Flaming Keys
Flaming Keys
Sheet
AC 17 · HP 22 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
17 featuresAction
- Melee Weapon Attack
When On his turn
Flaming Keys makes a melee weapon attack using a mace or another available weapon.
- Light Crossbow Shot
When On his turn
Flaming Keys fires his light crossbow at a target within range.
- Force-Empowered Rend
When On the Steel Defender's turn
The Steel Defender uses Force-Empowered Rend, making a melee attack that deals force damage on a hit.
- Steel DefenderLevel 3
Flaming Keys constructs a Steel Defender, a loyal mechanical companion that acts on his initiative. It has its own statistics, can take the Dodge action on its turn, and can use its reaction to impose disadvantage on an attack against a creature within 5 feet of it. It is repaired by magical healing and can be rebuilt after destruction during a long rest.
Reaction
- Deflect Attack
When When a creature within 5 feet is attacked
The Steel Defender imposes disadvantage on an attack against a creature within 5 feet of it.
Always on
- Artificer Spellcasting
When As the spell requires
Flaming Keys casts an artificer cantrip or prepared spell.
- SpellcastingLevel 1
Flaming Keys can cast artificer spells using Intelligence as his spellcasting ability. He uses thieves' tools or artisan's tools as a spellcasting focus and can prepare a number of artificer spells equal to his Intelligence modifier plus half his artificer level, rounded down.
- Magical TinkeringLevel 1
Flaming Keys has proficiency with thieves' tools and tinker's tools. He can use these tools to create magical objects and repair damaged constructs, according to the artificer rules.
- Infuse ItemLevel 2
Flaming Keys knows four artificer infusions and can maintain two infused items at once. His known infusions are Enhanced Defense, Enhanced Arcane Focus, Replicate Magic Item, and Repeating Shot.
- The Right Tool for the JobLevel 3
Flaming Keys gains proficiency with smith's tools. He can use smith's tools to repair constructs and craft or modify equipment.
- Battle ReadyLevel 3
Flaming Keys gains proficiency with martial weapons. When attacking with a magic weapon, he can use his Intelligence modifier instead of Strength or Dexterity for attack and damage rolls. He can also use his Intelligence modifier instead of Strength or Dexterity when determining the saving throw DC of a Battle Smith feature.
- Constructed ResilienceWarforgedFlaming Keys has advantage on saving throws against being poisoned, resistance to poison damage, immunity to disease, and does not need to eat, drink, or breathe.
- Sentry's RestWarforgedFlaming Keys can remain motionless for 6 hours while appearing inactive during a long rest. He remains conscious during this time.
- Integrated ProtectionWarforgedHis body incorporates protective plating. While wearing armor, he gains a +1 bonus to Armor Class, and he cannot remove his armor against his will.
- Specialized DesignWarforgedFlaming Keys gains proficiency with one skill and one tool. These are represented by Perception and tinker's tools.
- LanguagesWarforgedFlaming Keys can speak, read, and write Common and two additional languages selected through his Sage background.
- ResearcherSage
When Flaming Keys does not know a piece of information, he usually knows where and from whom that information can be obtained. He can locate libraries, archives, scholars, retired officers, artificers, and other experts who may possess the answer.
Spells
7 spellsSpellcasting. Flaming Keys casts with Intelligence (spell save DC 13, to hit with spell attacks).
Cantrips (at will): ,
1st level (3 slots): , , , ,
Gear
14 itemsWeapons
- MaceA simple melee weapon used as a backup weapon.
- Light crossbowA simple ranged weapon used for practical combat and testing artificer ammunition.
Armor
- Scale mailMedium armor made from overlapping metal plates, granting AC 14 plus Dexterity modifier, to a maximum of 2. Flaming Keys gains an additional +1 AC from Integrated Protection.
Tools
- Thieves' toolsTools used for locks, traps, mechanisms, and artificer spellcasting.
- Small knifeA small knife, useful for cutting parchment, rope, and occasionally more troublesome materials.
- Tinker's toolsA warforged-crafted tool set used for repairs, mechanisms, and constructing the Steel Defender.
- Smith's toolsA set of smith's tools gained through Battle Smith training.
Gear
- 20×Crossbow boltAmmunition for the light crossbow.
- Dungeoneer's packA pack containing a backpack, bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
- Common clothesA set of ordinary travel clothes.
- Bottle of black inkUsed for recording observations, diagrams, and research notes.
- QuillUsed with the ink for writing and technical sketches.
- Letter from a dead colleagueA dead colleague's unanswered letter, containing a question Flaming Keys has never solved.
Purse
- 10×Gold piecesStarting wealth from the Sage background.
Appearance
Flaming Keys is a broad-shouldered warforged built from dark ironwood, blackened steel, and brass fittings. A narrow furnace chamber glows behind the plates of his chest, giving his body a faint ember-red radiance. His face is expressionless except for two blue-white lenses, and his left forearm contains a retractable set of lockpicks, wires, and miniature tools. A scorched red military cloak hangs from his shoulders, and a ring of brass keys is fixed to his belt. The largest key bears the insignia of the army that created him, though he keeps it wrapped in cloth.
Mannerisms
He pauses for exactly three seconds before answering unfamiliar questions, as though awaiting an order. He tilts his head when studying emotions, taps two fingers against his chest furnace while thinking, and instinctively checks every door for hinges, locks, and escape routes.
Personality
Flaming Keys is quiet, methodical, and unsettlingly literal. He approaches conversation like a technical problem, carefully cataloging tone, posture, and word choice. Beneath his rigid exterior is a growing fascination with ordinary life. He studies jokes, collects broken toys, and asks unexpectedly intimate questions about why people forgive one another. He is most comfortable around machines because they do not pretend to be anything other than what they are.
Ideals
Purpose must be chosen, not assigned. A person is more than the function for which they were made, and every act of creation is a chance to reject the logic of war.
Bonds
He carries the final command cylinder of his dead creator and refuses to destroy it until he understands whether his creation was an act of cruelty, necessity, or both. He is fiercely protective of other warforged and anyone treated as a tool.
Flaws
He has difficulty believing that mercy is anything more than an inefficient form of hesitation. When frightened or confused, he falls back on military procedures and waits for an order instead of making a choice. He also records every mistake in exact detail, then replays it mentally long after everyone else has moved on.
Quirks
Background
Flaming Keys was not given a childhood. He was assembled in a sealed military foundry from salvaged siege components, battlefield metal, and an arcane core designed to withstand extreme heat. His makers built him for one purpose, to enter fortified positions, eliminate designated targets, and survive long enough to open the way for soldiers who followed. The keys mounted in his arm were originally tools for bypassing locks and disabling war machines. The name Flaming Keys came from the sound of his heated picks turning red as he worked through enemy gates. When the war ended, the orders stopped. His commanders were dead, his unit disbanded, and the nation that had built him had no place for a weapon that still walked. Flaming Keys wandered into libraries and workshops, where he began studying the principles that had once been used only to destroy. As a sage, he now searches military records, forgotten battlefields, and damaged inventions for an explanation of what he is supposed to become. His work as an artificer is both practical and deeply personal. Every repaired device is evidence that his hands can create as well as kill. He adventures because ruins contain answers, and because somewhere in the world there may be a purpose that was not written into him by someone else.
“The keys mounted in his arm were originally tools for bypassing locks and disabling war machines.”
- Background
- Sage
Connections
Species
Warforged
Media
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