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Warryn Cobblelob - AI-generated fantasy Character

Warryn Cobblelob

Gnome · Artificer (Battle Smith) · Level 9 · Sage

Warryn Cobblelob

Curious, meticulous, and quietly kind, Warryn treats every problem as a puzzle that deserves patience.
AC16
HP75/75
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 16 · HP 75 · 25 ft.
AlignmentNeutral GoodGenderMaleAge68
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • ArcanaINT
  • HistoryINT
  • InvestigationINT
  • PerceptionWIS

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Martial weapons

Tools

Thieves' Tools,
Tinker's Tools,
Calligrapher's Supplies

Languages

Common,
Gnomish,
Draconic

Features

16 features

Always on

  • Command Steel Defender

    When Bonus Action

    Command the Steel Defender to act on your turn, directing it to attack, Help, Dash, Disengage, or other appropriate actions.

  • Arcane JoltLevel 9

    When When you hit with an attack or empower your defender

    When you deal force damage to a creature, empower it with a burst of arcane backlash that can deal extra force damage to that target or a nearby creature once per turn.

  • Magical TinkeringLevel 1

    You can use thieves' tools or artisan's tools to imbue nonmagical objects with a tiny magical property, creating a harmless sensory effect, a recorded message, a static light source, or a simple animated effect. You can maintain a number of active infusions at once equal to your Intelligence modifier.

  • SpellcastingLevel 1

    You can prepare a number of artificer spells from the artificer spell list equal to your Intelligence modifier plus half your artificer level, rounded down. You use Intelligence as your spellcasting ability. You can use tools as a spellcasting focus, and you can cast artificer spells as rituals if they have the ritual tag and you have the spell prepared.

  • CantripsLevel 1

    You learn two artificer cantrips of your choice. You can also cast artificer spells using your infused items or tools as needed for your focus.

  • The Right Tool for the JobLevel 2

    You gain proficiency with thieves' tools and one type of artisan's tools of your choice. You also learn to craft certain basic objects more efficiently, and you can produce temporary mundane gear during downtime with your tools and materials.

  • Infuse ItemLevel 2

    You can infuse nonmagical objects with magical properties. You know four infusions and can have two infused items active at once at this level. Your infused items become magical for the purposes of overcoming resistance and immunity.

  • Battle SmithLevel 3

    You gain a specialty from your chosen artificer path. As a Battle Smith, you gain proficiency with martial weapons, can use Intelligence for attack and damage rolls with magic weapons you are proficient with, and you learn to create a loyal Steel Defender companion.

  • Infuse Item ImprovementLevel 6

    You know one additional infusion, and the number of infused items you can maintain increases as you gain levels. Your infusions can be moved to a new item when you finish a long rest.

  • Battle Smith ImprovementLevel 6

    You gain a bonus to your intellect-based persistence through your craft, and your infusions become more adaptable to adventuring needs. Battle Smiths also gain features that improve their defensive support and command over their Steel Defender.

  • TraitGnomeDarkvision, 60 ft.
  • TraitGnomeGnome Cunning, advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
  • TraitGnomeSmall size.
  • TraitGnomeSpeed 25 ft.
  • TraitGnomeLanguages, Common and Gnomish.
  • ResearcherSage

    When you attempt to learn or recall a piece of lore, if you do not know that information, you usually know where and from whom you can obtain it. In addition, you have long experience in seeking out knowledge and can often find obscure libraries, scholars, or forgotten archives with little difficulty.

Spells

12 spells

Spellcasting. Warryn Cobblelob casts with Intelligence (spell save DC 16, to hit with spell attacks).

Cantrips (at will): ,

1st level (4 slots): , , , ,

2nd level (3 slots): , , ,

3rd level (2 slots):

Gear

10 items

Weapons

  • Light Crossbow
    A light crossbow for ranged combat, with a carved stock and a collapsible brace.
  • 20×
    Bolts
    Twenty bolts for the light crossbow.
  • 2×
    Simple Weapons
    Two simple weapons chosen from the artificer starting gear, such as a mace and a dagger.

Armor

  • Scale Mail
    A suit of scale mail, fitted for a gnome frame and reinforced with brass buckles.
  • Shield
    A shield etched with tiny alchemical diagrams and reinforced rim bands.

Tools

  • Tinker's Tools
    A set of artisan's tools chosen for the character's craft, used to build and repair inventions.
  • Thieves' Tools
    Thieves' tools for delicate mechanical work and lock manipulation.
  • Calligrapher's Supplies
    A set of calligrapher's supplies for copying and preserving arcane formulae.

Gear

  • Dungeoneer's Pack
    A dungeoneer's pack with bedroll, rations, waterskin, rope, and other travel necessities.
  • Research Notes
    A notebook filled with experiments, observations, and half-finished diagrams from the character's years of scholarship.

Appearance

A short, sturdy rock gnome with bright copper spectacles, soot-smudged cheeks, and a braided beard tied with tiny brass rings. He wears a practical breastplate over tool-pocketed travel leathers, with one sleeve perpetually stained by ink and another by machine oil. A clockwork owlbear figurine hangs from his belt beside a shield etched with tiny schematics.

Mannerisms

He mutters formulas while thinking, taps his teeth with the end of a quill, and aligns objects by instinct before he sits down. When excited, he kneads his beard rings like worry stones and sketches diagrams in the air with a finger.

Personality

Curious, meticulous, and quietly kind, Warryn treats every problem as a puzzle that deserves patience. He is intensely polite, but his attention becomes frighteningly focused whenever machinery, inscriptions, or magical anomalies are involved.

Ideals

Knowledge should be tested, shared, and used to improve the world. A clever tool that keeps a village safe is worth more than a polished relic locked in a vault.

Bonds

Warryn carries his first true notebook, its cracked blue cover filled with the names of every mentor who taught him something worth keeping. He will brave any ruin or court intrigue if it means recovering lost lore, especially if that lore might preserve a forgotten craft or save a community from needless hardship.

Flaws

Warryn cannot resist opening anything sealed, glowing, or labeled dangerous. He also talks over people when inspiration strikes, treating interruptions as temporary setbacks rather than social cues. If an idea is elegant enough, he may justify almost any risk to prove it works.

Quirks

He names every device, even the disposable ones.
He keeps spare screws in his cuffs and unconsciously counts them when nervous.
He apologizes to broken mechanisms before repairing them.
He drinks tea only from mugs with measurement marks scratched inside.

Background

Warryn Cobblelob was born beneath the stone streets of a gnomish burrow where every doorbell chimed in a different pitch and every grandparent had a theory about the stars. From an early age, he cared less for toys than for the springs inside them. He apprenticed to a clockmaker, then to a scribe, then to anyone patient enough to let him take apart their tools and put them back together with unnecessary improvements. By the time he reached adulthood, Warryn had earned a reputation as the gnome who could explain a magical theory with a chalk sketch, a tea stain, and a working prototype. His hunger for knowledge eventually carried him into the wider world, where he learned that old ruins, battlefield relics, and arcane curiosities could answer questions libraries never could. Warryn turned to artificing because he wanted proof that intellect could do more than describe wonders, it could make them. He now travels with satchels full of notebooks, lenses, spare gears, and half-finished devices, always in search of a principle no one else has named yet. Every invention is, to him, a footnote in a grander experiment about how civilization survives, adapts, and remembers.

“From an early age, he cared less for toys than for the springs inside them.”
From their backstory
Background
Sage

Connections

Species

Gnome

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