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Jem Cogsworth

Human · Artificer · Level 2

Jem Cogsworth

Workshop apprentice
“t touch that yet.”
AC15
HP13/13
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

A dry, slightly nasal voice shaped by years of leaning over machinery and explaining repairs above the clatter of tools. His breath catches at warning bells, but otherwise he speaks with brisk, practical clarity. When pleased, he lets out a short snort that he tries to disguise as a cough.

He speaks in clipped workshop instructions, often using precise terms and then apologizing when he realizes nobody else knows them. When excited, his sentences run together; when the warning bell sounds, his words snag on a shallow breath before he deliberately forces them out.

Speech patterns

Explains a person's problem through comparisons to gears, springs, or clogged pipes.
Starts instructions with practical verbs: 'Hold,' 'Turn,' or 'Don't touch that yet.'
Uses questions to buy time when he is uncomfortable.
When excited, stacks up three or four possible solutions before anyone can answer.

How to play them

Approach Jem through a practical problem, a broken device, or a promise to help his neighbors. He warms to people who listen without mocking his caution. If challenged about the fire, he deflects with technical talk until someone shows patience or shares a fear of their own.

Goal

Build and install a reliable, inexpensive fire-warning system for the streets around Sootbell, then prove to himself that fear no longer controls his hands.

Motivation

Jem wants to turn the worst failure of his childhood into something that can protect others, while also earning the respect of his mentor without becoming hard and unfeeling.

Secret · GM only

Appearance

Jem is a thin young man whose narrow shoulders seem to fold inward whenever a room grows loud. Dark circles shadow his eyes, and a faint sheen of machine oil makes his fingertips look permanently varnished. He moves in quick, abbreviated starts, as if every step is a correction to a measurement only he can see. When rattled, he takes tiny sips of air through his nose; when focused, he lets out a long, audible breath that fogs his brass-lensed magnifier. Unexpectedly, he keeps a pocketful of sugared fennel seeds and offers them to anyone who looks frightened, an oddly tender habit for a workshop apprentice who usually treats people like complicated mechanisms.

Clothing

A soot-brown work apron over a patched blue shirt, close-fitting leather coat with brass fasteners, sturdy boots, and a magnifying lens on a cord. The apron pockets are carefully arranged, but the fabric itself is stippled with oil and singed at the hem.

Body language

Jem stands close to workbenches and too far from people, leaning in only when inspecting an object. His wrench rolls between his fingers in quick, restless circuits. If embarrassed, he turns his shoulders sideways as if trying to occupy less space. When someone is distressed, he deliberately plants both feet and meets their eyes, though he rarely knows what to do with his hands.

Height
5 feet 7 inches
Build
Thin and slightly stooped, with wiry forearms strengthened by turning small tools for hours.
Eyes
Brown, usually narrowed in concentration
Hair
Dark brown, chopped unevenly and flattened on one side by his work goggles
Skin
Pale olive, usually smudged with soot or oil
Age
Nineteen
Gender
Male
Size
Medium

Distinguishing features

Dark circles and oil-darkened fingertips, with tiny specks of brass dust caught in the creases of his knuckles.
A fidgeting brass wrench whose handle has been smoothed by constant rolling between his fingers.
A breath-catching pause whenever a warning bell rings, followed by a deliberate, forceful exhale.

Personality

13 traits and drives

Jem is cautious with people but reckless with machines, and he is proud of solving problems yet embarrassed by praise. In a crisis he becomes focused and brisk; in an ordinary conversation he second-guesses every joke. He resents being treated as a child, but secretly seeks Orest's approval. His compassion is practical: he may not know what to say to a grieving person, but he will mend their stove before nightfall.

Alignment
Neutral Good

Quirks

Fidgets with his small wrench in a looping pattern, then restarts from the beginning if interrupted.
Taps a tool twice against his wrist before using it, as if asking permission.
Labels jars by sound rather than contents, writing notes such as 'rattles like rain' or 'quiet as a mouse.'
Offers sugared fennel seeds to people who look frightened, then pretends he had too many.
Counts door hinges under his breath whenever he enters an unfamiliar building.

Habits

Checks the nearest hinge, latch, or window before settling into a room.
When concentrating, forgets meals and answers questions as if they were a series of diagnostic tests.
When someone is hurt, his fidgeting stops; he becomes startlingly direct and efficient.
After an argument, he tends to return with a repaired object instead of an apology.

Traits · 3

Insists that every device can be understood if given enough time, but distrusts his own judgment when people are involved.
Acts prickly when praised and quietly glows when someone uses a repair he made.
Wants to be treated as an adult, yet still measures his best work against Orest's standards.

Flaws · 3

Treats emotional problems as if they can be solved by finding the faulty part.
Hides fatigue until his hands begin to shake.
Will take a risky commission if it might prove that he is no longer the frightened child from the fire.

Fears · 3

Freezing again when someone needs him to act.
That the warning device he is building will fail when it matters.
Becoming as dismissive of ordinary people as he believes some master craftworkers are.

Wants and needs · 4

A safe place to test his warning device.
A reliable supply of fine wire, springs, and small brass parts.
Someone he trusts to ask Orest about the missing clapper.
Rest and reassurance that he does not have to earn his place by risking himself.

Combat

AC 15 · HP 13 · 30 ft.

Jem avoids a fair fight. He uses grease to spoil footing, faerie fire to expose hidden enemies, and cover to keep distance while firing his infused hand crossbow. He casts sanctuary on himself or an ally who needs to escape, and uses cure wounds when someone is badly hurt. If cornered, he backs toward a doorway, uses his wrench to make space, and tries to talk an opponent into reconsidering.

Jem Cogsworth

Medium humanoid (human), neutral good
Armor Class15
Hit Points13
Speed30 ft.
Level2
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsConstitutionIntelligence
SkillsInvestigationArcanaSleight of HandPerception
SensesPassive Perception 11
Languages
Common
Magical Tinkering. Jem can imbue a Tiny nonmagical object with a minor magical effect, such as a steady light, a recorded message, or a faint odor.
Infuse Item. Jem knows four artificer infusions and has two infused items active: Enhanced Defense on his leather coat and Repeating Shot on his hand crossbow.
Spellcasting. Intelligence is his spellcasting ability. Spell save , spell attack bonus +5. He has two 1st-level spell slots and prepares four artificer spells.
Custom feature, Bench-trained Improviser. Once per short rest, Jem can use a bonus action to jury-rig a Tiny unattended mechanism within 5 feet. It either jams or starts working for 1 minute, at the DM's discretion.

Spells

Cure Wounds (level 1, evocation). A creature touched by Jem regains hit points.
Faerie Fire (level 1, evocation). Up to four creatures in a 20-foot cube must succeed on a Dexterity saving throw against or attacks against them have advantage for 1 minute, as they shed dim light.
Grease (level 1, conjuration). Grease slicks a 10-foot square. Creatures entering or starting their turn there may fall prone on a failed Dexterity saving throw against .
Sanctuary (level 1, abjuration). A warding spell protects one creature. Any creature that targets the warded creature with an attack or harmful spell must first succeed on a Wisdom saving throw against or choose a new target or lose the attack or spell.

Actions

Wrench. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: bludgeoning damage. Jem uses the wrench as a weapon only when cornered.
Infused Hand Crossbow. Ranged Weapon Attack: to hit, range 30/120 ft., one target. Hit: piercing damage. Repeating Shot means the weapon ignores the loading property and creates its own ammunition.
Spellcasting. Jem casts one of his prepared spells, using Intelligence as his spellcasting ability. Prepared spells: cure wounds, faerie fire, grease, and sanctuary. He has two 1st-level spell slots.

Reactions

Wrench Parry. Custom feature, Wrench Parry: When a creature Jem can see hits him with a melee attack, Jem adds 2 to his AC against that attack, potentially causing it to miss. He must be holding his wrench or another suitable tool.

Services they sell

Repairs mundane tools, locks, and small mechanisms for a modest fee or a favor.
Can identify common mechanical traps and explain how to disable them, given time and access.
Can make simple temporary devices from scrap, at the DM's discretion.

Rewards they can give

A practical repair or a small mechanical device made from available materials.
A neighborhood contact who can provide rumors, shelter, or access to local workshops.
A lead about the disabled warning bell if the party earns his trust.

Equipment

  • Infused leather coat (armor)A well-kept leather coat reinforced with a magical infusion, worn beneath a stained work apron.
  • Infused hand crossbow (weapon)A compact hand crossbow modified with a simple feed mechanism and the Repeating Shot infusion.
  • Small wrench (tool)A short, nicked wrench used for repairs and, if necessary, desperate self-defense.
  • Tinker's tools (tool)A set of artisan's tools for tinkering, with several improvised bits and a missing file.
  • Workshop odds and ends (gear)A brass-lensed magnifier, a coil of fine wire, a few screws, chalk, and a pouch of sugared fennel seeds.

Possessions

A brass astrolabe left by his absent father, still broken.
The damaged warning bell from the workshop fire, wrapped in an oilcloth beneath his bed.
A small notebook filled with sketches of mechanisms and lists of neighborhood repairs.

Background

Jem grew up above a repair shop called Sootbell, named for the clanging warning bell and the smell of its coal stove. His mother, Dena, repaired kitchen clocks and door latches; his father left when Jem was small, leaving behind a broken brass astrolabe Jem has never managed to mend. At thirteen, Jem was apprenticed to Master Orest, a precise, impatient craftworker who taught him to listen to gears before touching them. During a winter fire in the shop, Jem froze at the sound of the bell and failed to release a jammed rear shutter. Orest dragged him clear, but a neighbor's workshop was lost. Jem has since trained himself to act quickly in emergencies, though the old bell still makes his breath catch. He now works to build a cheap warning device that will alert the whole block before another fire spreads. His mother wants him to stop taking dangerous commissions, while Orest quietly fears Jem will leave before learning the craft properly. A young courier, Pella, brings him broken trinkets and news from the streets, and Jem repairs the trinkets without charge.

Role in the story

A resourceful, nervous young ally who can repair equipment and provide a grounded connection to the neighborhood. His unfinished warning system and the mystery of the disabled bell can draw the party into a local investigation.

“At thirteen, Jem was apprenticed to Master Orest, a precise, impatient craftworker who taught him to listen to gears before touching them.”
From their background
Faction
Apprentice of the independent Sootbell repair shop; not a member of a formal faction.

Known connections

Dena, his mother, repairs household mechanisms at Sootbell and worries that Jem mistakes danger for a test he must pass.
Orest, his exacting former mentor, saved Jem during the workshop fire and still expects him to return for lessons.
Pella, a young courier, trades street news and broken curiosities for Jem's repairs.
The residents near Sootbell depend on Jem's planned fire-warning device, though few know how close he came to freezing during the last fire.
Major secret · GM only
Minor secrets · GM only

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