Karmichael Krieg
Karmichael Krieg
Sheet
AC 20 · HP 115 · 25 ft.Saving throws
Skills
- ArcanaINT
- HistoryINT
- InvestigationINT
- MedicineWIS
- ReligionINT
Armor
Weapons
Tools
Languages
Features
18 featuresAction
- Hammer Strike
When On your turn
Make two melee weapon attacks with your hammer using INT (+12 to hit, 1d8+7 damage).
- Extra AttackLevel 5
You can attack twice whenever you take the Attack action.
Reaction
- Flash of GeniusLevel 7
When A creature within 30 ft. fails a check or save
Add +5 to the result of the roll.
- Deflect Attack
When An attacker hits a target within 5 ft. of the Steel Defender
The Steel Defender imposes disadvantage on the attack roll.
- Steel DefenderLevel 3
A mechanical companion that shares your initiative. Can use a reaction to impose disadvantage on attacks against targets near it.
Always on
- Magical TinkeringLevel 1
Give tiny nonmagical objects static properties (light, sound, smell, or visual).
- Infuse ItemLevel 2
Can have 5 infused items active at once. Known infusions: Enhanced Defense, Enhanced Weapon, Cloak of Protection, Winged Boots, Ring of Protection, etc.
- Battle ReadyLevel 3
You are proficient with martial weapons. You can use Intelligence modifier for attack and damage rolls with magic weapons.
- Tool ExpertiseLevel 6
Your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.
- Arcane JoltLevel 9
Once per turn, deal 2d6 extra force damage or heal 2d6 when you or your defender hit a creature (5 uses/long rest).
- Magic Item AdeptLevel 10
Attune to 4 magic items. Crafting common/uncommon items takes a quarter of the time and half the gold.
- Spell-Storing ItemLevel 11
Store a 1st or 2nd level artificer spell in a weapon or focus. Use 10 times.
- Magic Item SavantLevel 14
Attune to up to 5 magic items. Ignore all class, race, spell, and level requirements on items.
- TraitRock GnomeDarkvision (60 ft.)
- TraitRock GnomeGnome Cunning (Advantage on INT, WIS, CHA saves against magic)
- TraitRock GnomeArtificer's Lore (Add double proficiency to History checks related to magic items/tech)
- TraitRock GnomeTinker (Can create tiny clockwork devices)
- DiscoveryHermit
The quiet seclusion of your hermitage gave you access to a unique and powerful discovery, a specific truth or blueprints for a complex device.
Spells
9 spellsSpellcasting. Karmichael Krieg 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 (1 slot):
Gear
6 itemsWeapons
- WarhammerInfused with Enhanced Weapon (+2). Used with Intelligence.
Armor
- Half Plate ArmorInfused with Enhanced Defense (+2).
- ShieldA metal shield bearing the symbol of a broken gear.
Tools
- Tinker's ToolsA pouch of tiny gears, wrenches, and oils.
Gear
- Steel DefenderA four-legged metallic construct named Lurch.
- Prosthetic ArmA magical prosthetic replacing the left arm.
Appearance
Karmichael is a weathered Rock Gnome with messy salt-and-pepper hair and a precisely trimmed, pointed beard. His left arm is entirely mechanical, a complex assembly of brass, sapphire, and clockwork that emits a faint blue hum. He wears oil-stained half-plate armor adorned with various tools and pouches. A monocle is often perched over his left eye, magnifying the intricacies of his current project.
Mannerisms
Karmichael constantly taps his mechanical fingers against his workbench or armor, creating a rhythmic clicking. He has a habit of adjusting his monocle whenever he is about to lie or exaggerate.
Personality
He is an opportunistic eccentric who views the world as a poorly designed machine. Karmichael is highly particular and stubbornly selective, refusing to share his inventions with anyone he deems 'too fortunate' or 'too powerful.' He speaks with a clinical coldness until he sees a genuine underdog, at which point he becomes a manic, supportive mentor. He treats his mechanical arm and his Steel Defender like living beings.
Ideals
Empowerment. The ultimate purpose of a tool is to bridge the gap between the weak and the strong.
Bonds
My prosthetic arm is my masterpiece and my most trusted companion. It must never be duplicated by the wrong hands.
Flaws
I am deeply suspicious of anyone with silver spoons or easy lives, often insulting potential allies because of their status.
Quirks
Background
Karmichael spent decades in a secluded mountain lab in the Ironcloud Peaks, convinced that his genius was too pure for the average consumer. During a reckless experiment involving concentrated arcane energy, a structural collapse crushed his left side. Rather than mourning his limb, he spent three years building a better one. This survival instinct defined his new philosophy, he believes that the greatest tools belong to those who have the least. He emerged from his hermitage to become a balance seeker, providing superior technology to those facing impossible odds. He is especially wary of kings and corporations, often sabotaging his own designs if he suspects they will be used for oppression. He travels now to find the right people for the wrong tools, tipping the scales in favor of the small folk.
“During a reckless experiment involving concentrated arcane energy, a structural collapse crushed his left side.”
- Background
- Hermit
Connections
Species
Rock Gnome
Media
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