Dorian Oric
Artificer 3 (Battle Smith) | Human (Variant) | Guild Artisan | Pragmatic Good Player: Dustin | Milestone leveling (~900 XP equivalent)
Companion hub
Backstory Dorian Oric · Steel Defender G.L.U. · Latest session Hollow of Gluttony
Combat
| HP | AC | Speed | Prof | Initiative | Passive Perception | Hit Dice |
|---|---|---|---|---|---|---|
| 28 | 15 (16 w/ infusion) | 30 ft | +2 | +1 | 13 | 3d8+2 |
Ability Scores
| STR | DEX | CON | INT | WIS | CHA | |
|---|---|---|---|---|---|---|
| Score | 8 | 13 | 15 | 17 | 12 | 10 |
| 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
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| -1 | +1 | +4 | +5 | +1 | +0 |
CON and INT are proficient (Artificer).
Skills
| Skill | Mod | Skill | Mod | |
|---|---|---|---|---|
| Acrobatics (DEX) | +1 | Medicine (WIS) | +1 | |
| Animal Handling (WIS) | +1 | Nature (INT) | +3 | |
| Arcana (INT) | +5 | Perception (WIS) | +3 | |
| Athletics (STR) | -1 | Performance (CHA) | +0 | |
| Deception (CHA) | +0 | Persuasion (CHA) | +2 | |
| History (INT) | +3 | Religion (INT) | +3 | |
| Insight (WIS) | +3 | Sleight of Hand (DEX) | +1 | |
| Investigation (INT) | +5 | Stealth (DEX) | +1 | |
| (proficient = bold) | Survival (WIS) | +1 |
Proficient: Arcana + Investigation (Artificer), Insight + Persuasion (Guild Artisan), Perception (Variant Human). Thieves’ tools check: +3.
Attacks
| Weapon | To Hit | Damage | Type | Notes |
|---|---|---|---|---|
| Calibration Hammer (Enhanced) | +6 | 1d8+4 | Bludgeoning | Warhammer. INT-based, magical. Versatile 1d10+4. (Enhanced Weapon infusion active.) |
| Calibration Hammer (no infusion) | +1 | 1d8-1 | Bludgeoning | Mundane fallback. STR-based. Versatile 1d10-1. |
| Light Crossbow | +3 | 1d8+1 | Piercing | 80/320 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
| Component | AC |
|---|---|
| Studded Leather | 12 |
| Shield | +2 |
| DEX mod | +1 |
| Total | 15 |
| With Enhanced Defense | 16 |
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.
| Infusion | Effect | Notes |
|---|---|---|
| Enhanced Weapon | +1 hit/dmg, magical, use INT | Combat default — on Calibration Hammer |
| Enhanced Defense | +1 AC to armor or shield | Combat default — on armor (AC 16) |
| Replicate: Bag of Holding | Extradimensional storage | Known |
| Homunculus Servant | Tiny construct companion | Known |
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 Defender — G.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.
| Stat | Value | Stat | Value | |
|---|---|---|---|---|
| HP | 23 | AC | 15 | |
| Speed | 40 ft | Size | Medium | |
| STR | 14 (+2) | INT | 4 (-3) | |
| DEX | 12 (+1) | WIS | 10 (+0) | |
| CON | 14 (+2) | CHA | 6 (-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
- 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.
- Prepared spells — Faerie Fire/Sanctuary vs Catapult/Jump.
- Language — Grung vs Dwarvish.
- Gold on hand.