Karl Ironfoot
Karl Ironfoot
Sheet
AC 17 · HP 27 · 30 ft.Saving throws
Skills
- ArcanaINT
- AthleticsSTR
- HistoryINT
- InvestigationINT
- PerceptionWIS
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
11 featuresReaction
- Defender's Interpose
When When an enemy attacks a creature within 5 feet of the steel defender
Karl commands his steel defender to intercept threats, creating space for allies while he counterattacks with precise, tool-honed strikes.
- Steel DefenderLevel 3
Karl gains a Steel Defender, a Medium construct companion that acts on his initiative and obeys his commands. It can impose disadvantage on an attack against a creature within 5 feet of it as a reaction, and it can be repaired with mending and artificer spells.
Always on
- Magical TinkeringLevel 1
Karl can imbue Tiny nonmagical objects with magical properties, creating effects such as a harmless sound, a recorded message, a flashed image, or a scented mote of light. He can maintain multiple infused objects at once, following the artificer rules for magical tinkering.
- SpellcastingLevel 1
Karl can cast artificer spells, preparing a number of spells each day equal to his Intelligence modifier plus half his artificer level rounded down. He uses tools as an arcane focus for artificer spells.
- CantripsLevel 1
Karl has two cantrips known as an artificer. He knows Mending and Mage Hand.
- Right Tool for the JobLevel 3
Karl can produce exactly the right tool for a job after a short rest, if he has artisan's tools with him and the work is mundane in nature.
- Artificer SpecialistLevel 3
Karl chooses the Battle Smith specialization. He learns martial weapon proficiency and gains access to battle smith features.
- Battle ReadyLevel 3
Karl is proficient with martial weapons and can use a magic weapon as a spellcasting focus for artificer spells. While wielding simple or martial weapons he is proficient with, he can use his Intelligence modifier instead of Strength or Dexterity for attack and damage rolls.
- TraitHumanExtra Language, Karl knows one additional language of his choice.
- VersatileHumanAs a human, Karl gains +1 to all ability scores.
- WandererOutlander
Karl can reliably find food, fresh water, and a safe route through wilderness terrain for himself and his companions, as long as the land can offer any such things at all.
Spells
4 spellsSpellcasting. Karl Ironfoot casts with Intelligence (spell save DC 13, to hit with spell attacks).
Cantrips (at will): ,
1st level (2 slots): ,
Gear
14 itemsWeapons
- LongswordA one-handed martial weapon well suited to a battle smith.
- Light crossbowA ranged backup weapon with ammunition.
- StaffA staff from a former life on the road.
Armor
- Scale mailA medium suit of protective armor made of overlapping metal plates and reinforced leather.
- ShieldA sturdy shield emblazoned with a maker's mark.
Tools
- Thieves' toolsA set of artisan's tools used to repair and improvise machinery.
- Tinker's toolsA set of tools used to build and repair mechanical devices.
- Smith's toolsTools appropriate to the Battle Smith specialization.
Gear
- 20×Crossbow boltsBolts for the light crossbow.
- Explorer's packA travel pack containing bedroll, rations, tinderbox, waterskin, and other basic gear.
- Hunting trapA hunting trap for wilderness survival.
- TrophyA trophy from a beast or hard journey, kept as a reminder of survival.
- Traveler's clothesTravel-worn clothing suited to harsh roads and rough weather.
Purse
- Pouch with 10 gpA small pouch of coin for immediate needs.
Appearance
Broad-shouldered and weatherworn, Karl wears practical adventuring clothes under a patched scale mail coat. His replacement leg is a polished iron-and-brass prosthetic with visible rivets, spring joints, and a faint oil sheen, clearly built to work hard rather than look graceful. He keeps his dark hair short, his beard untrimmed, and his expression usually says he has already noticed the problem and dislikes it on principle.
Mannerisms
Karl speaks in short, direct sentences and rarely wastes words. When thinking, he taps two knuckles against his prosthetic shin or adjusts one of the brass rivets on it. He tends to look at broken objects with sympathy, like they are old coworkers who have disappointed him but can still be redeemed.
Personality
Direct, practical, and hard to rattle, Karl treats most problems as something to be measured, pried apart, and repaired. He is not affectionate in an easy way, but he is dependable, dryly funny when he forgets to be serious, and surprisingly protective of people he has decided are worth the trouble.
Ideals
Adaptability. If the road changes, so do I. Survive first, fix the rest, and never trust anyone who insists that one perfect plan will save them.
Bonds
Karl owes his life to the people who rebuilt him, and he quietly keeps every scrap of correspondence, receipt, and favor tied to that debt. He also carries the memory of the caravan lost in the explosion, and he wants to know whether it was a tragic accident or deliberate sabotage.
Flaws
Karl is blunt to the point of abrasion, and he often says the exact thing that will make a room go quiet. He distrusts sentiment when practical action is needed, he can become obsessively fixated on a machine or problem until he forgets to eat or sleep, and he sometimes charges headlong into danger because he assumes he can improvise his way out again.
Quirks
Background
Karl Ironfoot learned early that the world has a habit of throwing rocks, fire, and bad luck at the same time. He made his living on the move, taking odd jobs as a guide, salvage hauler, and all purpose fixer for caravans that needed someone who could keep going when everyone else had already given up. That life ended in a blast of black powder and shattered iron that took his left leg and half the caravan with it. Karl survived because he was stubborn enough to crawl out of the wreckage, and because he had just enough skill with tools to convince a machinist, a smith, and his own temper to cooperate on building a prosthetic strong enough to carry him back into the world.
“That life ended in a blast of black powder and shattered iron that took his left leg and half the caravan with it.”
- Background
- Outlander
Connections
Species
Human
Media
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