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Avarra Malkova - AI-generated fantasy Character

Avarra Malkova

Human · Artificer (Battle Smith) · Level 5 · Charlatan

Avarra Malkova

Avarra is warm, observant, and effortlessly conversational, with the practiced charm of someone who has survived by reading a room before entering it.
AC14
HP29/29
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 14 · HP 29 · 30 ft.
AlignmentNeutral GoodGenderFemaleAge34 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • ArcanaINT
  • AthleticsSTR
  • DeceptionSTR
  • HistoryINT
  • InsightWIS
  • 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 from starting equipment,
Light crossbow ammunition from starting equipment

Tools

Thieves' tools,
Tinker's tools,
Smith's tools,
Disguise kit,
Forgery kit,
One gaming set

Languages

Common,
Dwarvish

Features

19 features

Action

  • Extra AttackLevel 5

    You can attack twice, instead of once, whenever you take the Attack action on your turn.

Always on

  • Fire Bolt

    When Action

    Avarra emits a thin arc of crackling force from her hand or tool, dealing 1d10 force damage on a hit. The spell's damage increases with character level.

  • Steel Defender Command

    When Bonus action

    The steel defender makes a Force-Empowered Rend attack, or uses its Repair action to restore 2d8 plus 2 hit points to itself or another construct within 5 feet.

  • Deflect Attack

    When Reaction

    Avarra commands her defender to use its reaction to impose disadvantage on an attack against a creature within 5 feet of it.

  • Magical TinkeringLevel 1

    You can imbue tiny objects with minor magical effects, such as emitting light, recording a message, producing an odor, or displaying a visual effect.

  • SpellcastingLevel 1

    You use Intelligence as your spellcasting ability. You can cast artificer spells using tools as a spellcasting focus and prepare a number of artificer spells equal to your Intelligence modifier plus half your artificer level, rounded down.

  • The Right Tool for the JobLevel 1

    You gain proficiency with smith's tools. You can use thieves' tools or artisan's tools as the tool required for your Magical Tinkering and artificer spellcasting.

  • Infuse ItemLevel 2

    You learn to infuse mundane objects with magical properties. You know four infusions and can infuse two objects at once.

  • Battle ReadyLevel 3

    You gain proficiency with martial weapons and smith's tools. You can use Intelligence instead of Strength or Dexterity for attack and damage rolls with magic weapons.

  • Steel DefenderLevel 3

    You can create a Steel Defender, which obeys your commands, acts on your initiative, and can use its reaction to impose disadvantage on an attack against a creature within 5 feet of it.

  • Battle Smith SpellsLevel 3

    You can prepare additional Battle Smith spells: heroism and shield at 1st level, branding smite and warding bond at 5th level. These spells are always prepared and do not count against your prepared artificer spells.

  • Ability Score ImprovementLevel 4

    You gain an Ability Score Improvement. This character increases Intelligence by 2, from 13 to 15.

  • Ability Score IncreaseHuman+1 to all ability scores
  • AgeHumanHumans reach adulthood in their late teens and commonly live less than a century
  • AlignmentHumanHumans tend toward no particular alignment
  • SizeHumanMedium
  • SpeedHuman30 feet
  • LanguagesHumanCommon and one additional language
  • False IdentityCharlatan

    You have an established false identity, complete with documentation, acquaintances, and a disguise. You can forge documents and impersonate the persona well enough to pass casual scrutiny.

Spells

9 spells

Spellcasting. Avarra Malkova casts with Intelligence (spell save DC 13, to hit with spell attacks).

Cantrips (at will): ,

1st level (4 slots): , , ,

2nd level (2 slots): , ,

Gear

13 items

Weapons

  • Light crossbow
    A light crossbow with a compact folding stock.

Armor

  • Studded leather armor
    A reinforced leather cuirass covered with brass rivets and stitched tool loops.

Tools

  • Thieves' tools
    A set of picks, files, wires, and tension tools for opening locks and disabling traps.
  • Smith's tools
    A hammer, small anvil, tongs, molds, and other equipment for shaping metal.
  • Disguise kit
    A kit of cosmetics, wigs, facial putty, and clothing pieces for changing appearance.
  • Forgery kit
    Ink, parchment, seals, stamping tools, and papers for creating convincing documents.

Gear

  • 20×
    Bolts
    Crossbow bolts in a waxed leather case.
  • Dungeoneer's pack
    A pack containing a bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
  • Gaming set
    A marked set of bone tiles used in a popular river-district gambling game.
  • Fine clothes
    A set of ordinary but well-made traveling clothes suitable for her false identity.
  • Steel Defender
    A copper-and-steel hound construct, created through Battle Smith training. It has AC 15, 2d8 plus 2 hit points, a walking speed of 40 feet, and attacks with its Force-Empowered Rend.
  • 2×
    Active infusions
    A pair of infusions currently placed on her equipment: Enhanced Defense on her armor and Repeating Shot on her crossbow.

Purse

  • Belt pouch with gold
    A purse containing starting funds from her charlatan career.

Appearance

A sturdy human with warm brown skin, dark auburn hair worn in a loose braid, and alert hazel eyes. Fine burn scars mark the fingers of both hands. She wears practical studded leather beneath a soot-stained blue-gray coat, with brass tools, false seals, and tiny vials hanging from numerous loops and pockets. A compact steel hound usually walks at her side, its eyes glowing a steady amber.

Mannerisms

Avarra taps metal objects three times before trusting them, rolls a coin across her knuckles while thinking, and addresses her steel defender as if it were a stubborn but respected colleague. When telling a lie, she becomes unusually precise about irrelevant details.

Personality

Avarra is warm, observant, and effortlessly conversational, with the practiced charm of someone who has survived by reading a room before entering it. She enjoys making useful things from worthless scraps and treats every problem as a machine whose hidden mechanism can be found. Beneath her confidence is a constant fear of being exposed as a fraud, so she works obsessively to ensure that her promises become true before anyone has time to question them.

Ideals

Protection. Cleverness is only worthwhile when it gives the vulnerable a chance to survive. Every useful invention should make someone harder to exploit.

Bonds

Her steel defender contains the final brass gear made by her late mother, and Avarra will risk almost anything to keep it safe. She is also determined to repay the village whose people suffered because of her forged commission.

Flaws

She lies reflexively when frightened, even when the truth would be safer. Avarra also cannot resist improving, dismantling, or secretly testing any unfamiliar mechanism, including devices belonging to allies.

Quirks

Names every important invention after a place where she once escaped trouble.
Keeps broken buttons, bent nails, and damaged keys as reminders that discarded things can still be useful.
Writes fake names in the margins of her real notes to test whether anyone is reading over her shoulder.
Feeds her steel defender polished bits of scrap metal, despite insisting it cannot eat.

Background

Avarra Malkova was born in a crowded river district where humans learned early that a good story could open doors that strength could not. Her mother repaired clocks for merchant houses, while her father sold miracle tonics that were mostly flavored water and careful confidence. Avarra inherited both talents. She learned to file a gear, read a lock, copy a signature, and tell a frightened customer exactly what they wanted to hear. For years she traveled under the name Olin Vey, posing as an itinerant maker of protective charms and enchanted medical devices. The deception might have remained harmless if Avarra had not discovered that one of her forged commissions was being used to strip a village of its defenses. Ashamed, she sabotaged the scheme and built a small steel hound from discarded armor plates and a broken temple bell. The construct helped expose the fraud, but the powerful patron behind it marked Avarra for revenge. She now travels openly enough to make allies, dishonestly enough to stay alive, and always with a growing collection of inventions meant to protect people who cannot afford genuine magic. Her greatest fear is that every useful lie she tells will eventually become another person’s ruin.

“Her mother repaired clocks for merchant houses, while her father sold miracle tonics that were mostly flavored water and careful confidence.”
From their backstory
Background
Charlatan

Connections

Species

Human

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