Mervin Lungud
Mervin Lungud
Sheet
AC 14 · HP 59 · 30 ft.Saving throws
Skills
- ArcanaINT
- AthleticsSTR
- HistoryINT
- IntimidationCHA
- InvestigationINT
- MedicineWIS
Armor
Weapons
Tools
Languages
Features
12 featuresReaction
- Flash of GeniusLevel 7
You can use your reaction to temporarily boost an ability check or saving throw made by you or a creature you can see within 30 feet, adding your Intelligence modifier to the roll after seeing the d20 but before knowing the result.
Always on
- Arcane Worksite
When When Mervin casts an artificer spell
You use a cantrip or spell through a crafted focus or infused item, often pairing magic with practical engineering.
- Magical TinkeringLevel 1
You can use thieves’ tools or artisan’s tools to magically produce tiny, nonfunctional modifications and effects on objects, such as lights, sounds, smells, or a static visual mark. You can maintain a number of active tinkering effects equal to your Intelligence modifier.
- SpellcastingLevel 1
You can cast artificer spells, prepare a number of spells equal to your Intelligence modifier plus half your artificer level, and use an infused set of tools as your spellcasting focus. You have 2 cantrips known and 7 prepared artificer spells at this level.
- Infuse ItemLevel 2
You learn two artificer infusions of your choice and can have two infused items active at a time. Infused items grant specific magical properties and can be swapped when you finish a long rest.
- The Right Tool for the JobLevel 3
You gain proficiency with one type of artisan’s tools of your choice, and you can use the tools you are proficient with to craft mundane items in half the normal time.
- Ability Score ImprovementLevel 4
You can increase one ability score by 2 or two ability scores by 1, or take a feat, as allowed by the campaign rules.
- Tool ExpertiseLevel 6
Your proficiency bonus is doubled for any ability check you make that uses a tool proficiency with which you are proficient.
- Ability Score ImprovementLevel 8
You gain another Ability Score Improvement or feat, as allowed by the campaign rules.
- TraitHumanAbility Score Increase, +1 to all ability scores.
- TraitHumanExtra Language, you know one extra language of your choice.
- Military RankSoldier
Military rank and reputation open doors among soldiers, mercenaries, and people who respect a martial bearing. Mervin can usually secure shelter, audiences, or cooperation from those who recognize disciplined service.
Spells
8 spellsSpellcasting. Mervin Lungud casts with Intelligence (spell save DC 14, to hit with spell attacks).
Cantrips (at will): ,
1st level (4 slots): , , ,
2nd level (3 slots): ,
Gear
13 itemsWeapons
- DaggerA finely balanced sidearm kept more for emergencies than for pride.
- Light CrossbowRanged weapon with bolts kept in a greased case for dry storage.
- HandaxeA second reliable battlefield weapon, chosen for practicality.
- JavelinA second reliable battlefield weapon, chosen for practicality.
Armor
- Scale MailProtective chain and scale-based armor that reflects field-issued military gear, providing solid defense while leaving enough mobility for technical work.
- ShieldA trusted shield bearing service marks and repair plates, often used as both defense and a portable work surface.
Tools
- Gaming SetA set of gaming pieces used to pass time on campaign and read opponents.
Gear
- 20×Crossbow BoltsAmmunition for the light crossbow.
- Dungeoneer's PackA sturdy pack with field supplies for travel and siege conditions.
- Insignia of RankA veteran’s personal keepsake or token of unit identity.
- Trophy from a Fallen EnemyA small trophy taken from a fallen enemy, kept as proof of survival.
- Common ClothesCommon traveling clothes suitable for a soldier off duty.
- Belt Pouch with 10 gpCoins kept from service pay and travel allowances.
Appearance
Mervin Lungud is a compact, practical human with weathered hands, a close-cropped head of dark hair streaked with early silver, and alert hazel eyes that miss very little. They favor sturdy soldier’s boots, a patched field coat fitted with hidden loops for tools, and a satchel that clinks softly with metal parts, vials, and tiny clockwork oddities. A faint burn scar runs across one forearm, and their armor is always polished just enough to look respected, never so much that it seems vain.
Mannerisms
Speaks in calm, clipped battlefield shorthand when focused. They unconsciously tap out rhythms on armor straps, fidget with screws or clasps while thinking, and always inspect exits, cover, and nearby tools before sitting down.
Personality
Patient, observant, and quietly compassionate, Mervin treats competence as a form of kindness. They are hard to rattle, slow to judge, and surprisingly gentle when helping frightened allies recover their footing.
Ideals
Duty. Strength should protect, not dominate. Knowledge is most valuable when it keeps others safe, and every invention should make life steadier for those who endure the worst of the world.
Bonds
Mervin keeps the service medal of their fallen squad leader wrapped in oilcloth, and they will cross any danger to honor the dead by protecting the living. They remain fiercely loyal to comrades, veterans, and anyone who has earned their trust under fire.
Flaws
Mervin trusts plans more than people, and when pressure rises they can become rigid, overcorrecting for chaos with too many contingencies. They also struggle to let go of old losses, sometimes throwing themselves into danger because surviving feels like an obligation they have not yet paid off.
Quirks
Background
Mervin Lungud learned early that survival is a craft, not a miracle. Raised among ordinary human families who valued practical labor and hard-won peace, they were drawn to the army not for glory, but for structure. Drill, formation, and constant repair suited them. While other recruits learned to swing a blade, Mervin became the one who kept shields strapped, hinges oiled, and broken gear usable for one more march. Their commanders soon noticed that Mervin did not merely fix equipment, they improved it, turning battlefield scrap into clever field devices with the stubborn patience of a true artificer. A campaign that should have been a routine border action became a defining scar. Mervin’s unit was left under supplied and overmatched, and only their improvised devices kept the line from breaking. They survived, but many comrades did not. Since then, Mervin has carried the habits of a soldier and the conscience of a healer. They build for protection first, then efficiency, then elegance if time remains. Now they travel in service of a better world, using careful inventions and disciplined judgment to make sure fewer people die because someone powerful was careless.
“Raised among ordinary human families who valued practical labor and hard-won peace, they were drawn to the army not for glory, but for structure.”
- Background
- Soldier
Connections
Species
Human
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