A
A
Sheet
AC 14 · HP 12 · 30 ft.Saving throws
Skills
- ArcanaINT
- InsightWIS
- InvestigationINT
- MedicineWIS
- PerceptionWIS
- PersuasionCHA
Armor
Weapons
Tools
Languages
Features
6 featuresAlways on
- SpellcastingLevel 1
You can cast artificer spells using Intelligence as your spellcasting ability. You prepare a number of artificer spells equal to your Intelligence modifier plus your artificer level, and you can use a set of tools as a spellcasting focus.
- Magical TinkeringLevel 1
You can perform minor magical alterations on nonmagical objects, creating harmless sensory effects, a recorded message, or other small magical conveniences within the feature's limits.
- TraitHumanAbility Score Increase, +1 to all ability scores
- TraitHumanSpeed, 30 ft.
- TraitHumanExtra Language
- Guild MembershipGuild Artisan
You have the respect of artisans and merchants who share your guild affiliation. You can acquire meetings with guild officials, and fellow members may offer lodging, aid, or introductions when appropriate.
Spells
6 spellsSpellcasting. A casts with Intelligence (spell save DC 13, to hit with spell attacks).
Cantrips (at will): ,
1st level (2 slots): , , ,
Gear
11 itemsWeapons
- MaceA sturdy one handed weapon kept for emergencies and close quarters work.
- Light crossbowA ranged simple weapon useful for engaging threats from a distance.
Armor
- Scale mailProtective reinforced armor, the best starting defense available to a beginning artificer.
- ShieldA compact shield frame, ready to be fitted with personalized plating and sigils.
Tools
- Thieves' toolsA hand tool used to open locks and work delicate mechanisms.
- Tinker's toolsA collection of precision crafting tools used to build and repair ingenious devices.
Gear
- Dungeoneer's packIncludes adventuring supplies such as bedroll, rations, rope, and other basic travel gear.
- 20×Crossbow boltsA box of ammunition for the light crossbow.
- Traveler's clothesFine clothing showing his status as a respected craftsman.
- Letter of introductionA letter identifying him as a member of a recognized artisan guild.
Purse
- Purse with 15 gpA pouch containing the modest funds granted to a journeyman of the guild.
Appearance
A broad shouldered human man with work hardened hands, alert gray eyes, and a measured, practical way of moving. He wears fitted scale mail reinforced with polished brass plates, a tool belt heavy with scraps, vials, and tiny gears. His dark hair is usually tied back with a copper wire, and faint scorch marks dot his sleeves from long hours at the bench. He looks more like a master smith than a wandering adventurer, but his calm face softens when he sees a broken machine that can be made useful again.
Mannerisms
He often speaks while looking at whatever is nearby that could be repaired, as if every room presents a puzzle. When thinking, he taps two fingers against his thumb like measuring a gear, and when he is pleased he quietly says, 'That will hold.'
Personality
Patient, observant, and quietly generous, A prefers careful solutions over dramatic gestures. He is polite almost to a fault, but his courtesy has substance behind it. He listens longer than most people expect, asks practical questions, and tends to trust competence before charm. He is happiest when helping someone who has already been overlooked by everyone else.
Ideals
Responsibility. Skill is a form of stewardship, and those who can build should build for the safety of others, not only for their own profit.
Bonds
He still carries the brass guild token of his master, who trusted him with more than any other apprentice and taught him that workmanship is a promise. He is determined to repay that trust by building something truly lasting, a device or legacy that keeps ordinary people safe when the powerful fail them.
Flaws
He can become so focused on improving a problem that he forgets to notice the human being standing in front of him. He dislikes waste enough to seem stubborn, and he sometimes keeps broken things longer than he should because he believes almost anything can still be salvaged. When mocked as a mere tinkerer, he takes it personally and tries to prove his worth with unnecessary perfection.
Quirks
Background
A was born to a human family of metalworkers whose livelihood depended on making practical things last through hard winters and harder debts. From childhood he showed an unusual gift, not only for shaping steel, but for understanding why things failed in the first place. He repaired farm tools with spare wire, rebuilt clocks from broken springs, and once made a cracked water pump work by teaching it to seal itself with wax and pressure. The guild took notice early, and before long he was apprenticed to a respected hall of artisans where his talent became both valued and carefully watched. His years in the guild taught him discipline, standards, and the quiet politics that live behind every polished door. He saw how often people without coin were left with broken roofs, dull blades, and unsafe roads, while those with influence received perfect craftsmanship and fast service. That never sat right with him. As his skill grew, so did his determination to use invention for protection rather than profit. Now he travels with a satchel full of tools, ready to mend, reinforce, and improve whatever the road throws at him, convinced that cleverness should make the world kinder, not simply richer.
“From childhood he showed an unusual gift, not only for shaping steel, but for understanding why things failed in the first place.”
- Background
- Guild Artisan
Connections
Species
Human
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