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Edward Ashenwolf - AI-generated fantasy Character

Edward Ashenwolf

Human · Rogue (Arcane Trickster) · Level 3 · Guild Artisan

Edward Ashenwolf

He is a gruff and meticulous perfectionist who prefers the company of machines over people.
AC15
HP30/30
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 15 · HP 30 · 30 ft.
AlignmentChaotic NeutralGenderMaleAge70
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • InsightWIS
  • InvestigationINT
  • PersuasionCHA
  • Sleight of HandDEX
  • StealthDEX

Armor

Light Armor

Weapons

Simple Weapons,
Hand Crossbows,
Longswords,
Rapiers,
Shortswords

Tools

Thieves' Tools,
Smith's Tools

Languages

Common,
Gnomish,
Dwarvish,
Thieves' Cant

Features

10 features

Action

  • Rifle Bolt

    When Combat encounter

    Attack with the custom rifle (Light Crossbow) to deal 1d8+4 piercing damage plus potential sneak attack.

Bonus action

  • Tactical Adjustment

    When Edward needs distance

    Use Cunning Action to Disengage or Hide behind cover while reloading the rifle.

  • Cunning ActionLevel 2

    You can take a bonus action on each of your turns in combat to take the Dash, Disengage, or Hide action.

Always on

  • ExpertiseLevel 1

    Your proficiency bonus is doubled for Investigation and Stealth.

  • Sneak AttackLevel 1

    Deal an extra 2d6 damage to one creature you hit with an attack if you have advantage on the attack roll or if another enemy of the target is within 5 feet of it.

  • Thieves' CantLevel 1

    A secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation.

  • SpellcastingLevel 3

    You can cast wizard spells using Intelligence as your spellcasting ability.

  • Mage Hand LegerdemainLevel 3

    Your Mage Hand is invisible and can perform additional tasks like stowing/retrieving objects from containers or using thieves' tools at range.

  • Ability Score IncreaseHuman+1 to all scores
  • Guild MembershipGuild Artisan

    As an established smith and gunsmith, you have the support of the Smith's Guild. They can provide lodging, tools, and political connections.

Spells

6 spells

Spellcasting. Edward Ashenwolf casts with Intelligence (spell save DC 15, to hit with spell attacks).

Cantrips (at will): , ,

1st level (2 slots): , ,

Gear

6 items

Weapons

  • Custom Wand-Rifle (Light Crossbow)
    A brass-bound rifle that uses broken wands as ammunition to fire magical bolts.
  • Rapier
    A backup sidearm for close encounters.

Armor

  • Leather Armor
    Tough hide treated for protection.

Tools

  • Thieves' Tools
    Essential for locksmithing and trap removal.
  • Smith's Tools
    Used to maintain his custom rifle and manufacture bolts.

Gear

  • Dungeoneer's Pack
    Standard adventuring gear.

Appearance

Edward is a wiry old man with a permanent layer of gunpowder soot on his face and hands. His wild, steel-grey hair is kept out of his eyes by a pair of heavy brass goggles. He wears high-collared smithing leathers covered in pockets filled with gears, springs, and shattered wand tips. His custom rifle, a masterpiece of clockwork and runes, is never far from his side.

Mannerisms

Edward has a habit of squinting at people as if he is trying to see their internal clockwork. He often taps his fingers rhythmically on his thigh, timing things to the millisecond.

Personality

He is a gruff and meticulous perfectionist who prefers the company of machines over people. He often mutters to himself about torque and mana-ratios, assuming that anyone younger than fifty lacks the patience for true craftsmanship. Despite his prickly exterior, he has a deep respect for those who use their tools with precision.

Ideals

Innovation. We must push the boundaries of the possible, even if it means breaking a few laws and burning a few bridges.

Bonds

The 'Cinder-Lance' rifle is my life's legacy. It must be perfected and protected at all costs.

Flaws

I am incredibly stubborn and tend to treat other adventurers like bumbling apprentices who are about to blow themselves up.

Quirks

Always smells like sulfur and ozone
Polishes his rifle when nervous
Refuses to use standard ammunition

Background

For five decades, Edward was the premier gunsmith of the Ironworking Guild, known for creating intricate locks and clockwork wonders. However, his obsession with explosive propulsion led him into forbidden territory. He discovered that depleted magic wands, usually discarded as junk, still contained enough residual energy to act as potent projectiles when properly pressurized. After a catastrophic workshop explosion that cost him his standing in the guild, he was forced to take his research elsewhere. Now a wanderer, he treats the entire world as his laboratory. He uses his skills as a rogue to acquire rare components and bypass the regulations of less imaginative societies. He has survived to seventy not through strength, but through the careful application of magic and black powder. Every lock he picks and every bolt he fires is another step toward his magnum opus, a rifle that can punch through the foundations of the heavens themselves.

“However, his obsession with explosive propulsion led him into forbidden territory.”
From their backstory
Background
Guild Artisan

Connections

Species

Human

Media

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