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Sindri - AI-generated fantasy Character

Sindri

Dwarf · Artificer (Battle Smith) · Level 12 · Guild Artisan

Sindri

Proud, meticulous, and quietly theatrical.
AC17
HP96/96
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 17 · HP 96 · 25 ft.
AlignmentLawful NeutralGenderMaleAge112
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • ArcanaINT
  • InsightWIS
  • InvestigationINT
  • PerceptionWIS
  • PersuasionCHA
  • Sleight of HandDEX

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Battleaxe,
Handaxe,
Light hammer,
Warhammer,
Martial weapons

Tools

Thieves' tools,
Tinker's tools,
Smith's tools,
Brewer's supplies

Languages

Common,
Dwarvish,
Gnomish

Features

24 features

Action

  • Extra AttackLevel 5

    You can attack twice, instead of once, whenever you take the Attack action on your turn.

Reaction

  • Deflect AttackLevel 7

    You can channel magic through your Steel Defender to impose disadvantage on attacks against creatures other than you, and you can use your reaction to impose a penalty to an attack made against a creature within 5 feet of the defender.

Always on

  • Arcane Weaponcraft

    When Attack with a magic weapon

    When holding a magic weapon, Sindri can use Intelligence for attack and damage rolls instead of Strength or Dexterity.

  • Steel Defender Command

    When Bonus action or reaction as appropriate

    Sindri can command his Steel Defender to attack, impose disadvantage, or use its reaction to protect allies.

  • Spell-Storing ItemLevel 11

    When During a long rest

    He can store a spell in a crafted object so another creature can cast it later.

  • Magical TinkeringLevel 1

    You can imbue tiny constructs or objects with magical effects, creating harmless displays such as lights, recorded sounds, or mechanical devices.

  • Infuse ItemLevel 2

    You can use Intelligence instead of Dexterity or Strength for attack and damage rolls with magical weapons, and you can use infused objects as spellcasting focus if you are holding a tool set.

  • Battle SmithLevel 3

    You learn the Artificer specialty of Battle Smith. You gain Battle Smith spells always prepared, proficiency with martial weapons, and the ability to use Intelligence for attack and damage rolls with magical weapons.

  • Steel DefenderLevel 3

    You can create a Steel Defender, a loyal construct companion that acts on your initiative, protects allies, and repairs itself with your command. It uses your spell attack bonus, saving throw DC, and artificer level in its statistics.

  • Tool ExpertiseLevel 3

    When wearing medium armor, you can add half your proficiency bonus, rounded down, to any ability check you make that uses a tool with which you are proficient. You can also ignore the gold and time requirements to craft nonmagical objects of metal, wood, or other materials when you have access to the proper tools.

  • Battle ReadyLevel 3

    You can use your Intelligence modifier, instead of Strength or Dexterity, for attack and damage rolls with magic weapons. Whenever you finish a long rest, you can touch a magic item and infuse it, causing it to function as if infused for you.

  • Enhanced InfusionsLevel 6

    Your magical tinkering, infused items, and tool use become exceptionally efficient. You can create and maintain more infused items, and your infusions can be enhanced with additional flexibility at this level.

  • Armor of ToolsLevel 6

    The Armor of Tools feature makes you even more versatile with tools, allowing you to adapt and rapidly employ crafted implements in the field.

  • Battle Smith Spellcasting ImprovementLevel 7

    You gain improved resilience and tactical coordination as your invention and spellcraft work together more smoothly.

  • Magic Item AdeptLevel 10

    Your infusions can now be placed into a greater number of items and your expertise extends farther, reflecting the refinement of your craft.

  • Magic Item SavantLevel 10

    You gain a bonus to the hit point maximum of each artificer item you create, and you can craft certain magic items at a much faster pace.

  • Arcane JoltLevel 9

    When you hit a target with a weapon attack, you can cause the target to take force damage or one of your allies to regain hit points, using your Intelligence modifier and expending a use of Arcane Jolt. Your Steel Defender also becomes stronger and more durable as you advance.

  • DarkvisionDwarfYou can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light.
  • Dwarven ResilienceDwarfYou have advantage on saving throws against poison, and you have resistance against poison damage.
  • Dwarven Combat TrainingDwarfYou have proficiency with the battleaxe, handaxe, light hammer, and warhammer.
  • Tool ProficiencyDwarfYou gain proficiency with the artisan's tools of your choice, brewer's supplies.
  • StonecunningDwarfWhenever you make an Intelligence history check related to the origin of stonework, you are considered proficient and add double your proficiency bonus.
  • Hill DwarfDwarfYour hit point maximum increases by 1 per level, and your Wisdom score increases by 1.
  • Guild MembershipGuild Artisan

    You can secure shelter, food, and modest assistance from other members of your guild, and you can leverage your guild contacts to gather information or arrange support in civilized places.

Spells

16 spells

Spellcasting. Sindri casts with Intelligence (spell save DC 16, 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

6th level (1 slot): no spells

Gear

12 items

Weapons

  • Martial weapon
    A simple martial weapon, commonly a light hammer or battle axe, chosen to match a smith's hand.
  • Dagger
    A dagger kept in a boot sheath for close work and emergencies.

Armor

  • Scale mail
    Scale mail worn beneath a reinforced leather apron, suitable for both travel and the forge.
  • Shield
    A sturdy shield etched with personal maker's marks and hidden warding runes.

Tools

  • Thieves' tools
    Thieves' tools adapted with jeweler's picks and lock shims.
  • Tinker's tools
    A set of tinker's tools packed in a hard case.
  • Smith's tools
    Smith's tools from guild apprenticeship.
  • Brewer's supplies
    A set of artisan's tools from the Guild Artisan background, chosen as brewer's supplies.

Gear

  • Guild insignia
    A signet ring or guild token proving membership.
  • Letter of introduction
    A letter of introduction from the guild.
  • Traveler's clothes
    Traveler's clothes

Purse

  • Pouch of gold
    A belt pouch containing 15 gp.

Appearance

A stocky hill dwarf with braided iron-gray hair, soot on his beard rings, magnifying lenses perched on a leather headstrap, and a tool-belt bristling with chisels, runes, and clockwork components. He favors a forge-brown coat reinforced with brass plates and always has one gloved hand stained with alchemical inks.

Mannerisms

He taps each finished device twice before handing it over, as if listening for a heartbeat. When anxious, he rubs soot between his thumb and forefinger and mutters measurements under his breath.

Personality

Proud, meticulous, and quietly theatrical. Sindri speaks about blades, wands, and shields the way poets speak about stars, and he takes genuine joy in placing remarkable tools into worthy hands. He is patient with apprentices, merciless toward shoddy workmanship, and deeply offended by anyone who treats a masterpiece like disposable gear.

Ideals

Mastery. A creation should be worthy of song, and every hero deserves tools equal to the greatness of their quest.

Bonds

He keeps a locked ledger of every hero who has carried one of his creations, and he considers their victories, and their failures, partly his own.

Flaws

He cannot resist polishing a weapon, even when he should be sleeping, and he sometimes trusts the perfection of his craft more than the judgment of his allies.

Quirks

He names every significant invention, then pretends not to care when others remember those names.
He cannot pass an interesting hinge, latch, or spring without inspecting it.
He keeps small test pieces in his pockets and absentmindedly balances them on his knuckles.
He compliments craftsmanship before he compliments a person.

Background

Sindri was born beneath stone ceilings where the forges never truly cooled, in a dwarf clan that measured worth by the keenness of a blade and the honesty of a craft. He showed his talent early, not for swinging a hammer, but for understanding how metal remembered the hand that shaped it. As an apprentice guild artisan, he learned to bargain, to bargain well, and to sign his name to works that would outlast kings. Yet the finest commissions were never enough. Sindri wanted to make wonders, not merely weapons and tools, and that hunger made him easy prey for a patron whose voice came through the hiss of quenched steel and the whisper of a sealed furnace. The pact granted him impossible gifts, the ability to bind magic into armaments that sang with purpose in battle, but it also came with a cruel temper. Again and again, his patron tries to lace his creations with hexes, spiteful little curses that would turn a hero's triumph into a cautionary tale. Sindri responds with stubborn craftsmanship. He inscribes wards inside weapon cores, hides blessings beneath decorative filigree, and treats every finished item like a masterpiece that must survive both war and divine interference. He now travels from hall to battlefield, placing his work in the hands of adventurers and legends, hoping that each victory proves artistry can outbuild malice.

“He showed his talent early, not for swinging a hammer, but for understanding how metal remembered the hand that shaped it.”
From their backstory
Background
Guild Artisan

Connections

Species

Dwarf

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