Mekki Vartanen
Mekki Vartanen
Sheet
AC 17 · HP 115 · 25 ft.Saving throws
Skills
- AcrobaticsDEX
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
26 featuresAction
- Magical TinkeringLevel 1
When Touch a Tiny nonmagical object
As an action, you can touch a Tiny nonmagical object and give it a minor magical property. The effect lasts indefinitely, or until you use this feature again.
- Defensive Field
When You are wearing Guardian Arcane Armor
As an action, you can gain temporary hit points equal to your Intelligence modifier, five times per long rest.
- Arcane ArmorLevel 3
You can turn a suit of armor into Arcane Armor. It replaces missing limbs, cannot be removed against your will, ignores Strength requirements, and can be donned or doffed as an action. You can use Intelligence instead of Strength or Dexterity for attack and damage rolls with its special weapons.
Bonus action
- Armor ModelLevel 3
You can choose Guardian or Infiltrator armor. Guardian grants Thunder Gauntlets, which deal 1d8 thunder damage and impose disadvantage on attacks against targets other than you. It also grants Defensive Field, allowing you to gain temporary hit points as a bonus action. Infiltrator grants Lightning Launcher, which deals 1d6 lightning damage, and Powered Steps and Dampening Field.
Always on
- Thunder Gauntlets
When Hit a creature with a Thunder Gauntlet
When a creature hit by your Thunder Gauntlets attacks a target other than you, it has disadvantage on that attack.
- Extra AttackLevel 5
When Take the Attack action
Make two attacks with Thunder Gauntlets, Lightning Launcher, or another weapon when taking the Attack action.
- Flash of GeniusLevel 7
When You or an ally within 30 feet makes an ability check or saving throw
Add your Intelligence modifier to an ability check or saving throw made by you or a creature within 30 feet, five times per long rest.
- SpellcastingLevel 1
You use Intelligence as your spellcasting ability. You know three artificer cantrips and prepare artificer spells from the artificer spell list. You can cast spells using your tools as a focus.
- Infuse ItemLevel 2
You learn eight artificer infusions and can infuse up to four objects at once. An infusion can be placed on a suitable nonmagical object after a long rest.
- The Right Tool for the JobLevel 3
You can create any set of artisan's tools in one hour using tinker's tools, provided you have raw materials.
- Tool ExpertiseLevel 6
Your proficiency bonus is doubled for any ability check you make using a tool with which you are proficient.
- Magic Item AdeptLevel 10
You can attune to up to four magic items. Crafting common or uncommon magic items takes one-quarter of the normal time and costs half as much gold.
- Ability Score ImprovementsLevel 4
At 4th, 8th, and 12th level, you increased Intelligence, reaching 20. At 16th level, you gained the War Caster feat.
- War CasterLevel 16
You have advantage on Constitution saving throws made to maintain concentration on a spell when you take damage. You can perform the somatic components of spells even when holding weapons or a shield, and you can cast a spell as an opportunity attack when the spell targets only that creature.
- Armorer Tools of the TradeLevel 3
You gain proficiency with heavy armor, smith's tools, and tinker's tools. You can use your armor as a spellcasting focus. You also gain the Arcane Armor, Armor Model, Armor Modifications, and Perfected Armor features as described below.
- Armorer SpellsLevel 3
You always have magic missile and thunderwave prepared. They count as artificer spells for you and do not count against the number of spells you prepare.
- Armor ModificationsLevel 9
You can modify four pieces of your Arcane Armor, including the armor, helmet, armor's boots, and special weapon. Each modification can hold one infusion, and those items count as separate items for infusion limits.
- Perfected ArmorLevel 15
When a creature affected by your Thunder Gauntlets hits another creature, the target takes an extra 1d6 thunder damage. Alternatively, once on each of your turns when you hit with your Lightning Launcher, the target takes an extra 1d6 lightning damage.
- Soul of ArtificeLevel 20
You can use five additional attunement slots for a total of six. You gain a bonus of 1 to all saving throws for each magic item you are attuned to.
- LuckyHalflingWhen you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
- BraveHalflingYou have advantage on saving throws against being frightened.
- Halfling NimblenessHalflingYou can move through the space of any creature that is of a size larger than yours.
- Stout ResilienceHalflingYou have advantage on saving throws against poison, and you have resistance to poison damage.
- SmallHalflingYou are Small in size.
- SpeedHalflingYour walking speed is 25 feet.
- Military RankSoldier
He retains the respect and trust of his former military unit. Soldiers loyal to his old command recognize his insignia, offer him temporary shelter, and may provide limited assistance when they are not risking their lives or violating orders.
Spells
15 spellsSpellcasting. Mekki Vartanen casts with Intelligence (spell save DC 18, to hit with spell attacks).
Cantrips (at will): , ,
1st level (4 slots): , , , ,
2nd level (3 slots): , , , ,
3rd level (3 slots): ,
4th level (3 slots): no spells
5th level (2 slots): no spells
Gear
13 itemsWeapons
- Light crossbowA light crossbow with 20 bolts, carried as a backup weapon.
- 2×DaggersA pair of simple melee weapons, selected as two daggers for utility and concealed defense.
Armor
- Scale mailMedium armor consisting of interlocking metal scales worn over leather. The character normally wears it as part of his Arcane Armor.
- ShieldA shield used as an arcane focus and integrated into his armor system.
Tools
- Thieves' toolsA set of tools used for locks, traps, and delicate mechanisms.
- Tinker's toolsA compact toolkit containing pliers, wire, lenses, clamps, screws, and other repair implements.
- Smith's toolsSmith's tools used to forge, repair, and customize his armor and prosthetics.
- Gaming setA set of dice used to play cards and dice games with soldiers.
Gear
- 20×Crossbow boltsTwenty pieces of ammunition for the light crossbow.
- Insignia of rankA military insignia identifying his former unit and rank.
- Trophy from a fallen enemyA trophy taken from a fallen enemy, kept as a reminder of the cost of war.
- Common clothesPractical civilian clothing suitable for travel and repair work.
Purse
- 10×Gold piecesMoney left from his military pay and personal savings.
Appearance
A compact stout halfling with weathered bronze skin, hazel eyes, and thick dark hair threaded with silver. His left arm and both legs are reinforced with finely articulated arcane prosthetics of brass, steel, and polished wood. He wears scale mail beneath a heavy leather apron, with a shield folded into the shape of a tool case across his back. His equipment is carefully labeled in tiny block letters, and his beard is trimmed short to avoid catching in delicate mechanisms.
Mannerisms
He taps metal surfaces three times before making an important decision, speaks to his armor as if it were a stubborn apprentice, and silently measures doorways, bridges, and ceilings whenever he enters a room.
Personality
Mekki is observant, patient, and quietly protective. He listens to machines, animals, and people with the same serious attention, then asks precise questions that often reveal what everyone else missed. He is gentle with the frightened, blunt with the arrogant, and unexpectedly funny when explaining dangerous inventions.
Ideals
Protection. Cleverness is not valuable because it makes me special. It is valuable because it lets me keep someone else alive.
Bonds
He carries the insignia of the soldiers he rescued and will risk himself to protect veterans, medics, and noncombatants caught in war.
Flaws
He believes every crisis can be solved with enough preparation, and becomes irritable or reckless when forced to act without time to inspect the problem. He also hides pain behind technical explanations, refusing help until his systems are visibly failing.
Quirks
Background
Mekki Vartanen was born in a quiet halfling household where both of his parents studied ancient mechanisms, battlefield medicine, and the practical mathematics of survival. He was a sickly child with little strength and poor endurance, unable to keep pace with the other children or defend himself in the traditional ways. His parents never treated this as a failing. They taught him that a body was a system, a problem was a set of parts, and every problem could be approached with patience, ingenuity, and the right tool. When war reached his homeland, Mekki joined the army as a repairer, quartermaster, and battlefield engineer rather than a front-line fighter. A shattered supply wagon, a broken prosthetic, or a jammed crossbow mattered as much to him as any sword stroke. After losing his left arm and both legs while rescuing wounded soldiers from a collapsing fortification, he rebuilt himself piece by piece. His arcane armor became both medical device and weapon, allowing him to move with surprising speed and project force through gauntlets of his own design. He now travels as an artificer armorer, seeking lost engineering knowledge and helping ordinary people survive the wars started by powerful people.
“He was a sickly child with little strength and poor endurance, unable to keep pace with the other children or defend himself in the traditional ways.”
- Background
- Soldier
Connections
Species
Halfling
Media
0 imagesNo images yet.
Turn Mekki Vartanen into a sheet
A high-res, share-ready sheet you can post or print.