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Bronn the Salvor - Mountain Dwarf Artificer


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Bronn the Salvor
Brewer (of nasty substances), Patriot (out of necessity), Fixer of all things Broken (but not your heart)
Gender: Male
Race: Mountain Dwarf
Alignment: Neutral
Class: Artificer 3 (Armorer)
Background: Disgruntled misunderstood and wrongfully persecuted scrivener
Gate Pass Connection: The ResistanceYou are a member of a small group of Gate Pass natives who are taking up arms to defend their home against both Ragesia and Shahalesti. Fed up with the oppression of the Ragesians and Shahalesti, you wage a discreet war against them.

Feature: Blade of the Resistance
You select an intelligent creature who has dealt damage to you or your allies as your preferred foe. That creature need not have dealt damage to your or your allies during the current encounter; any previous damage will suffice. You have advantage on attack rolls against your preferred foe until the end of your turn.
Once you use this feature, you must finish a short or long rest before you can use it again.

Passive Perception: 10Darkvision 60 feet
Passive Investigation: 15
Passive Insight: 10


Hit Points: 24
Hit Dice: 3d8
AC: 18 (Scale Mail and Shield)
Initiative: +2
Size: Medium
Speed: 25 feet (30 feet with infiltrator armor)


"Hmph, looks like it was made by a two year old with a broken hand."



Proficiency Bonus: +2














Save +1 Save +2 Save +4 Save +5 Save +0 Save -1
Athletics +3

Acrobatics +2

Sleight of Hand +4

Stealth +4


Arcana +3

History +3

Investigation +5

Nature +3

Religion +3

Animal Handling +0

Insight +0

Medicine +0

Perception +0

Survival +0


Deception -1

Intimidation -1

Performance -1

Persuasion -1

(E) denotes expertise. / Bold denotes proficiency.



Simple Weapons


Light Armor

Medium Armor

Heavy Armor

Thieves' Tools

Tinker's Tools

Smith's Tools

Mason's Tools

Woodcarver's Tools

Carpenter's Tools

Alchemist's Supplies

Poisoner's Kit

Forgery Kit

Calligrapher's Tools

Leatherworker's Tools

Gaming Set (Cards)



Artificer Class Abilities

Infuse Itemou've gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items.

Infusions KnownMind Sharpener (Item: suit of armor or robes)
The infused item can send a jolt to the wearer to refocus their mind. The item has 4 charges. When the wearer fails a Constitution saving throw to maintain concentration on a spell, the wearer can use its re*action to expend 1 of the item's charges to succeed instead. The item regains ld4 expended charges daily at dawn.

Homonculus Servant (Item: A gem or crystal worth at least 100 gp)
You learn intricate methods for magically creating a special homunculus that serves you. The item you infuse serves as the creature's heart, around which the creature's body instantly forms.

Enhanced Defense (Item: A suit of armor or a shield)
A creature gains a + 1 bonus to Armor Class while wearing (armor) or wielding (shield) the in*fused item. The bonus increases to +2 when you reach 10th level in this class.

Enhanced Weapon (Item: A simple or martial weapon)
This magic weapon grants a +l bonus to attack and damage rolls made with it. The bonus increases to +2 when you reach 10th level in this class.

The Right Tool for the Job]You've learned how to produce exactly the tool you need: with thieves' tools or artisan's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.


Armorer Sub-Class Abilities

Tools of the TradeAs an Armorer, you gain proficiency with heavy armor.

Armorer SpellsYou always have certain spells prepared after you reach particular levels in this class. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

3rd Level: magic missile, thunderwave
5th level: mirror image, shatter
9th level hypnotic pattern, lightning bolt
13th level fire shield, greater invisibility
17th level passwall, wall of force

Arcane ArmorYour metallurgical pursuits have led to you making armor a conduit for your magic. As an action, you can turn a suit of armor you are wearing into Arcane Armor, provided you have smith's tools in hand.
You gain the following benefits while wearing this armor:

* If the armor normally has a Strength requirement, the arcane armor lacks this requirement for you.

*You can use the arcane armor as a spellcasting focus for your artificer spells.

*The armor attaches to you and can't be removed against your will. It also expands to cover your entire body, although you can retract or deploy the helmet as a bonus action. The armor replaces any missing limbs, functioning identically to a limb it replaces.

*You can doff or don the armor as an action. The armor continues to be Arcane Armor until you don another suit of armor or you die.

Armor ModelYou can customize your Arcane Armor. When you do so, choose one of the following armor models: Guardian or Infiltrator. The model you choose gives you special benefits while you wear it. Each model includes a special weapon. When you attack with that weapon, you can add your Intelligence modifier, instead of Strength or Dexterity, to the attack and damage rolls. You can change the armor's model whenever you finish a short or long rest, provided you have smith's tools in hand.

Armor Model (Guardian)You design your armor to be in the front line of conflict. It has the following features:

Thunder Gauntlets
Each of the armor's gauntlets counts as a simple melee weapon while you aren't holding anything in it, and it deals ld8 thunder damage on a hit. A creature hit by the gauntlet has disadvantage on attack rolls against targets other than you until the start of your next turn, as the ar*mor magically emits a distracting pulse when the creature attacks someone else.

Defensive Field
As a bonus action, you can gain temporary hit points equal to your level in this class, replacing any temporary hit points you al*ready have. You lose these temporary hit points if you doff the armor. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Armor Model(Infiltrator)You customize your armor for subtle undertakings. It has the following features:

Lightning Launcher A gemlike node appears on one of your armored fists or on the chest (your choice). It counts as a simple ranged weapon, with a normal range of 90 feet and a long range of 300 feet, and it deals ld6 lightning damage on a hit. Once on each of your turns when you hit a crea*ture with it, you can deal an extra ld6 lightning damage to that target.

Powered Steps
Your walking speed increases by 5 feet.

Dampening Field
You have advantage on Dexterity (Stealth) checks. If the armor normally imposes disadvantage on such checks, the advantage and disadvantage cancel each other, as normal

Dwarven ResilienceYou have advantage on saving throws against poison, and you have resistance against poison damage

StonecunningWhenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

SpeedYour base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.







Jeweler's PickRapier +4 1d8+2 Piercing Finesse
Lightning LauncherIntegrated in Infiltrator Armor +5 1d6+3 Lightning (+1d6 1/turn) Simple, Ranged (90/300)
Thunder GauntletIntegrated with Guardian Armor +5 1d8+3 Thunder Simple, melee, subject has disadvantage vs other targets
Dagger +4 1d4+2 Piercing Finesse, Light, Thrown (20/60)



Spell Slots: 3/3 (1st)

ARTIFICER - Spell Save DC: 13 Spell Attack Mod: +5 Spells Known: 3 + Magic Missile, Thunderwave

CANTRIPS - Lightning LureSource: Tasha's Cauldron of Everything

Evocation cantrip

Casting Time: 1 action
Range: Self (15-foot radius)
Components: V
Duration: Instantaneous

You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.

At Higher Levels. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
, MendingSource: Player's Handbook

Transmutation cantrip

Casting Time: 1 minute
Range: Touch
Components: V, S, M (two lodestones)
Duration: Instantaneous

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.



Absorb ElementsSource: Xanathar's Guide to Everything

1st-level abjuration

Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
Range: Self
Components: S
Duration: 1 round

The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

Faerie FireSource: Player's Handbook

1st-level evocation

Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Concentration, up to 1 minute

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice).

Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.

Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.

Tasha's Caustic BrewSource: Tasha's Cauldron of Everything

1st-level evocation

Casting Time: 1 action
Range: Self (30-foot line)
Components: V, S, M (a bit of rotten food)
Duration: Concentration, up to 1 minute

A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell’s duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at start of each of its turns.

At Higher Levels. When you cast this spell using a spell slot 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.

Magic MissileSource: Player's Handbook

1st-level evocation

Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

ThunderwaveSource: Player's Handbook

1st-level evocation

Casting Time: 1 action
Range: Self (15-foot cube)
Components: V, S
Duration: Instantaneous

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.


(C) Dennotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.



Copper: 0 Silver: 5 Gold: 5 Platinum: 0

(10 Coins * .02 lbs. = 0.2 lbs. Total Weight)



Weight: 122.5 lbs. / 180 lbs. max. (15 x STR Score)
Status: Unencumbered
Penalty: None



Equipped Items: (77 lbs.)

Equipped items can be retrieved with a manipulate item interaction.

ARMOR (51 lbs.) WEAPONS (3 lbs.) READIED ITEMS (23 lbs.)

Scale Mail (50gp) - 45 lbs.

Shield (10gp) - 6 lbs.


Jeweler's PickRapier (25gp) - 2lbs

Dagger (2gp) - 1 lb.

Forgery Kit (15 gp) - 5 lbs
Tinker's Tools (50 gp) - 10 lbs
Thieves' Tools (25 gp) - 1 lbs
Woodcarver's tools (1 gp) - 5 lbs
Playing card set (.5 gp) - 0 lbs
Gem (100gp) (100 gp) - 0 lbs

Bag of 1000 ball bearings (0 gp) - 2 lbs.




Stored Items: (45.5 lbs.)

Stored items can be retrieved with an action.

IN BACKPACK (30.5 lbs.) STRAPPED TO BACKPACK (15 lbs.) AT HOME (-- lbs.)

Burglar's Pack (16gp) - 5 lbs.

  • 10 Feet of string (0 gp) - 0 lbs.
  • Bell (0 gp) - 0 lbs.
  • 5 Candles (0 gp) - 0 lbs.
  • Crowbar (0 gp) - 5 lbs.
  • Hammer (0 gp) - 3 lbs.
  • Hooded Lanter (0 gp) - 2 lbs.
  • 10 Pitons (0 gp) - 2.5 lbs.
  • 2 Flasks of oil (0 gp) - 2 lbs.
  • 5 Days rations (0 gp) - 10 lbs.
  • Tinderbox (0 gp) -  1 lbs.

Waterskin (0 gp) - 5 lbs.
50 ft hempen rope (0 gp) - 10 lbs







Magic Items: (0 lbs.)


NON-ATTUNED (0.0 lbs) ATTUNED 0/3 (0.0 lbs.)





Age: 81 Height: 4' 6" Weight: 155lbs.
Hair: Brown Eyes: Dark brown Complexion: Tanned

Bronn is average height for a dwarf and no broader than is typical, though his powerful forearms speak of years spent working working with hammer and forge. There is a hawkish set to his features that can be unsettling, particularly when he stares. His dark eyes hold an almost electric quality, glittering with the intensity that comes from razor sharp focus and cunning insight, though his gaze is most often fixed upon his work. His hair and beard are an unremarkable brown, worn mid-length and unadorned.

He generally wears dark leather scale mail over a plain linen shirt, black pants of densely woven wool tucked into his boots. At his belt he wears a curious pick - short tined but long hafted, and bearing a needle like top spike - well crafted and immaculately cared for. About his chest is a bandoleer of light hammers.



Custom: Disgruntled misunderstood and wrongfully persecuted scrivener


Anything worth doing is worth doing right.  There is nothing I can't build or break given the time and materials.



The artist is nothing without the gift, but the gift is nothing without work.



Ragesia and the Inquisitors will pay for what they've done to me



I am skeptical of anything I did not make or plan myself



  • Bronn the Carver -
  • Bronn the Locksmith -
  • Bronn the Tanner -
  • Bronn the Apothecary -
  • Bronn the Millwright -
  • Bronn the Gambler -
  • Bronn the Scrivner -


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Bronn the Salvor (Mountain Dwarf Artificer)

AC: 18 | HP: 24/24 | Initiative: +2+2 Dex | Passive Perception: 10Darkvision 60' |Spell Slots: 1st 3/3 | Concentration: None | NotesCurrent arcane armor: Infiltrator
Blade of the Resistance: 1/1
Powered Steps: +5' speed
Dampening Field: Advantage on Dex(Stealth)
Defensive Field: 2/2 (Guardian armor only)

Post goes here.




thoughts in italics




Main Hand: Jeweler's Pick
Off Hand: Shield


Bonus Action:



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