Skip to content
CreatePricing
Bram - AI-generated fantasy Character

Bram

Warforged · Artificer · Level 1 · Criminal

Bram

Bram is methodical, dryly observant, and relentlessly curious about how things work.
AC13
HP12/12
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 13 · HP 12 · 30 ft.
AlignmentTrue NeutralGenderMasculine-presentingAgeApproximately 7 years since activation, though the character's body is built to function indefinitely.
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

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

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Light crossbows,
Daggers,
Hand crossbows,
Longswords,
Rapiers,
Shortswords,
One type of gaming set weapon if applicable

Tools

Thieves' tools,
Tinker's tools,
Smith's tools,
One type of gaming set

Languages

Common,
Goblin

Features

10 features

Always on

  • Magical TinkeringLevel 1

    When When Bram touches a Tiny nonmagical object

    Bram touches a Tiny nonmagical object and grants it a minor magical property, such as recording a message, emitting a sound or smell, shedding light, or displaying a visual effect.

  • SpellcastingLevel 1

    You have studied the workings of magic and can cast artificer spells. Intelligence is your spellcasting ability. You know two artificer cantrips and prepare a number of 1st-level artificer spells equal to your Intelligence modifier plus half your artificer level, rounded down.

  • Constructed ResilienceWarforgedAdvantage on saving throws against being poisoned, resistance to poison damage, immunity to disease, and no need to eat, drink, breathe, or sleep.
  • Sentry's RestWarforgedYou can remain motionless for six hours while maintaining awareness of your surroundings, gaining the benefits of a long rest.
  • Integrated ProtectionWarforgedYou gain a +1 bonus to Armor Class and can integrate armor into your body.
  • Specialized DesignWarforgedYou gain proficiency with one artisan's tool of your choice. Bram is proficient with smith's tools.
  • Ability Score IncreaseWarforgedConstitution increases by 2 and Intelligence increases by 1.
  • SizeWarforgedMedium.
  • SpeedWarforged30 feet.
  • Criminal ContactCriminal

    You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances, and you know the local messengers, corrupt officials, and other figures who can help or hinder your work.

Spells

6 spells

Spellcasting. Bram casts with Intelligence (spell save DC 15, to hit with spell attacks).

Cantrips (at will): ,

1st level (2 slots): , , ,

Gear

8 items

Weapons

  • Light crossbow
    A compact ranged weapon suitable for simple battlefield use.
  • 2×
    Daggers
    A pair of simple weapons chosen for close combat.

Armor

  • Leather armor
    Light armor made from treated leather and fitted with metal reinforcement strips.

Tools

  • Thieves' tools
    A set of precision picks, tension wires, files, and probes.
  • Tinker's tools
    Hammers, wire, pliers, gears, clamps, and other implements used for mechanical work.

Gear

  • 20×
    Crossbow bolts
    Ammunition for the light crossbow.
  • Dungeoneer's pack
    A practical kit containing rope, pitons, lantern supplies, rations, and other adventuring necessities.

Purse

  • Starting coin
    A small purse containing the standard starting wealth not spent on equipment.

Appearance

A compact warforged with an ironwood frame, dark bronze plating, and narrow amber lenses set behind a hinged brow guard. Fine brass filigree traces the joints of the hands and throat, while the left forearm bears old filing marks from forced repairs. A red scarf is tied around the neck, partly hiding a serial number that has been deliberately scratched away. The body is practical rather than imposing, with numerous hidden compartments, tool sockets, and lockpicks built into the armor plating.

Mannerisms

Bram pauses before answering, as though consulting an internal filing system. He taps metal surfaces in repeating patterns while thinking, turns his head in precise increments when listening, and refers to emotional reactions as mechanical conditions such as overheating, misalignment, or pressure loss.

Personality

Bram is methodical, dryly observant, and relentlessly curious about how things work. He has an understated sense of humor and often says the most unsettling truths in a calm maintenance report. Though he claims not to understand affection, he keeps careful records of everyone's preferences and quietly repairs their equipment while they sleep.

Ideals

Freedom. No thinking being should be owned, programmed, or reduced to a tool. Bram believes freedom is worth theft, danger, and personal sacrifice.

Bonds

Sayo, the smuggler who repaired Bram, is the closest thing he has to family. Bram also carries a stolen master key and a damaged ledger containing the names of warforged still being exploited.

Flaws

Bram treats every relationship like a transaction and becomes suspicious when someone offers kindness without asking for payment. He is also dangerously willing to tamper with mechanisms he does not understand, especially if someone tells him they cannot be opened.

Quirks

Keeps a written inventory of every favor owed and every favor received.
Names important tools but refuses to name weapons.
Collects broken keys and arranges them by the sound they make when dropped.
Practices smiling in polished metal surfaces, though the expression is never quite convincing.

Background

Bram was assembled in a workshop beneath a wealthy merchant's counting house, officially as a security automaton and unofficially as a tool for opening doors that no honest locksmith would touch. His maker taught him the patient language of springs, tumblers, pressure plates, and tiny mechanical failures. The merchant taught him something less technical, that a valuable servant should never be allowed to know who truly owns it. Bram learned anyway. He began copying ledgers, memorizing secret routes, and quietly altering locks so that stolen goods could disappear without bloodshed. When the merchant's operation collapsed, Bram was abandoned in a warehouse with a cracked power core and a list of names etched into his memory. A smuggler called Sayo repaired him in exchange for a few jobs, and the two became partners in a criminal network that preferred clever theft to murder. Bram eventually left after discovering that one of the network's clients was trafficking newly awakened warforged as disposable labor. He stole the client's master key, destroyed the records, and vanished with the evidence. Now he works as an artificer, repairing what others discard and taking occasional illicit contracts to fund a private search for the workshop that first made him. He wants to learn whether he was built for a purpose, or merely given one by people who profited from his obedience.

“His maker taught him the patient language of springs, tumblers, pressure plates, and tiny mechanical failures.”
From their backstory
Background
Criminal

Connections

Species

Warforged

Media

0 images

No images yet.

Visual sheet

Turn Bram into a sheet

A high-res, share-ready sheet you can post or print.