Greg Craggan
Greg Craggan
Sheet
AC 17 · HP 73 · 25 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingSTR
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
21 featuresReaction
- Flash of GeniusLevel 7
When When Greg or a creature within 30 feet makes an ability check or saving throw
Greg can use a reaction to add +3 to a nearby creature's ability check or saving throw.
Always on
- Infused Warhammer
When When Greg takes the Attack action
Greg strikes with his infused warhammer, using Intelligence for attack and damage. The weapon deals 1d8+4 bludgeoning damage, plus Arcane Jolt when chosen.
- Double Strike
When When Greg takes the Attack action
Greg makes two weapon attacks instead of one when he takes the Attack action.
- Command Steel Defender
When On Greg's turn
Greg commands his Steel Defender to move and take an action. If he gives no command, it takes the Dodge action.
- Steel Defender Slam
When When the Steel Defender is commanded to attack
Greg's Steel Defender makes a melee force-empowered slam attack, dealing 1d8+4 force damage on a hit.
- Arcane JoltLevel 9
When When Greg or his Steel Defender hits with a weapon attack
Greg can use Arcane Jolt on a hit to deal 2d6 force damage, or restore 2d6 hit points to a creature within 30 feet.
- Magical TinkeringLevel 1
Greg can imbue mundane objects with minor magical effects, such as emitting light, recording a message, producing a scent, or displaying a symbol.
- SpellcastingLevel 1
Greg uses Intelligence as his spellcasting ability and can cast artificer spells using artisan's tools or an infused item as a focus.
- Infuse ItemLevel 2
Greg knows six artificer infusions and can maintain four infused items at once. His selected infusions include Enhanced Weapon, Replicate Magic Item, Mind Sharpener, Homunculus Servant, Enhanced Defense, and Radiant Weapon. His active infusions are Enhanced Weapon on his warhammer and Replicate Magic Item, Cloak of Protection, on his traveling cloak.
- Tool ExpertiseLevel 6
Greg gains expertise with every tool he is proficient with, doubling his proficiency bonus for those tools.
- Magic Item AdeptLevel 10
Greg can attune to up to four magic items, and crafting a common or uncommon magic item takes him one quarter of the normal time and half the normal gold.
- Battle ReadyLevel 3
Greg gains proficiency with martial weapons, can use Intelligence for attack and damage rolls with a magic weapon, and can use smith's tools as a spellcasting focus.
- Steel DefenderLevel 3
Greg constructs a Steel Defender, a loyal magical companion that acts on his initiative and can use its reaction to impose disadvantage on an attack against a creature within 5 feet of it.
- Extra AttackLevel 5
Greg can attack twice, rather than once, whenever he takes the Attack action on his turn.
- TraitRock GnomeDarkvision, Greg can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
- TraitRock GnomeGnome Cunning, Greg has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
- TraitRock GnomeArtificer's Lore, Greg can add twice his proficiency bonus to Intelligence checks related to magical, alchemical, or technological objects.
- TraitRock GnomeTinker, Greg is proficient with tinker's tools and can construct small clockwork devices during a short rest.
- TraitRock GnomeSmall size.
- TraitRock GnomeWalking speed of 25 feet.
- Guild MembershipGuild Artisan
Greg can secure lodging, meals, and basic assistance from members of artisan guilds, provided he pays or contributes his fair share. Guild members will also alert him to political or professional trouble involving the guild.
Spells
12 spellsSpellcasting. Greg Craggan casts with Intelligence (spell save DC 15, to hit with spell attacks).
1st level (4 slots): , , ,
2nd level (3 slots): , , , , ,
3rd level (2 slots): ,
Gear
12 itemsWeapons
- Infused warhammerA finely balanced warhammer with an elemental crystal coil embedded in the head. It bears the Enhanced Weapon infusion and grants +1 to attack and damage rolls.
- Light crossbowA compact ranged weapon with twenty bolts.
Armor
- Scale mailMetal-reinforced medium armor with a practical workshop finish.
- ShieldA sturdy shield painted with Greg's guild mark.
Tools
- Thieves' toolsTools for bypassing locks and manipulating small mechanisms.
- Smith's toolsSmith's tools used as Greg's artificer spellcasting focus.
- Leatherworker's toolsA leatherworking kit used for repairing straps, sheaths, and cloak fastenings.
Gear
- Infused traveling cloakA reinforced traveling cloak bearing the Replicate Magic Item infusion. It is a Cloak of Protection and grants +1 AC and +1 to all saving throws while worn and attuned.
- 20×Crossbow boltsAmmunition for the light crossbow.
- Dungeoneer's packA pack containing bedroll, mess kit, tinderbox, torches, rations, waterskin, rope, and other travel necessities.
- Guild letter of introductionA letter of introduction from Greg's artisan guild.
Purse
- 15×Gold piecesA small purse containing Greg's remaining starting funds.
Appearance
Greg is a compact rock gnome with iron-gray hair braided tightly behind his ears, amber eyes magnified by brass-rimmed spectacles, and a square beard stained permanently with blue dye and lampblack. His fingers are callused and nicked from years of metalwork. He wears a dark green traveling coat reinforced with hidden copper thread, his enchanted cloak fastened at the throat with a gear-shaped clasp, and carries a heavy warhammer whose head contains a softly glowing crystal coil.
Mannerisms
Greg taps his thumbnail against his front teeth while calculating, then abruptly announces the answer as if someone else asked. When nervous, he adjusts his spectacles and checks the same buckle three times. He addresses his Steel Defender as if it were a difficult but respected colleague.
Personality
Greg is patient with machines, suspicious of institutions, and unexpectedly tender toward anyone who admits they do not know how something works. He speaks plainly, asks practical questions, and treats every problem as a negotiation between materials, forces, and poor decisions. Beneath his dry humor is a strong instinct to protect people who are being exploited.
Ideals
Useful things are worthy things. A clever invention matters most when it protects the overlooked, repairs what others would discard, or gives ordinary people a fair chance against extraordinary danger.
Bonds
The artisan guild that sponsored Greg's first independent commission is in debt to a ruthless collector. He intends to repay that debt without allowing the guild's members to lose their homes or their dignity.
Flaws
Greg cannot leave a broken device alone, even when repairing it is dangerous, rude, or obviously a trap. He is also convinced that anyone who dislikes his inventions simply has not understood them yet.
Quirks
Background
Greg was born in a workshop district where every household had a trade and every child learned to identify tools by touch. His family repaired agricultural machinery, clockwork toys, and the occasional weapon for people who could not afford a new one. Greg proved less interested in making objects beautiful than in making them stubbornly useful. He developed a habit of hiding small improvements inside ordinary things, a stronger hinge in a chair, a self-tightening buckle, a kettle that whistled only when the water was exactly right. His life changed when a guild commission brought him an ancient weapon cracked through the center of its haft. Rather than discard it, Greg rebuilt the weapon around a captured spark of elemental force. The resulting warhammer became both his finest creation and his closest companion. Afterward, he wove protective enchantments into his old work coat, turning it into a cloak that seems to shift its folds just before danger strikes. Greg now travels as a troubleshooter for people whose problems cannot be solved by ordinary craftsmanship. He is quietly determined to prove that the best inventions are not the grandest, but the ones that keep someone alive long enough to come home.
“His family repaired agricultural machinery, clockwork toys, and the occasional weapon for people who could not afford a new one.”
- Background
- Guild Artisan
Connections
Species
Rock Gnome
Media
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