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Teg Wynn - AI-generated fantasy Character

Teg Wynn

Half-Elf · Artificer (Battle Smith) · Level 4 · Guild Artisan

Teg Wynn

Teg is practical, observant, and quietly warm once trust has been earned.
AC16
HP20/20
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 16 · HP 20 · 30 ft.
AlignmentNeutral GoodGenderNonbinaryAge27 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Martial weapons,
Light crossbows and their ammunition,
Firearms, if allowed by the campaign setting

Tools

Thieves' tools,
Tinker's tools,
Smith's tools,
Jeweler's tools

Languages

Common,
Elvish,
Dwarvish

Features

16 features

Action

  • Mending Touch

    When Touch a construct

    As an action, repair a construct by touching it and expending a spell slot, restoring 2d6 hit points per slot level.

Bonus action

  • Command Steel Defender

    When Bonus action

    As a bonus action, command the Steel Defender to take an action. If not commanded, it takes the Dodge action. The defender can move and use its reaction on its own.

Reaction

  • Deflect Attack

    When A creature within 5 feet of the Steel Defender is attacked

    When a creature within 5 feet of the Steel Defender is attacked, the defender can use its reaction to impose disadvantage on that attack roll.

Always on

  • SpellcastingLevel 1

    You can use thieves' tools or artisan's tools as a spellcasting focus for your artificer spells. You can prepare a number of artificer spells equal to your Intelligence modifier plus half your artificer level, rounded down.

  • Magical TinkeringLevel 1

    You learn how to invest mundane objects with a spark of magic. You can imbue a Tiny nonmagical object with a minor magical property, such as producing light, recording a message, emitting an odor, or displaying a visual effect.

  • Infuse ItemLevel 2

    You gain proficiency with thieves' tools, tinker's tools, and one type of artisan's tools. You can produce a set of artisan's tools during a short or long rest by using tinker's tools and scrap materials.

  • Infuse Item, Two Infusions Known and Two Infused ItemsLevel 2

    You gain two artificer infusions known and can infuse two objects at the end of a long rest. An infused item is magical and can serve as a spellcasting focus for your artificer spells.

  • Battle ReadyLevel 3

    You gain proficiency with smith's tools. You learn the ability to use Intelligence instead of Strength or Dexterity for attack and damage rolls made with magical weapons. You also gain proficiency with martial weapons.

  • Battle Smith SpellsLevel 3

    You learn two additional spells, heroism and shield, which are always prepared and do not count against your prepared spell total.

  • Steel DefenderLevel 3

    You can create a Steel Defender, a Small construct companion that obeys your commands. It acts on your initiative and can use its reaction to impose disadvantage on an attack against a creature within 5 feet of it. The defender has its own combat statistics and can be repaired or revived through your artificer magic.

  • Ability Score ImprovementLevel 4

    You can improve your Intelligence or another ability score by 2, or improve two ability scores by 1, subject to the normal ability score maximum. Teg increases Intelligence by 2.

  • TraitHalf-ElfDarkvision, you can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. You cannot discern color in darkness, only shades of gray.
  • TraitHalf-ElfFey Ancestry, advantage on saving throws against being charmed, and magic cannot put you to sleep.
  • TraitHalf-ElfSkill Versatility, proficiency in two skills of your choice, Acrobatics and Performance.
  • TraitHalf-ElfYou can speak, read, and write Common, Elvish, and one additional language, Dwarvish.
  • Guild MembershipGuild Artisan

    As a member of an artisan guild, you know how to find free lodging and food near an established guildhall, and your guildmates will support you when necessary. You can also gain access to powerful political connections through the guild.

Spells

9 spells

Spellcasting. Teg Wynn casts with Intelligence (spell save DC 11, to hit with spell attacks).

Cantrips (at will): ,

1st level (3 slots): , , , ,

2nd level (3 slots): ,

Gear

11 items

Weapons

  • Light Crossbow
    A simple ranged weapon with a 80/320-foot range, damage 1d8 piercing.

Armor

  • Scale Mail
    Scale mail armor, AC 14 plus Dexterity modifier, maximum Dexterity bonus of 2. Wearing it imposes disadvantage on Dexterity, Stealth checks.
  • Shield
    A shield bearing Teg's guild mark. It grants a +2 bonus to AC.

Tools

  • Thieves' Tools
    Used for bypassing locks and disabling traps.
  • Tinker's Tools
    Used for artificer spellcasting and constructing the Steel Defender.
  • Smith's Tools
    Used for shaping and repairing small metal mechanisms.
  • Jeweler's Tools
    A guild-appropriate artisan tool set used for precision work on settings, wire, and small mechanisms.

Gear

  • 20×
    Crossbow Bolt
    Ammunition for the light crossbow.
  • Dungeoneer's Pack
    A pack containing a bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
  • Traveler's Clothes
    Practical clothes suitable for travel and guild work.
  • Guild Membership Papers and Purse
    A letter of introduction from the guild and a small purse of working funds.

Appearance

A compact, sharp-featured half-elf with warm brown skin, dark auburn hair cut close at the sides, and pale gray-green eyes inherited from an elven parent. Fine copper wire is braided through one side of the hair, and a small brass lens is usually clipped over the left eye. Their hands are callused from years of bench work, with tiny burns across the fingers and a permanent streak of blue polishing compound beneath one thumbnail. They wear practical scale mail beneath a soot-dark leather apron, with a round shield fitted with collapsible tools and a light crossbow slung across the back.

Mannerisms

Teg taps a metal surface three times before making an important decision, as if listening for a flaw. They speak to Brindle in a calm, conversational tone and often answer their own questions through the construct's clicks and head tilts. When concentrating, they hold their breath for several seconds without noticing.

Personality

Teg is practical, observant, and quietly warm once trust has been earned. They prefer solving problems with preparation and clever tools rather than force, but become intensely stubborn when someone treats a person as expendable. They are more comfortable repairing a stranger's equipment than discussing their own feelings.

Ideals

Useful things should serve ordinary people. Knowledge and craftsmanship have value only when they make someone safer, freer, or less helpless.

Bonds

The guild workshop that raised me is still in danger because of the corrupt patron I escaped. I will return when I have enough proof and allies to protect every craftsperson inside it.

Flaws

I cannot leave a broken mechanism alone, even when it is dangerous, valuable, or actively trying to kill me. I also distrust people who praise my work too quickly, and I sometimes sabotage a useful alliance by searching for the hidden price before anyone has offered one.

Quirks

Names every important tool and becomes offended when others confuse them.
Collects broken keys from places they have survived.
Keeps a small tin of sugared fennel seeds and offers them to nervous companions.
Insists that Brindle has preferences, despite the construct having no voice.

Background

Teg Wynn was raised between two households that never quite agreed on what they were. Their elven mother taught them patience, precision, and the old songs used to mark the seasons. Their human father ran a modest metalworking shop in a crowded river district, where Teg learned that a good hinge, buckle, or lock could matter as much as a sword. Neither world fully claimed them, but the guild took notice when Teg repaired a cracked clockwork tax seal with a needle, a strip of copper, and astonishing nerve. Teg joined the city's metalworkers and artificers guild, eventually becoming known for practical inventions rather than grand demonstrations. Their finest creation was a four-legged steel guardian called Brindle, built from rejected armor plates and a damaged surveying automaton. When a fire swept through the guild quarter, Brindle carried injured workers to safety while Teg used improvised alchemical charges to bring down a burning wall before it crushed the street below. The guild praised the result, but a powerful patron later tried to claim Brindle as a military asset. Teg left with their creation and a stolen ledger proving the patron had caused the fire for insurance money. Now they travel to expose the scheme, improve Brindle's design, and prove that invention belongs in the hands of people who need protection, not people who merely want power.

“Their elven mother taught them patience, precision, and the old songs used to mark the seasons.”
From their backstory
Background
Guild Artisan

Connections

Species

Half-Elf

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