Dorian Oric
Artificer 3 (Battle Smith) | Human (Variant) | Guild Artisan
Combat
| HP | AC | Speed | Prof | Initiative | Passive Perception |
|---|---|---|---|---|---|
| 28 | 15 (16 w/ infusion) | 30 ft | +2 | +1 | 13 |
Ability Scores
| STR | DEX | CON | INT | WIS | CHA | |
|---|---|---|---|---|---|---|
| Score | 8 | 13 | 15 | 17 | 12 | 10 |
| Mod | -1 | +1 | +2 | +3 | +1 | +0 |
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 | |
| Intimidation (CHA) | +0 | Stealth (DEX) | +1 | |
| Investigation (INT) | +5 | Survival (WIS) | +1 |
Attacks
| Weapon | To Hit | Damage | Type | Notes |
|---|---|---|---|---|
| Morningstar (base) | +1 | 1d8-1 | Piercing | STR. No infusion. |
| Morningstar (Enhanced) | +6 | 1d8+4 | Piercing | INT. Magical. Requires infusion. |
| Light Crossbow | +3 | 1d8+1 | Piercing | 80/320 ft, loading, two-handed |
Armor
| Component | AC |
|---|---|
| Studded Leather | 12 |
| Shield | +2 |
| DEX mod | +1 |
| Total | 15 |
| With Enhanced Defense | 16 |
Proficiencies
- Armor: Light, Medium, Shields
- Weapons: Simple, Martial (Battle Smith)
- Tools: Thieves’ tools, Tinker’s tools, Smith’s tools
- Languages: Common, Dwarvish
Limited Features
| Feature | Max | Recharge |
|---|---|---|
| Infusions Active | 2 | Long Rest |
| Phase Shift (Misty Step) | 1 | Long Rest |
| Resonance Scan (Detect Magic) | 1 | Long Rest |
| GLUTH Repair (2d8+2) | 3 | Long Rest |
| The Right Tool for the Job | 1 | Short Rest |
Spellcasting
INT | DC 13 | Attack +5 | 3 slots (1st level)
Cantrips
- Guidance — touch, +d4 to one ability check
- Mage Hand — 30 ft, spectral hand, telekinesis
Level 1 Prepared
- Heroism (always) — touch, temp HP = INT mod (+3) each turn, immune to frightened
- Shield (always) — reaction, +5 AC until next turn
- Cure Wounds — touch, 1d8+3 healing
- Faerie Fire — 60 ft, 20 ft cube, advantage on attacks vs affected (DEX save)
- Absorb Elements — reaction, resistance to triggering damage, +1d6 on next melee
- Sanctuary — 30 ft, attackers must WIS save or choose new target
Phase Attunement (1/day free each)
- Misty Step — bonus action, teleport 30 ft (“phase shift”)
- Detect Magic — concentration 10 min, sense magic within 30 ft (“resonance scan”)
Infusions
4 known, 2 active at a time.
| Infusion | Status | Effect |
|---|---|---|
| Enhanced Weapon | ACTIVE (morningstar) | +1 hit/dmg, magical, use INT |
| Enhanced Defense | available | +1 AC to armor or shield |
| Replicate: Bag of Holding | known | Extradimensional storage |
| Homunculus Servant | known | Tiny construct companion |
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.
Battle Smith (Level 3)
- Battle Ready — martial weapon proficiency. Use INT for attack/damage with magic weapons.
- Steel Defender — GLUTH-Oric (see below)
Feat: Phase Attunement
(Fey Touched)
+1 INT (included). Misty Step 1/long rest free. Detect Magic 1/long rest free. Both also castable with spell 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
| Stat | Value | Stat | Value | |
|---|---|---|---|---|
| HP | 20 | 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; charmed, exhaustion, poisoned
- Senses: Darkvision 60 ft, Passive Perception 14
Actions
- Force-Empowered Rend: +4 to hit, 1d8+2 force damage
- Repair (3/day): 2d8+2 HP to construct or object within 5 ft
Reactions
- Deflect Attack: Impose disadvantage on one attack vs creature within 5 ft (not itself)
Notes
Acts on Dorian’s initiative. Mending cantrip restores to 1 HP if it drops to 0. If destroyed: 1 hour + spell slot to rebuild.
Personality
- Traits: Warm, practical, casually competent. Fixes gear before asked. Tinkers when nervous. Speaks to GLUTH too familiarly.
- Ideals: Understanding is more valuable than obedience. Everything can be studied.
- Bonds: Ironwright Compact, Hesta Varn, Thornhollow, the Soul Core.
- Flaws: 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.”