Dorian Oric

Artificer 3 (Battle Smith) | Human (Variant) | Guild Artisan | Pragmatic Good Player: Dustin | Milestone leveling (~900 XP equivalent)

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Backstory Dorian Oric · Steel Defender G.L.U. · Latest session Hollow of Gluttony


Combat

HPACSpeedProfInitiativePassive PerceptionHit Dice
2815 (16 w/ infusion)30 ft+2+1133d8+2

Ability Scores

STRDEXCONINTWISCHA
Score81315171210
Mod-1+1+2+3+1+0

Point buy: STR 8, DEX 12, CON 15, INT 15, WIS 12, CHA 10. Variant Human +1 DEX (13) / +1 INT (16). Fey Touched +1 INT (17).


Saving Throws

STRDEXCONINTWISCHA
-1+1+4+5+1+0

CON and INT are proficient (Artificer).


Skills

SkillModSkillMod
Acrobatics (DEX)+1Medicine (WIS)+1
Animal Handling (WIS)+1Nature (INT)+3
Arcana (INT)+5Perception (WIS)+3
Athletics (STR)-1Performance (CHA)+0
Deception (CHA)+0Persuasion (CHA)+2
History (INT)+3Religion (INT)+3
Insight (WIS)+3Sleight of Hand (DEX)+1
Investigation (INT)+5Stealth (DEX)+1
(proficient = bold)Survival (WIS)+1

Proficient: Arcana + Investigation (Artificer), Insight + Persuasion (Guild Artisan), Perception (Variant Human). Thieves’ tools check: +3.


Attacks

WeaponTo HitDamageTypeNotes
Calibration Hammer (Enhanced)+61d8+4BludgeoningWarhammer. INT-based, magical. Versatile 1d10+4. (Enhanced Weapon infusion active.)
Calibration Hammer (no infusion)+11d8-1BludgeoningMundane fallback. STR-based. Versatile 1d10-1.
Light Crossbow+31d8+1Piercing80/320 ft, loading, two-handed. 20 bolts.

Battle Ready lets Dorian use INT for attack + damage with magic weapons. The hammer is only magical while the Enhanced Weapon infusion is on it — without it, it reverts to a mundane STR warhammer (+1/1d8-1). In session 4 he was favoring force-damage hammer hits and commanding G.L.U. to follow up.


Armor

ComponentAC
Studded Leather12
Shield+2
DEX mod+1
Total15
With Enhanced Defense16

Proficiencies & Languages

  • Armor: Light, Medium, Shields
  • Weapons: Simple, Martial (Battle Smith)
  • Tools: Thieves’ tools, Tinker’s tools, Smith’s tools
  • Languages: Common, Grung ⚠️ (backstory + session 1 canon; old sheet said Dwarvish — confirm)

Spellcasting focus: artisan’s tools, channeling the Soul Core.


Limited Features

| Feature | Max | Recharge | | ----------------------------- | ----------------------- | ---------- | --------- | | Infusions Active | 2 | Long Rest | | Phase Shift (Misty Step) | 1 | Long Rest | | Resonance Scan (Detect Magic) | 1 | Long Rest | | G.L.U. Repair (2d8+2) | 2 | Long Rest | | The Right Tool for the Job | 1 | Short Rest | | 1st-level Spell Slots | 3 | Long Rest |


Spellcasting

INT | Save DC 13 | Spell Attack +5 | 3 slots (1st level)

Prepares 4 spells/day (INT mod 3 + half level 1), swappable on a long rest. Heroism + Shield are always prepared and don’t count.

Cantrips (2 known)

  • Guidance — touch, +1d4 to one ability check
  • Mage Hand — 30 ft, spectral hand, telekinesis

Always Prepared (Battle Smith)

  • Heroism — touch, temp HP = INT mod (+3) each turn, immune to frightened
  • Shield — reaction, +5 AC until next turn

Prepared (4/day — current loadout)

  • Cure Wounds — touch, 1d8+3 healing
  • Faerie Fire — 60 ft, 20 ft cube, DEX save or outlined; advantage to hit affected
  • Absorb Elements — reaction, resistance to triggering damage, +1d6 on next melee
  • Sanctuary — bonus action, 30 ft, attackers must WIS save or pick a new target

⚠️ Confirm prepared set. Dashboard + DM fill-reference list the four above; the older sheet listed Catapult (used in session 3) and Jump. All are valid artificer picks — swap freely on a long rest. Common alternates: Catapult (60 ft, DEX save, 3d8 bludgeoning), Jump.

Phase Attunement — Fey Touched (1/day free each)

  • Misty Step (“phase shift”) — bonus action, teleport 30 ft
  • Detect Magic (“resonance scan”) — concentration 10 min, sense magic within 30 ft

Both also castable with 1st-level slots.


Infusions

4 known, 2 active. Reassign active infusions after a long rest. Infused items are magical.

InfusionEffectNotes
Enhanced Weapon+1 hit/dmg, magical, use INTCombat default — on Calibration Hammer
Enhanced Defense+1 AC to armor or shieldCombat default — on armor (AC 16)
Replicate: Bag of HoldingExtradimensional storageKnown
Homunculus ServantTiny construct companionKnown

Active loadout is in flux — reconcile with the new transcript

As of session 4 (2026-05-16) Dorian had dropped both combat infusions and was instead running:

  • Boots of Elvenkind (on himself — advantage on Stealth)
  • Slippers of Spider Climbing (loaned to Azalea)

Those two items aren’t in the “known” list above, which means his actual known infusions (and/or what Replicate Magic Item items he’s picked) need confirming. The headline attack/AC numbers on this sheet assume the combat default (Enhanced Weapon + Enhanced Defense). Update once the latest session is transcribed.


Class Features

Artificer

  • Magical Tinkering — touch a Tiny object: 5-ft light, recorded message, odor/sound, or static visual. Up to 3 at once.
  • Infuse Item — 4 known, 2 active. Created items are magical.
  • The Right Tool for the Job — 1 hour to magically produce any artisan’s tool set (1/short rest).

Battle Smith (Level 3)

  • Battle Ready — martial weapon proficiency; use INT for attack/damage with magic weapons.
  • Steel DefenderG.L.U. (see below).

Feat: Phase Attunement (Fey Touched)

+1 INT (included). Misty Step + Detect Magic 1/long rest free; both also castable with slots.

“I don’t teleport. I briefly convince the space between two points that it doesn’t exist. The math is sound. The theology is someone else’s problem.”


G.L.U. — Steel Defender

General Labor Unit. Acts on Dorian’s initiative.

StatValueStatValue
HP23AC15
Speed40 ftSizeMedium
STR14 (+2)INT4 (-3)
DEX12 (+1)WIS10 (+0)
CON14 (+2)CHA6 (-2)
  • Saves: DEX +3, CON +4
  • Skills: Athletics +4, Perception +4
  • Immunities: Poison damage; charmed, exhaustion, poisoned
  • Senses: Darkvision 60 ft, Passive Perception 14
  • Traits: Vigilant (can’t be surprised). Moves on treads, loud, 150 lb pull limit, no voice box.

Actions

  • Force-Empowered Rend: +4 to hit, 5 ft, 1d8+2 force damage.
  • Repair (2/day): 2d8+2 HP to a construct or object within 5 ft.

Reactions

  • Deflect Attack: impose disadvantage on one attack vs a creature (not itself) within 5 ft.

Mending cantrip restores G.L.U. to 1 HP if it drops to 0. If destroyed: 1 hour + a spell slot to rebuild. Houses the Soul Core.


Equipment

  • Studded leather armor, shield
  • Calibration Hammer (warhammer), light crossbow + 20 bolts
  • Thieves’ tools, Tinker’s tools, Smith’s tools
  • Arc Light Spanner, invented pocket watch (“Pineapple Sundial”)
  • Dungeoneer’s / explorer’s pack, traveler’s clothes, belt pouch
  • Letter of introduction from the Ironwright Compact
  • Soul Core (arcane focus, kept inside G.L.U.)
  • Coin (handed to Roland for safekeeping in session 3)
  • Gold: ~230 gp ⚠️ (300 starting − 70 on K’roaa’ka’s gear; verify against later spends)
  • Party items in reach: Aradorn’s Speak-with-Dead ring (gold band, green gem)

Personality

  • Traits: Warm, practical, casually competent. Fixes gear before asked. Tinkers when nervous. Speaks to G.L.U. too familiarly.
  • Ideals: Understanding is more valuable than obedience. Everything can be studied.
  • Bonds: Ironwright Compact, Hesta Varn, Thornhollow, the Soul Core. New side-goal: unsealing Bahamut.
  • Flaws: Always one more idea than time. Knows it’s dangerous. Keeps building.

“I build things. That is who I am. Everything else is just what happens because of it.”


To Confirm Against the New Transcript

  1. Active infusions — combat default (Enhanced Weapon + Enhanced Defense) vs the session-4 Boots of Elvenkind + Slippers of Spider Climbing loadout, and the true 4 known infusions.
  2. Prepared spells — Faerie Fire/Sanctuary vs Catapult/Jump.
  3. Language — Grung vs Dwarvish.
  4. Gold on hand.