Ander
Ander
Sheet
AC 18 · HP 50 · 25 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationSTR
- InvestigationINT
- MedicineWIS
- NatureWIS
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- Sleight of HandCHA
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
20 featuresBonus action
- Steel Defender Command
When Immediately after Ander's turn
Ander directs his Steel Defender to move and take one action. If he does not issue a command, it takes the Dodge action.
Reaction
- Flash of Insight
When When Ander or an ally within 30 feet fails an ability check or saving throw
Ander uses his reaction to add his Intelligence modifier to a failed ability check or saving throw made by himself or a creature within 30 feet.
Always on
- Magical TinkeringLevel 1
When When Ander handles a Tiny nonmagical object
Ander touches a Tiny nonmagical object and grants it a minor magical property, such as light, a recorded message, an odor, a visual effect, or proximity awareness.
- SpellcastingLevel 1
Ander uses Intelligence as his spellcasting ability. He can cast artificer spells using 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.
- Infuse ItemLevel 2
Ander learns four artificer infusions and can infuse two objects at a time. Known infusions: Enhanced Defense, Enhanced Arcane Focus, Repeating Shot, and Homunculus Servant.
- The Right Tool for the JobLevel 3
Ander can use thieves' tools or artisan's tools to create any set of artisan's tools during a short or long rest, provided he has the raw materials.
- Battle Smith ProficiencyLevel 3
Ander gains proficiency with all martial weapons, in addition to his existing weapon proficiencies.
- Battle ReadyLevel 3
Ander can use his Intelligence modifier instead of Strength or Dexterity for attack and damage rolls with a magic weapon. He can also use his Intelligence modifier when determining the saving throw DC of a magic weapon's special properties.
- Steel DefenderLevel 3
Ander can spend eight hours and 100 gp of materials to create a Steel Defender. The defender obeys his commands, acts immediately after his turn, and can use its reaction to impose disadvantage on an attack against a creature within 5 feet of it.
- Ability Score ImprovementLevel 4
Ander can increase one ability score by 2, or two ability scores by 1. He increases Intelligence by 2, raising it to 17.
- Extra AttackLevel 5
Ander can attack twice, instead of once, whenever he takes the Attack action on his turn.
- Tool ExpertiseLevel 6
Ander has expertise with every tool in which he is proficient, doubling his proficiency bonus for tool ability checks.
- LuckyHalflingWhen Ander rolls a 1 on an attack roll, ability check, or saving throw, he can reroll the die and must use the new roll.
- BraveHalflingAnder has advantage on saving throws against being frightened.
- Halfling NimblenessHalflingAnder can move through the space of any creature that is of a size larger than his.
- Naturally StealthyHalflingAnder can attempt to hide even when obscured only by a creature at least one size larger than him.
- Lightfoot Halfling Ability Score IncreaseHalflingDexterity increases by 2 and Charisma increases by 1.
- TraitHalflingSmall size.
- TraitHalflingWalking speed of 25 feet.
- ResearcherSage
If Ander does not know a piece of information, he usually knows where and from whom that information can be obtained. He can locate libraries, scholars, obscure records, or specialist knowledge, though access may depend on payment, favors, or discretion.
Spells
8 spellsSpellcasting. Ander casts with Intelligence (spell save DC 13, to hit with spell attacks).
Cantrips (at will): ,
1st level (4 slots): , , ,
2nd level (2 slots): ,
Gear
12 itemsWeapons
- WarhammerA one-handed martial weapon with a reinforced metal head, used as Ander's primary weapon.
- Light crossbowA compact ranged weapon useful for delivering bolts and certain infused effects.
Armor
- Scale mailMedium armor made of interlocking metal plates, worn over a padded leather backing. Maximum Dexterity bonus to AC is +2.
- ShieldA sturdy shield bearing a brass gear over a blue enamel field.
Tools
- Thieves' toolsA small set of picks, files, tension wires, and delicate probes.
- Tinker's toolsA collection of pliers, clamps, wire, lenses, and miniature hammers.
Gear
- 20×Crossbow boltsAmmunition for the light crossbow.
- Dungeoneer's packA pack containing a bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
- Scholar's packA pack containing parchment, ink, quills, small knives, sand, sealing wax, common clothes, and a pouch.
- Common clothesA set of plain but well-maintained traveling clothes.
- Researcher's insigniaA brass gear etched with a line from an unfinished research journal.
Purse
- Pouch of goldA small pouch containing 10 gp.
Appearance
Ander is a stout lightfoot halfling with warm brown skin, hazel eyes, and thick chestnut hair tied back with copper wire. He dresses in reinforced scale mail beneath a weathered blue work coat, with a shield covered in tiny brass diagrams and a warhammer balanced at his hip. His most immediately noticeable feature is his voice. Before speaking, he takes a small, audible intake of breath, as though checking the room for loose screws. When he laughs, his broad front teeth show prominently, and he often pauses mid-meal to inspect the shape of a particularly interesting bite of food. His Steel Defender resembles a compact iron badger with polished bronze plates and softly glowing blue lenses.
Mannerisms
Before answering a question, Ander inhales through his nose and glances toward the nearest object with moving parts. He taps his thumb against his fingertips while thinking, speaks in precise bursts, and becomes unusually animated when explaining how something works. When eating, he studies the texture of each bite and sometimes names the most efficient way to chew it.
Personality
Ander is patient, practical, and unfailingly curious. He listens closely to ordinary people because he believes useful knowledge hides in daily routines, not only in grand theories. He is gentle with animals and machines, skeptical of authority, and quietly delighted whenever someone surprises him with an elegant solution.
Ideals
Knowledge should reduce suffering, not merely increase power. Any discovery worth preserving is worth understanding well enough to use responsibly.
Bonds
His Steel Defender contains the last working component from his mentor's destroyed laboratory. Ander will risk almost anything to recover the laboratory's missing research and preserve his mentor's name.
Flaws
Ander cannot leave a malfunctioning device alone, even when doing so would be wiser. He also tends to treat social problems like mechanical problems, assuming that enough careful adjustment will make everyone behave sensibly.
Quirks
Background
Ander grew up in a halfling river settlement where every family repaired something for someone else. He learned early that a broken cartwheel, a jammed lock, or a failed kettle could ruin a household's entire week. His first inventions were humble, a self-tightening fishing reel, a lantern that dimmed when danger approached, and a tea kettle that whistled recognizable melodies. His talent drew the attention of a traveling archivist, who brought him to a larger town to study engineering, magical theory, and the practical history of war machines. As a Sage, Ander became fascinated by the difference between knowledge that was preserved and knowledge that was useful. He spent years cataloging damaged constructs and translating fragmented artificer journals, eventually building his Steel Defender from salvaged agricultural tools, clockwork toys, and the core of a decommissioned guardian. He now travels to recover lost techniques before they fall into the hands of tyrants or careless treasure hunters. Ander believes every machine has a purpose, but he also believes its maker can be wrong about what that purpose should be. His greatest ambition is to establish a free workshop and archive where dangerous inventions can be studied safely and repaired for the common good.
“He learned early that a broken cartwheel, a jammed lock, or a failed kettle could ruin a household's entire week.”
- Background
- Sage
Connections
Species
Halfling
Media
0 imagesNo images yet.
Turn Ander into a sheet
A high-res, share-ready sheet you can post or print.