Dorian Oric

Artificer 3 (Battle Smith) | Human (Variant) | Guild Artisan


Combat

HPACSpeedProfInitiativePassive Perception
2815 (16 w/ infusion)30 ft+2+113

Ability Scores

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

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
Intimidation (CHA)+0Stealth (DEX)+1
Investigation (INT)+5Survival (WIS)+1

Attacks

WeaponTo HitDamageTypeNotes
Morningstar (base)+11d8-1PiercingSTR. No infusion.
Morningstar (Enhanced)+61d8+4PiercingINT. Magical. Requires infusion.
Light Crossbow+31d8+1Piercing80/320 ft, loading, two-handed

Armor

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

Proficiencies

  • Armor: Light, Medium, Shields
  • Weapons: Simple, Martial (Battle Smith)
  • Tools: Thieves’ tools, Tinker’s tools, Smith’s tools
  • Languages: Common, Dwarvish

Limited Features

FeatureMaxRecharge
Infusions Active2Long Rest
Phase Shift (Misty Step)1Long Rest
Resonance Scan (Detect Magic)1Long Rest
GLUTH Repair (2d8+2)3Long Rest
The Right Tool for the Job1Short 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.

InfusionStatusEffect
Enhanced WeaponACTIVE (morningstar)+1 hit/dmg, magical, use INT
Enhanced Defenseavailable+1 AC to armor or shield
Replicate: Bag of HoldingknownExtradimensional storage
Homunculus ServantknownTiny 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

StatValueStatValue
HP20AC15
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; 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.”