George
George
Sheet
AC 16 · HP 24 · 30 ft.Saving throws
Skills
- ArcanaINT
- PerceptionWIS
- Sleight of HandDEX
- StealthDEX
Armor
Weapons
Tools
Languages
Features
11 featuresBonus action
- Eldritch Cannon
When Bonus Action
As a bonus action, George can deploy a Small, nimble construct that serves as a mobile turret, blasting enemies or supporting allies depending on the form chosen.
Always on
- SpellcastingLevel 1
You can cast artificer spells, using Intelligence as your spellcasting ability. You can prepare a number of artificer spells equal to your Intelligence modifier plus half your artificer level, rounded down.
- CantripsLevel 1
You know two cantrips from the artificer spell list.
- Magical TinkeringLevel 1
You can imbue tiny objects with magical effects, causing them to shed light, record messages, clean, smell, or produce other minor useful effects. You can maintain a number of these effects equal to your Intelligence modifier, and you can create them at will.
- Infuse ItemLevel 2
You can infuse ordinary objects with magical power, turning them into infused items. You know four infusions and can have two infused items active at once. You can infuse any qualifying nonmagical item after a long rest.
- Right Tool for the JobLevel 3
You have learned to keep the right tools close at hand. You can create temporary artisan’s tools after a short rest by expending materials, and you are adept at improvising the implements you need.
- Armor ModelLevel 3
You have chosen the path of the Armorer, a specialist who turns armor into a personal weapon system and mobile workshop. You gain proficiency with heavy armor, and your armor can function as your arcane focus and can be modified into specialized configurations.
- Tools of the TradeLevel 3
You can use your armor to project specialized magical functions, and your artificer spells and infusions are integrated into a durable suit built for protection and invention.
- Ability Score IncreaseHumanYour ability scores increase by 1 in each ability.
- Extra LanguageHumanYou speak one extra language of your choice.
- City SecretsUrchin
You have a reliable sense for the pulse of a city, and can find hidden passages, workarounds, and sympathetic locals who know how to move unseen through alleys, rooftops, and back doors.
Spells
6 spellsSpellcasting. George casts with Intelligence (spell save DC 13, to hit with spell attacks).
Cantrips (at will): ,
1st level (3 slots): , , ,
Gear
10 itemsWeapons
- Light crossbowA light crossbow with a stockpile of bolts for emergencies.
- 2×DaggerA simple melee weapon kept for close quarters.
Armor
- Scale mailA protective suit of scale mail, sturdy enough for street work and field tinkering.
Tools
- Thieves' toolsA set of thief’s tools, worn but carefully maintained.
- Tinker's toolsA set of tinker's tools for delicate repairs and field improvisation.
Gear
- Dungeoneer's packA dungeoneer's pack containing practical adventuring supplies.
- 20×BoltsBolts for the light crossbow.
- Small knifeA small knife carried from childhood, more sentimental than practical now.
- Map of the cityA crude map of the neighborhood where George grew up, marked with shortcuts, hiding places, and safe roofs.
- Pet mouseA small mouse he once befriended, now a symbolic companion kept in a little cage or trained to return to him.
Appearance
George is a wiry young human with quick, observant eyes, soot-smudged hands, and a half-mended coat full of hidden pockets. He wears practical scale mail under street layers, with brass clasps, scavenged lenses, and a belt crowded with tiny tools, chalk, wire, and clockwork scraps. His hair is usually tied back with a bit of copper wire, and his expression suggests he is always weighing how something works and how it can be improved.
Mannerisms
George speaks softly and precisely, often counting under his breath when he works. He cannot stand still for long, and his fingers are always busy, tightening a screw, tracing a seam, or rearranging the contents of his pockets. When he is thinking, he tilts his head like a mechanic listening for a hidden rattle.
Personality
George is patient, observant, and dryly funny in a way that only appears after he has already fixed the thing in question. He is generous with practical help, but slow to accept praise, and he prefers showing care through repairs, careful planning, and small protective habits rather than sentimentality.
Ideals
Ingenuity. The world is full of broken things, and broken things can be made useful again. No one should have to live at the mercy of bad luck when a little craft and care can build them a safer life.
Bonds
George keeps a copper mouse charm from the clockmaker who taught him the trade, and he will cross a kingdom before letting it be lost. He also feels responsible for the street kids who still haunt the district where he grew up, and quietly leaves them food, tools, and useful contraptions whenever he can.
Flaws
George trusts mechanisms more readily than people, and if a problem can be solved with gears, locks, or clever pressure plates, he may ignore the simpler truth that he needs to ask for help. He also hoards useful scrap obsessively, convinced that throwing anything away is the first step toward being helpless again.
Quirks
Background
George was born in the crowded lower warrens of a river city, where a child learned quickly that warmth, bread, and safety were all things one had to invent if they could not afford them. He survived by following the discarded parts of other people’s lives, broken locks, bent tools, cracked lenses, and half-working toys. While other children stole coins, George stole mechanisms, then taught himself how they fit together. A kindly clockmaker once caught him picking through a scrap heap and, instead of turning him away, showed him how to file, solder, and measure with care. That was the first time George understood that knowledge could be a kind of shelter. As he grew, George became the quiet fixer in alleys and tenements, the boy who could coax a jammed door open, patch a kettle, or rig a clever alarm from string and springs. He still knows the habits of gutters and guard patrols, but now he carries himself with the purpose of an inventor rather than a stray. His newest creations are small, bright, and stubborn, little devices that light dark corners and mark safe paths. He has sworn that if the city once failed to protect him, he will become the sort of man who can protect others, one impossible little machine at a time.
“He survived by following the discarded parts of other people’s lives, broken locks, bent tools, cracked lenses, and half-working toys.”
- Background
- Urchin
Connections
Species
Human
Media
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