Tank Commander
Tank Commander
Sheet
AC 18 · HP 53 · 30 ft.Saving throws
Skills
- ArcanaINT
- AthleticsSTR
- HistoryINT
- IntimidationCHA
- InvestigationINT
- PerceptionWIS
Armor
Weapons
Tools
Languages
Features
15 featuresAlways on
- Extra AttackLevel 5
When When taking the Attack action
He can take two weapon attacks when he uses the Attack action, allowing him to hold the line while his construct supports him.
- Steel Defender Command
When On his turn, as part of normal command usage
He can issue a command to his Steel Defender to act, turning it into a shield-bearing guardian that can protect allies and pressure enemies.
- Arcane JoltLevel 9
When Once per turn when a qualifying hit lands
He can empower a successful strike with an explosive burst of force or a tactical burst of repair to an ally.
- Magical TinkeringLevel 1
You can magically tinker with small nonmagical objects, creating minor effects such as lights, sounds, smells, recorded messages, or static visual effects. You can maintain several tinkered objects at once, and they last until you dismiss them.
- SpellcastingLevel 1
You can prepare and cast artificer spells, use Intelligence as your spellcasting ability, and you can use infused tools as a spellcasting focus. Your spell slots refresh on a long rest, and you know a number of artificer cantrips and prepared spells appropriate to your level.
- Infuse ItemLevel 2
You can infuse ordinary items with magic, turning them into useful magic items. You know a set number of infusions and can have a limited number of infused items active at once.
- The Right Tool for the JobLevel 3
You have learned how to make the most of your tools. You can use any tools with which you are proficient as spellcasting focus, and you can craft mundane items faster and more efficiently.
- Tool ExpertiseLevel 6
Your proficiency bonus is doubled for any ability check you make that uses a tool proficiency you possess.
- Flash of GeniusLevel 7
You can call upon insight to protect yourself or an ally. When you or a creature you can see within 30 feet makes an ability check or saving throw, you can add a bonus to the roll a limited number of times per long rest.
- Magic Item AdeptLevel 10
You can attune to up to four magic items instead of three, and you can craft common and uncommon magic items more quickly than most adventurers.
- Battle ReadyLevel 3
You gain proficiency with martial weapons, and when you wield a magic weapon you can use your Intelligence modifier for attack and damage rolls instead of Strength or Dexterity.
- Steel DefenderLevel 3
You build a loyal Steel Defender, a magical construct companion that acts on your initiative, obeys your commands, and can protect allies, impose disadvantage on attacks, and repair itself when you mend it. It serves as your front-line guardian and tactical anchor.
- TraitHumanAbility Score Increase, all ability scores increase by 1.
- TraitHumanExtra Language, you know one extra language of your choice.
- Military RankSoldier
You have a military rank from your career as a soldier. Soldiers loyal to your former command recognize your authority and influence, and common soldiers will usually afford you respect and basic assistance.
Spells
16 spellsSpellcasting. Tank Commander casts with Intelligence (spell save DC 15, to hit with spell attacks).
Cantrips (at will): ,
1st level (4 slots): , , , , , ,
2nd level (3 slots): , , ,
3rd level (2 slots): , ,
Gear
12 itemsWeapons
- 2×HandaxeA reliable sidearm chosen for practicality and field use.
- Light CrossbowAn engineer's ranged weapon for controlled battlefield engagement.
Armor
- Scale MailWell-fitted scale mail modified with battlefield-ready straps and reinforced brass buckles.
- ShieldA sturdy shield marked with unit insignia and reinforced for close-quarters defense.
Tools
- Tinker's ToolsA focused set of tools for battlefield repairs and war machine design.
- Smith's ToolsA chosen artisan's toolkit specialized for armor and weapons work.
- Thieves' ToolsTools for unlocking, maintaining, and defeating complex mechanisms.
Gear
- 20×Crossbow BoltsBolts for the light crossbow.
- Dungeoneer's PackA packed military travel kit with bedroll, mess kit, tinderbox, torches, rations, and waterskin.
- Military TrophyA set of dog tags, campaign tokens, and a scrap of commendation ribbon from the Last War.
- Common ClothesA worn set of campaign clothes kept clean and folded with almost obsessive care.
- Belt PouchA pouch of coins and field expenses.
Appearance
A broad-shouldered human man with a drilled, soldierly posture, close-cropped dark hair threaded with gray at the temples, and sharp analytical eyes that never stop measuring angles, distances, and weak points. He wears reinforced scale mail modified with brass fittings, a heavy shield etched with unit markings, and a satchel of precision tools hung like a quartermaster's kit. His gear is neat, labeled, and maintained with almost ceremonial care, while a compact steel defender clanks faithfully at his heel like a walking fortress companion.
Mannerisms
He speaks in clipped, measured sentences, often as if issuing a briefing. When thinking, he taps two knuckles against metal surfaces in a precise rhythm, and when annoyed he straightens nearby objects into rigid alignment without noticing.
Personality
He is disciplined, patient, and relentlessly practical, with the quiet intensity of a man who has seen too many plans fail for lack of foresight. He respects competence above charm, keeps his promises exactly, and treats every ally like a resource worth protecting and optimizing. Beneath that hard-edged exterior is a stubborn conviction that if war must exist, then it should be made cleaner, shorter, and survivable.
Ideals
Victory through preparation, discipline, and superior engineering. A war is won by the side that learns faster, adapts cleaner, and builds better.
Bonds
He still carries the dog tags of the squad that died under his command, and he will not let their sacrifice be forgotten. He is determined to finish the war machine he began in their memory, so their deaths were not merely the price of defeat.
Flaws
He believes every problem has a military solution, and he is dangerously willing to keep escalating until he finds one. He distrusts improvisation from others, even when it would save time, and he can become coldly dismissive of ideas that do not fit his tactical framework.
Quirks
Background
Tank Commander was forged in the long furnace of the Last War, where doctrine changed faster than battlefield casualties could be counted. He began as a line soldier, but his gift was never for charging ahead with reckless courage. He watched, measured, and survived. When comrades fell to siege engines, shattered barricades, and enemy arcanists, he became obsessed with a single problem, how to build a weapon that could end wars before they began, a weapon that could protect a squad as easily as it could destroy a fortress. After the armistice, he did not find peace, only silence. The silence of abandoned foundries, empty barracks, and half-burned supply lines haunted him more than any trumpet call. He gathered scrap, patents, battlefield debris, and forbidden military schematics, turning every spare hour into experiments. His steel defender is not merely a machine to him, it is the first proof that a soldier can be replaced by something stronger, smarter, and more obedient. Now he travels in search of lost battlecraft, prototype cores, and the one design that will become the next great weapon of warfare, even if he must build it from the bones of the old world.
“He began as a line soldier, but his gift was never for charging ahead with reckless courage.”
- Background
- Soldier
Connections
Species
Human
Media
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