Vox
Vox
Sheet
AC 14 · HP 10 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingSTR
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
7 featuresAlways on
- Magical TinkeringLevel 1
When When Vox touches a Tiny nonmagical object with thieves' tools or artisan's tools.
Vox releases a flash, sound, odor, or brief recorded message from a Tiny object he has tinkered with.
- SpellcastingLevel 1
Vox has learned to cast artificer spells. He uses Intelligence as his spellcasting ability, can use thieves' tools or artisan's tools as a spellcasting focus, and can cast prepared artificer spells using the available spell slots.
- Ability Score IncreaseHumanAll ability scores increase by 1.
- SizeHumanMedium.
- SpeedHuman30 feet.
- LanguagesHumanCommon and one extra language of your choice.
- Criminal ContactCriminal
Vox has a reliable contact within the criminal underworld who can provide information about local criminals, potential jobs, illicit goods, and places to lie low, though relying on this contact may attract unwanted attention.
Spells
5 spellsSpellcasting. Vox casts with Intelligence (spell save DC 13, to hit with spell attacks).
Cantrips (at will): ,
1st level (2 slots): , ,
Gear
11 itemsWeapons
- Light crossbowA compact ranged weapon suitable for both practical defense and discreet field testing.
Armor
- Scale mailA reinforced shirt of interlocking metal scales. It provides AC 14 with Vox's Dexterity modifier, and imposes disadvantage on Dexterity (Stealth) checks.
Tools
- Thieves' toolsUsed to disable traps, open locks, and perform delicate mechanical work.
- Tinker's toolsA set of precision instruments, clamps, wire, lenses, and small hammers used for artificer work.
- Smith's toolsA set of tools for crafting and repairing fine mechanical devices.
Gear
- 20×Crossbow boltAmmunition for the light crossbow.
- Dungeoneer's packA backpack containing useful adventuring supplies, including a bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
- CrowbarUseful for forcing doors, moving crates, and making a point during negotiations.
- Dark common clothes with hoodA set of dark, common clothes with a hood, chosen to make Vox forgettable at a distance.
- Gaming setA small weighted gaming set used for gambling, signaling, and occasionally distracting guards.
Purse
- 15×Gold piecesVox's remaining criminal earnings and operating funds.
Appearance
Vox is a lean human man with restless gray eyes, closely cropped dark hair, and a neatly maintained goatee stained faintly with copper dust. He wears a well-fitted suit of scale mail beneath a soot-dark work coat, whose pockets are carefully labeled in tiny brass tags. His gloves are mismatched but meticulously repaired, and one over-cared-for leather tool roll hangs at his hip. Within a minute of meeting him, most people notice the faint smell of oil, hot metal, and expensive black tea that follows him everywhere.
Mannerisms
Vox taps a fingernail against metal whenever he is thinking, counts objects by touching them with his thumb, and pauses before answering questions as if testing several possible versions of the truth. He refers to weapons as prototypes until they have been used successfully three times.
Personality
Vox is observant, dryly humorous, and intensely practical. He enjoys elegant mechanisms more than money, though he has never encountered enough money to test that claim. He is quick to notice weak hinges, concealed weapons, nervous hands, and poorly maintained equipment. Vox rarely threatens people directly. Instead, he explains exactly how something could be made dangerous, then lets their imagination do the rest.
Ideals
Ingenuity. No law, guild, or moral convention should be allowed to limit what a clever mind can build.
Bonds
He keeps the unfinished prototype and the ledger taken from his former criminal employers. He intends to settle every debt in the ledger, either with coin, leverage, or a weapon designed specifically for the creditor.
Flaws
Vox treats every warning as a design challenge. He cannot resist improving a weapon, lock, or dangerous device, even when doing so creates a new problem. He also assumes that anyone offering moral advice is either naïve, dishonest, or trying to control him.
Quirks
Background
Vox was born in a crowded human district where machines were assembled, dismantled, and quietly repurposed long after respectable workshops closed for the night. He learned early that the same talent could earn a living repairing farm tools, or earn much more by modifying crossbows, locks, and alchemical devices for people who preferred not to be questioned. His first serious contract involved manufacturing compact weapons for a smuggling ring. Vox delivered every piece exactly as ordered, then improved the design without permission. The resulting devices were devastatingly effective, and his employers became both impressed and concerned. When the ring attempted to make him disappear, Vox escaped with his tool roll, a ledger of unpaid debts, and a half-finished prototype hidden inside a grain shipment. He now works as a traveling artificer, taking legitimate repair jobs when necessary and illegal commissions whenever the pay, challenge, or danger seems worthwhile. He tells himself that weapons are only objects, and that responsibility belongs to the person holding them. Secretly, however, he is determined to complete the prototype that nearly got him killed, not for revenge, but to prove that his designs can change the balance of power in the right hands, even if he has never decided what the right hands are.
“His first serious contract involved manufacturing compact weapons for a smuggling ring.”
- Background
- Criminal
Connections
Species
Human
Media
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