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Droop - AI-generated fantasy Character

Droop

Goblin · Artificer (Alchemist) · Level 3 · Hermit

Droop

Brilliant, wary, and unexpectedly kind, Droop approaches every problem like a puzzle box that is just begging to be opened.
AC13
HP13/13
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 13 · HP 13 · 30 ft.
AlignmentChaotic GoodGenderMaleAge23
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • ArcanaINT
  • InvestigationINT
  • MedicineWIS
  • PerceptionWIS
  • ReligionINT
  • Sleight of HandDEX

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons

Tools

Thieves' tools,
Tinker's tools,
Herbalism kit,
Alchemist's supplies

Languages

Common,
Goblin,
Undercommon

Features

10 features

Bonus action

  • TraitGoblinNimble Escape, Droop can take the Disengage or Hide action as a bonus action on each of his turns.

Always on

  • Magical TinkeringLevel 1

    Droop can make tiny, harmless magical alterations to objects, such as lighting flames, cleaning items, marking surfaces, or causing simple sensory effects. He uses these tricks to reinforce his experiments, signal allies, and unsettle enemies.

  • SpellcastingLevel 1

    Droop can cast artificer spells using Intelligence as his spellcasting ability. He prepares a number of artificer spells each day equal to his Intelligence modifier plus half his artificer level, rounded down. He uses tools or infused items as a spellcasting focus.

  • Infuse ItemLevel 2

    Droop can infuse objects with magical properties. He knows four infusions and can have two infused items active at a time. At level 3, his known infusions can include Repeating Shot, Returning Weapon, Enhanced Defense, Enhanced Weapon, Replicate Magic Item, Goggles of Night, and others available to artificers, subject to the normal rules for infusion selection.

  • The Right Tool for the JobLevel 3

    Droop gains proficiency with one set of artisan's tools of his choice and can produce simple tools and gear with a short rest, using clever improvisation and scavenged materials.

  • Experimental ElixirLevel 3

    Droop chooses the Alchemist specialization. He gains proficiency with alchemist's supplies if he does not already have it, and his experimental brews let him push healing or chaos into a vial. He can create experimental elixirs after each long rest, with effects such as healing, swiftness, resilience, boldness, flight, or transformation, determined by the rules for the feature.

  • Alchemist SpellsLevel 3

    Droop's alchemical training grants him always-prepared spells that reflect his medicinal and corrosive experiments.

  • TraitGoblinDarkvision, 60 ft.
  • TraitGoblinFury of the Small, once per short or long rest, when Droop deals damage to a creature of larger size, he can deal extra damage equal to his level.
  • DiscoveryHermit

    Having lived in seclusion, Droop can find a place to hide, rest, or seek shelter among those who respect the quiet life. His isolated years also taught him how to identify the meaningful signs of land, weather, and old trails hidden from ordinary travelers.

Spells

10 spells

Spellcasting. Droop casts with Intelligence (spell save DC 14, to hit with spell attacks).

Cantrips (at will): , ,

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

2nd level (2 slots): no spells

Gear

9 items

Weapons

  • Dagger
    A compact melee weapon kept for emergencies.
  • Light crossbow
    A sturdy ranged weapon for hunting and defense.

Armor

  • Leather armor
    Flexible protective armor suitable for travel and tinkering.

Tools

  • Thieves' tools
    Tools for precise locks, traps, and delicate mechanisms.
  • Herbalism kit
    Fine tools for field medicine, herbal remedies, and improvised cures.
  • Alchemist's supplies
    A carefully wrapped set of notes, powders, clamps, and a tiny mortar and pestle.

Gear

  • 20×
    Crossbow bolts
    A box of quarrels for the crossbow.
  • Dungeoneer's pack
    A versatile bundle of explorer's gear for travel and survival.
  • Journal of tinctures and inventions
    A weathered journal full of sketches, formulas, and observations from his hermitage.

Appearance

A small, sharp-eyed goblin with moss-green skin, a tangled coat of soot-stained rags, and a satchel full of glass vials, wires, and tiny brass tools. His left ear is nicked, his fingers are ink-stained, and his goggles are usually pushed up on his forehead. He smells faintly of herbs, smoke, and strange alchemical tinctures.

Mannerisms

He talks to his tools as if they are temperamental apprentices, taps his goggles whenever he is thinking, and sniffs every potion before offering it to anyone else. When nervous, he polishes the same screw or vial cap over and over until it shines.

Personality

Brilliant, wary, and unexpectedly kind, Droop approaches every problem like a puzzle box that is just begging to be opened. He is quick with dry humor, quicker with a clever workaround, and surprisingly gentle when someone is hurt or afraid. He trusts results more than promises, but once he has decided someone is worth his loyalty, he becomes relentless in their defense.

Ideals

Freedom should be earned, then defended. No one, goblin or otherwise, should be trapped by the cruelty of their birth, their past, or the expectations of others. Droop believes invention is a way to pry open locked futures and hand them to people who have been told they do not deserve them.

Bonds

Droop is fiercely devoted to the ruined shrine that sheltered him and to the handful of wanderers who once left him food without asking for anything in return. He keeps a small ledger of names, debts, and favors, and he believes every act of mercy deserves to be repaid with interest. He also carries one cracked vial from his hermitage everywhere, a reminder of the night he chose survival over surrender.

Flaws

Droop cannot resist testing a suspicious mixture or opening a sealed container, even when everyone around him says not to. He also assumes that if something can be improved, it must be improved immediately, which has led to explosions, splashes, and at least one very angry mayor. In moments of stress, he can become prickly and secretive, convinced that others will mock his methods before they understand them.

Quirks

Labels every vial with a different colored thread instead of writing on the glass.
Keeps tiny iron nails in his pockets and arranges them by magnetism when thinking.
Never drinks a potion without first shaking it exactly three times.
Names his best tools after people he likes.

Background

Droop was once the sort of goblin people expected to vanish into a dark tunnel and never return. Instead, he ran. A clutch of cruel raiders, a burning burrow, and one desperate night of stolen ingredients sent him stumbling into the wild with only a broken mortar, a field kit, and the stubborn belief that he could become more than a cautionary tale. He hid himself in an abandoned stone shrine deep in the hills, where he spent years learning herbs, distillation, metalworking, and the patient language of cause and effect. The shrine's old murals, half-erased by time, became his first teachers, and every mixture he failed became another step toward understanding the world that had tried to discard him.

Background
Hermit

Connections

Species

Goblin

Media

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