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Hazel Bright Eye - AI-generated fantasy Character

Hazel Bright Eye

Human · Artificer (Artillerist) · Level 3 · Outlander

Hazel Bright Eye

Hazel is earnest, practical, and relentlessly helpful.
AC17
HP18/18
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 17 · HP 18 · 30 ft.
AlignmentLawful GoodGenderMaleAge32 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

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

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Hand crossbows,
Heavy crossbows,
Longbows,
Longswords,
Rapiers,
Shortswords

Tools

Thieves' tools,
Tinker's tools,
Woodcarver's tools,
One musical instrument

Languages

Common,
Giant,
Dwarvish

Features

18 features

Always on

  • Magical Tinkering Light

    When Hazel touches a Tiny nonmagical object.

    Hazel causes a touched Tiny nonmagical object to emit bright light for 5 feet and dim light for another 5 feet for up to 1 hour.

  • Fire Bolt

    When Hazel targets a creature or object within 120 feet.

    Hazel launches a mote of flame at a creature or object within 120 feet. On a hit, it deals 1d10 fire damage.

  • Mending

    When Hazel touches a broken or torn object.

    Hazel repairs a single break or tear in an object, provided the damage is no larger than 1 foot in any dimension.

  • Light Crossbow

    When A target is within the weapon's normal range.

    Hazel fires a bolt from his light crossbow, attacking with a +3 bonus and dealing 1d8+1 piercing damage on a hit.

  • Handaxe

    When A target is within the weapon's range.

    Hazel strikes with his handaxe, attacking with a +2 bonus and dealing 1d6 slashing damage plus 1 damage from his Strength modifier on a hit.

  • Magical TinkeringLevel 1

    Hazel can touch a Tiny nonmagical object and imbue it with one minor magical property, such as emitting light, recording a message, continuously producing a familiar odor, or displaying a visual effect. He can maintain up to three such effects at once.

  • SpellcastingLevel 1

    Hazel uses Intelligence as his spellcasting ability. He can use thieves' tools or an artisan's tool as a spellcasting focus for his artificer spells.

  • Infuse ItemLevel 2

    Hazel knows four infusions and can maintain up to two infused items at once. His known infusions are Enhanced Defense, Enhanced Arcane Focus, Repeating Shot, and Homunculus Servant.

  • Artillerist SpecialistLevel 3

    Hazel has specialized as an Artillerist. He gains proficiency with woodcarver's tools and can use them as his spellcasting focus. He also learns the Artillerist spells Shield and Thunderwave, which are always prepared and do not count against his prepared spells.

  • The Right Tool for the JobLevel 3

    Hazel can use woodcarver's tools or smith's tools to magically create one set of artisan's tools in an unoccupied space within 5 feet. The tools vanish after one hour. He can use this feature once per short or long rest.

  • Prepared SpellsLevel 3

    Hazel can prepare three artificer spells each day. His prepared spells are Cure Wounds, Detect Magic, and Faerie Fire.

  • Ability Score IncreaseHumanIncrease each ability score by 1.
  • AgeHumanHumans reach adulthood in their late teens and commonly live less than a century.
  • AlignmentHumanHumans tend toward no particular alignment, although Hazel is Lawful Good.
  • SizeHumanMedium.
  • SpeedHuman30 feet.
  • LanguagesHumanCommon and one additional language.
  • WandererOutlander

    Hazel has an excellent memory for maps, terrain, and natural landmarks. He can find food and fresh water for himself and up to five other people each day, provided the land offers such resources. He can also find or recall details about terrain, settlements, and wilderness routes.

Spells

7 spells

Spellcasting. Hazel Bright Eye casts with Intelligence (spell save DC 12, to hit with spell attacks).

Cantrips (at will): ,

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

Gear

9 items

Weapons

  • Light crossbow and 20 bolts
    A light crossbow with a case containing 20 bolts.
  • Handaxe
    A simple handaxe suitable for chopping wood, clearing brush, or combat.

Armor

  • Scale mail
    A reinforced suit of medium armor made from overlapping metal plates and leather straps.
  • Shield
    A wooden shield reinforced with a brass rim and fitted with a small arcane housing.

Tools

  • Thieves' tools
    A pair of finely made tools used for disabling locks, traps, and mechanisms.
  • Tinker's tools
    A set of tinker's tools for repairing and constructing small mechanical devices.

Gear

  • Dungeoneer's pack
    A small metal object engraved with a symbol of a former expedition or lost culture.
  • Outlander equipment package
    A staff, hunting trap, trophy from an animal, traveler's clothes, and a belt pouch containing 10 gp.
  • Component pouch
    A component pouch containing mundane and arcane materials used in spellcasting.

Appearance

Hazel Bright Eye is a sturdy human man with broad shoulders, a weather-darkened complexion, and thick brown hair tied back with copper wire. His hazel eyes are bright and intensely observant, giving him the impression of constantly measuring distances, materials, and escape routes. He wears practical scale mail beneath a soot-stained leather apron, and his shield is fitted with a small brass housing for his arcane focus. Within a minute of meeting him, most people notice the sharp scent of pine resin, lamp oil, and metal filings that clings to his clothes. He tends to stand closer than expected when inspecting a person or object, completely unaware that he is crowding them.

Mannerisms

Hazel explains complicated ideas by arranging nearby objects into diagrams. He taps his thumb against his fingers while calculating, leans in too close when listening, and says, "Give me a moment," immediately before attempting something dangerous.

Personality

Hazel is earnest, practical, and relentlessly helpful. He speaks to machines as if they are nervous animals and treats every traveler as someone who might need food, directions, or a repaired buckle. He is slow to trust grand promises, but quick to trust a person who works carefully and keeps their word. His optimism is quiet rather than cheerful, expressed through preparation, maintenance, and the steady belief that tomorrow can be made safer than today.

Ideals

Responsibility. A useful skill is a promise to use it when people need help. Knowledge that cannot protect the vulnerable is merely an expensive curiosity.

Bonds

He carries his mother's hand-drawn trail map and refuses to let it be damaged or lost. He is also determined to return one day to his home settlement with inventions that will protect it from raiders and harsh winters.

Flaws

Hazel assumes that every problem can be solved with enough preparation, which makes him impatient with emotion, superstition, and people who refuse sensible plans. When anxious, he becomes controlling and may start repairing objects that are not actually broken.

Quirks

Names every important tool and becomes offended when others handle it carelessly.
Collects unusual screws, springs, and bits of colored glass from every settlement.
Keeps a written inventory of camp supplies and updates it before going to sleep.
Smells every potion before drinking it, even when he made it himself.

Background

Hazel Bright Eye was born in a frontier settlement where the nearest smith, healer, and watch officer were often the same person. His father repaired tools and wagon fittings, while his mother served as a trail guide for hunters, traders, and surveyors. Hazel learned early that a broken wheel could strand a family, a poorly sealed flask could spoil a winter's food, and a reliable signal lantern could save a traveler from disappearing into the dark. He became fascinated by the small practical miracles hidden in ordinary mechanisms, especially when he discovered that a spark of magic could make a humble object shine, whisper, or hold together beyond its natural limits. As a young man, Hazel joined an expedition through remote hills to recover a cache of abandoned workshop equipment from a ruined border fort. The expedition failed when its leaders ignored his warnings about unstable ground, leaving Hazel to guide the survivors home with improvised tools and carefully rationed supplies. The experience convinced him that knowledge has little value if it cannot be carried into the wild and used to protect people. He now travels as an artificer, repairing equipment, studying forgotten techniques, and quietly building devices intended to make dangerous journeys safer. His current goal is to create a compact guardian construct that can watch a campsite without sleep, panic, or complaint.

“His father repaired tools and wagon fittings, while his mother served as a trail guide for hunters, traders, and surveyors.”
From their backstory
Background
Outlander

Connections

Species

Human

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