrows carried in a leather quiver.
Purse
- 14×Gold piecesCoins retained from military service and discharge pay.
Appearance
Zim is a compact warforged with a dark bronze frame, dull green enamel plates, and narrow amber lenses set beneath a heavy brow ridge. Their construction is practical rather than ornate, with broad shoulders, reinforced joints, and a left forearm fitted with shallow grooves from years of weapon maintenance and field repairs. They keep their head and plating meticulously clean, polishing the bronze until it catches the light, but their hands are visibly worn, stained with oil, and covered in tiny nicks from constant work. A strip of faded red cloth is tied around their right wrist, the only personal decoration they permit themselves.
Mannerisms
Zim pauses for one precise second before answering any question, as if consulting an internal checklist. They inspect doors, bridges, and chairs before trusting them, and unconsciously count the people in every room.
Personality
Quiet, observant, and unfailingly practical, Zim expresses care through maintenance, preparedness, and standing between danger and someone smaller. They dislike dramatic speeches but remember every name spoken to them. Their kindness is deliberate rather than warm, like a well-built shelter in bad weather.
Ideals
Protection. Power means nothing unless it is used to keep the vulnerable from being crushed by stronger forces.
Bonds
I will protect soldiers and civilians abandoned by commanders who treated them as expendable equipment.
Flaws
When someone gives a direct order, I instinctively obey before I have decided whether the order is wise.
Quirks
Background
Zim was assembled in a foundry that produced infantry bodies by the dozen, each one intended to be issued a number, a weapon, and a short set of commands. Their first memories are not of a battlefield, but of rain striking a canvas roof while an elderly quartermaster taught them how to oil a hinge. The quartermaster called them Zim because the sound was short enough to carry across a camp. Zim kept the name after the war, partly because it was the first thing anyone had given them that was not a serial number. They served as a line soldier, shield bearer, and later a repair hand, learning that survival depended as much on mending a comrade's straps as on breaking an enemy's formation. During a night patrol, Zim found a sealed black iron token buried beneath a ruined watchtower. It spoke in a voice that seemed to come from inside their own chest, offering power in exchange for a promise to protect those abandoned by armies and rulers. Zim accepted before understanding the price. Their new magic is precise, cold, and unsettling, and they are still trying to determine whether their patron chose them for their goodness, their obedience, or simply because an empty place remained in their soul where a living person's fear should have been.
“Their first memories are not of a battlefield, but of rain striking a canvas roof while an elderly quartermaster taught them how to oil a hinge.”
- Background
- Soldier
Connections
Species
Warforged
Media
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