With the Artificer now officially released (and shockingly unseating the Barbarian from its throne at the top of the D&D Beyond "Class" list), we now have our magically-infused tinkerers ready to wreak havoc upon the unsuspecting populations of the fantasy-dominated world.
Those peasants will never know what hit them. Nothing says medieval like a Terminator-style warforged spewing magic fire across the countryside.
To celebrate this, share your character ideas or concepts below...what sort of Artificer are you? What subclass did you select? What is your character race? Where are they from? What do they seek to accomplish? Will it blend?
Are you a mad scientist, concocting various elixirs and gadgets to push the limits of magic, and morality? Do you see your allies as test subjects?
Or are you a master thief, using your assortment of gadgets and considerable intelligence to pull off elaborate heists?
Are you a gruff veteran of a gruesome battle, building your own arsenal like Iron Man? Do you look at random objects and wonder, "Can I blow it up?"
Do you look at your own arm and think: "Well, I already have two arms, and I think I can do better than this one. Let's see if I can weaponize it..."
So put down that meat cleaver and share below!
And pro-tip: If replacing your own arm with a prosthetic limb, be sure it isn't your dominant hand...bio-mechanical surgery is difficult with shaky fingers.
Maximilian Tellic d'Cannith III. Wandcrafter and Artillerist wandslinger extraordinaire. While investigating the Mournlands one day, I saw a bright flash and awoke to find myself somehow planeshifted to the sword coast.
Now I spend my time working as an apprentice in a wand making shop in Waterdeep while researching how to get home.
That is, until I ended up in prison, framed for an explosion at the wand shop. And this is how our game will begin next Saurday.
Heh. Ironically I would've started this thread a couple of days ago, but it's taken me a while to solidify my artificer after they destroyed the UA Alchemist. Sadly, Ana is in retirement for now...but her successor is approaching ready to go for her homebrew game.
Starlight Through Driving Rain ("Star") Female Tiefling Archaeologist Battlesmith/Wizard
Starlight Through Driving Rain, who vastly prefers to go by the shorter, less obnoxiously ostentatious 'Star', is a citizen of the merchant's nation of Tigisil. Adopted in her early youth by one of the tabaxi clans that plies Tigisil's trade routes, Star's keen interest in the intellectual arts fit right in with her new family's business as antiquities dealers. Wealthy, respectable parents opened doors that would otherwise have remained barred to a foundling devil girl in Tigisil, and Star grew up with the finest tutors in both history and the magical sciences that her clan could comfortably afford.
Despite a horrific accident in her younger years that cost her the right arm she'd been born with, Star bounced back with fervor, developing a passionate interest in prosthetic artificery and biomechanical magineering. Rather than wallowing in regret or bitterness over what she lost, Star proudly displays the prosthetic limb she built herself (with only the finest materials and tools from the capital city of Villamoy itself, of course) and offers her services as an automail engineer a limbsmith to those who want a little bit of flair and artistry in their replacements. When she's not going about her family's antiquities business, at least. After all, lost treasures of the ancient world aren't gonna find themselves - and sleeping threats hidden in the earth are best stumbled across by someone with the smarts, guts, and punchy karate sisters required to put them right the frag back to sleep.
Appearance: Star's prosthetic arm is, surprisingly, not an infusion - she finds the idea of temporary replacement limbs to be immensely distasteful and only used infusions to train herself in the art of crafting real prosthetics. Her right arm is clearly artificial, made of polished hardwood with burnished brass fittings and glamerweave panels with illusions of amazingly complex clockwork assemblages within the arm, hundreds and hundreds of little gears, cogs, pistons and other mechanical apparatus in a dozen different metals churning away.
Star herself is pale almost to the point of albinism, with starkly inhuman eyes of orange and red. She dresses in fine, intricately embroidered shiftweave that displays exceptional craftsmanship no matter which setting it's on and, as is strong custom in her homeland, carries no visible weapons. Instead, most of her adventuring gear is stored in the packs strapped to her steel defender. Which, in Star's case, is a two-legged humanoid displaying her own craftsmanship. Created in the shape of an unrealistically luscious male tiefling with bulging pecs, abs you could grind beef with, and the finest artificial arms Star could find the materials to craft - all in chromed steel - Star's 'Platinum Defender' is her porter, her shield, an advertisement for her craft, and her favorite raunchy fantasy all rolled into one.
Crunchy Stuff: Star's preferred infusions (at her current level) are Enhanced Defense, Returning Weapon, Bag of Holding, and Perfume of Bewitching. She's trying real damn hard to replace the Bag of Holding with a real-boy version but my DM finds it amusing to watch me squirm and waste an infusion on it she hasn't managed to locate a suitable bag for sale yet. As such, one of her two active infusions is always taken up with her Bag of Holding so she can successfully cart around the hundred pounds of tools she's saddled with because artificer. If she's in town for a while, she likes to keep a vial of Perfume of Bewitching handy for business dealings or other negotiations; otherwise she keeps her other infusion set to Returning Weapon on one of her javelins. In addition to standard Battlesmith tool proficiencies, Star is proficient with cartographer's tools, alchemist's supplies, and jeweler's tools, the latter of which is useful for creating spell foci as well as just normal daily life in Tigisil.
Star has a single level of Wizard (eventually aiming for second level, which would gain her either War Magic or Conjuration, depending on how her game goes). Her spellbook is mostly filled with spells useful for exploration and prospecting, assisting in her work of securing antiquities for her clan. Tons of rituals, no battle magic to speak of. The wizard level also gains her a trio of desperately needed utility cantrips and some boosted spell slots to cast artificer junk with.
Not the artificer I thought I'd be playing when Rising came out...but an artificer I'm proud of anyways.
I have two Artificiers. One- Combat Engineer (Battle Smith)... is quite literally Lucca Ashtear and Gato from Chrono Trigger.
The other is an artilirist. Not sure what race (its hard to not be varient human so i can get a feat.. waiting to lv 4 for a feat is a bit painful on some plans). Original plan was the Cat Race. or the Were-Race from Ebberon (Feline version). This is being based off a character I made like 15-20years ago on xbox1. Was eye balling the were-races from eberon, or the cat folk, or a half elf. (Gnome would be mechanically the best though) (Well Varient Human is tied but has a Cha weakness but ends up with a feat and decent INT). They were raised by a Gnome foster parent, who knew their parents before they died. The gnome may or may not have been an artificer, or just a wizard or other strong caster. But the character themselves were pretty reject in terms of magic, but wanted to be like their foster parent. They were never able to see or feel magic. It was always something they could see the effects of (someone's firebolt, magical items etc). But never understood how it worked. So, they started to learn what made things happen-instead of understanding the universe, they simply chose to undrestand how to make specific things happen. Which became the form of items. They don't really know how it works just that it does.
time passes, then the village they live near ends up being assaulted, the gnome and PC defend the town, becoming a follk hero. The gnome being the most prominant, but PC slowing down the invasions and protecting. But the Gnome dies in the proccess (or doesn't and goes into hiding shortly thereafter). Before long a Merc group or small army comes to find the Gnome. The PC ends up hiding tons of the stuff from their home in a secret research lab, thats up the mountain a ways. They end up destroying the home and the PC escapes. Unable to return to that area for fear of putting the village in danger. Not really "on the run" because they were looking for tghe gnome. But PC tries to avoid too much attention, and uses a fake name. Since they took interest in the magic power , and all the tools that the gnome had built (that PC hid, and that PC based their artificer items off of). Now they're off to see the world, and find the Gnome (if alive i haven't decided) or find out what they were wanted for, or to avoid that.
Basically they're my Khajit Enchanter from Morrowind long ago. They have no innate magic themselves, they understand what causes magic but they're confused as all heck about using it. So they instead rely on items to cause magic to do what they want. Tuning the items to make the magic effect they prefer. So a magic item user, who can't use magic basically. Whether this is "magic items" "magitech" "steampunk" "technology that seems like magic" will depend on the game.
Mechanically. Artilirist Artificer. They will use m edium armour, and have a shield. Their "weapon" will be a Rod, inscirbed with the Enhanced Wand infusion, and the lv 5 arcane firearm. Their Rod, will be their Walking Cane, a beautifully worn down bronze, copper, and silver rod with the inscriptions. Tools wise. I get the normal tinker/thieves. Then I want Cooking-because its their hobby (I don't think there is an actual real useful use for this though) and Herbalism I guess because potions are useful when you don't have a ton of spell slots. and maybe Alchemist-because that seems very in tune with their h istory of finding ways around lack of magic interaction. Alchemist jug is a thing though... But they'll also occasionally catapult acid/alchfire/oils
They want the feat Spell Sniper. Their main weapons are Ray of Frost and shocking grasp. Spell Sniper makes ray of frost range 120. Shocking Grasp becomes 10ft. Ray of Frost removes 10ft movement, while their Turret pushes 15ft. Meaning, they have the potential of really shutting down things mobility, or kitting things. Additoanlly ray of frost's slow down will help the flame turret stay burning. They'll usually make Tiny turrets but probably rarely carry them (unless the turrets can climb on PC--they do have climb speed). Repulsion Shield (or magical shields as they come up) will also be used. So on a big monster or heavy melee r, they can remove 10ft, push 15ft, and if they are hit, they can push via reaction. Also they can rescue allies via shocking grasp to remove reactions, or via the pushes. Ability Scores are an issue though sadly. hard to get high INt and get the feat without being varient human. Loss of ASI lowers a lot. I think I would like to be a Half Elf or the Half-Cat thingy from ebberon.
Note: pretty sure spell sniper and the enahcned wand overlap the cover bypassing, which sucks a bit. but the infuseion is a +1 to hit still. but might swap out for something else as time goes.
I also want to figure out some way to use the Cane-Rod as a bashing weapon with fineese. (Blame Torchwick from RWBY) but I don't think I can get fineese on an improvised weapon, and not having profiency makes it painful. So Shocking Grasp is better plan there
Duldrum Locke, elderly mark of warding dwarf battlesmith. Was a locksmith before joining the army to make armor. Lost his wife and heir while away. Left the family business to his brother and nephew and became an adventurer to earn enough money to retire and hopefully get closure along the way.
He is grumpy, stingy, and crass, but acts as a protector and guardian to the party. He maintains their armor and wards the camp. His steel defender Farro always helps keep watch. He is a decent cook (as long as you like soups, stews, and chillies) and often prepares meals for the party. He likes coffee and is always creating new brews as a hobby.
Haven't really settled on a favorite infusion. I loved casting arcane weapon on his warhammer (his favorite damage type was thunder), but I guess that won't be happening anymore.
My Artificer concept has been active in one form or another since the 2017 version, either as an NPC in some games I run or as a PC that I occasionally dip into when all other party roles are filled. (Hope no one finds this as it has massive lore spoilers for my worlds)
Introducing MK-Lo7 (Michalos)
Clearly a Warforged Gunweilding Artificer with a mysterious background. Who does not remember himself being robotic, and remembers himself as a Beastmaster Ranger. In most cases I will play him Robotic voice at the start, often fading as he “forgets” but snapping back very robotic if anyone calls it out. Figuring out his backstory is connected to the party figuring out and calling him my his previous name.
At this point I don’t mind if he is Battlesmith or Artillerist as long as he plays Rifle long range DPS primarily and if lowlevel is searching for his Pet Sabertooth Tiger, which can be flavoured as either the turret or Steel Defender. All Infusions are also part of his warforged body rather than his class skills, eg goggles of night are literally different lenses on his eyes, and bag of holding is just an infinite compartment in his chest. If not infused at the moment the feature is malfunctioning and need “fixing” using tools of some kind. Also used to have a embedded Tinkers tools in his arm, but that’s going to be in negotiation now.
I took full inspiration from KotOR’s HK-47 and the Bastion trailer for Overwatch, so much so I often have groups play through the whole find him in a forest and reactivate him and Flashbacks to an ancient war that no one remembers, only in this case 5000+ years ago.
The secret lore is related to the lie that the Gods of this world were the first life and shaped the world for life habitation (GW2 inspired). Dragonborn, Silithid and Genomes were all exterminated by Celestial/Aasimar. This is the war MK-Lo7 is flashing back to. The Genome race is as in FF9 a race whose spirit can be moved from body to body and during the war mechanical bodies were used.
Captain Fizzlestib Bafflestone, reporting for duty! Fizzle is a 155 year old gnome, retired engineer for the military. He recently took up the life of adventuring because he was tired of riding the desk and wanted to test his inventions in person. He's a heavily armored, half plate and shield, artillerist with his wand that looks like a revolver with two rotating sections. One section is the element, one is the output type, so beam, cone, aerosolized spray, etc... He's largely a tinkerer and mad scientist unleashed on the world. Trying to do right by country, but maybe find some adventure and money along the way.
I've started pretty simple for my Artificer. Still a work in progress.
She's Angelica Bluewater - a human. She grew up in an apothecary shop (The Bluewater Bottles) owned by her mother - and has a father who is a retired adventuring wizard. So growing up she was taught a little of both professions - mostly alchemy - so combining the skills to become an Alchemist Artificer was a natural progression for her. When she was old enough - she was forcibly conscripted and spent a few years in the military. Her skill with alchemy spellcasting and weapons proved very useful - but she absolutely hated that life and got out as soon as she could.
Upon returning home she finds out her father went missing recently. So she leaves again to look for him and find out what kind of mess he's gotten himself into.
Well hey there! They call me the Culinary Helper for Friendly Feeding, or the CH-3F for short! My big smile may be great for entertaining the kids, but my art really comes from my cooking arts! With the help of my condiment dispensers, grease tray, internal roasting unit, and repair systems my arts can be used not only to make the fanciest food, but protect the valued customers of this wonderful tavern! And remember, a Clean Kitchen is a Happy Kitchen!
Rasundla is an eladrin from the Feywild, his father a master transmuter and his mother an expert herbologist. Taking a leaf out of both of their books, he wanted to transmute herbal properties into something more useful than a potion of healing. From there, he began down the route of an alchemist. With some mixtures made from off cuts his mother didn't use, he became a bit of a prankster, causing little magical effects and vials that contained nothing but annoyance to his family. After getting into a bit of a row with his parents, he's stormed off and found himself in the prime material plane, bringing his unique twist on fey magic with him and journeying with a dwarven cleric. What they cleric doesn't know is that magical bottle that produces ale every day can also produce mayonaise, and that he can make the waterskin smell of ale regardless...
Descending from an ancient clan of Strongbrews, Flask has inherited the ancient art of concocting the perfect alcoholic beverage. His personal dream is to open "the best damn tavern in the country", and is adventuring to both finance his dream, and seek bold new inspirations for his beverages.
Imbuing magical properties into his drinks, he offers his experimental booze to his adventuring party, to see what works...and any "failures" are instead weaponized to be used against enemies.
Dwarven liquor ain't for soft-bellied dungeon-skulkers, after all.
Flask will hurl them like grenades, or guzzle them and breathe out their magical effects.
"Ya can't out-drink THIS bartender, ye cashless layabout!"
Daargul Quickfinger - criminal goblin artillerist artificer/swashbuckler rogue multiclass (more levels in artificer than rogue)
Background - Daagul grew up in the Lhazaar Principalities. He served as a privateer in the last few years of the Last War and learnt his trade from, but when his ship crashed off the coast of Breland days before the Day of Mourning, he made his way to Sharn. Under the false identity of a city goblin from Malleon's Gate, he made a name for himself as a member of the Quiet Folk, a group of generally non-violent goblin thieves that dwell in the sewers below Tavick's Landing. He plays the role of an infiltrator and thief, stealing valuables from the wealthier residents of Tavick's Landing and fencing them in Lower Dura. He has taken up adventuring in the hopes of raising money to buy himself a new ship so that he might take to the high seas once more.
Crunch & Flavour (the good stuff) - Despite avoiding violence when possible, Daargul's favourite infusion is "repeating shot" which he uses on his light crossbow which more resembles a hybrid between a crossbow, a Tommy gun and a sniper rifle, flavouring "scorching ray" as rapid-fire and using normal bolts combined with "sneak attack" to take out targets quickly and quietly. He uses "disguise self", "jump" and "feather fall" to get in and out of everywhere with his newfound riches.
Background - Fortress was specially designed to serve Cyre in the Last War as a medic and a grenadier. He was given his name by one of his comrades who compared his presence to the security of a castle. Rushing into the battlefield with bombs filled with poisonous gasses that he was immune to, due to not having a need to breathe, or staying behind cover to tend to wounds while hurling incendiary explosives out from behind cover, Fort was a force to be reckoned with. When the Last War ended, Fort's expertise was still employed as a healer in New Cyre, tending to his injured comrades. In time, however, everyone else moved on and left Fortress with no purpose in life. Even questioning if he was alive at times. Be the time of the signing of the Treaty of Thronehold, Fort only had two patients left to tend to. Both of them were nearing death and unlikely to make a recovery. Before long, one had sadly passed away. The other, however, made a complete recovery with the aid of Fortresses healing abilities. Fort still blames himself for the death of that patient, but the other patient still travels and adventures with him today, believing that they owe their life to him.
Crunch & Flavour (the good stuff) - Fortress has integrated many of his gadgets and tools into his body through the use of the "enhanced armour" infusion as one of his spellcasting focuses (due to warforged's armour being practically a part of themself). He casts "firebolt" by firing a cannon built into his forearm alongside his infused "armblade". Using spells that deal fire, poison or acid damage to blast through groups of enemies and using healing and buff spells like "cure wounds" and "healing word" to bolster his allies.
I have one artificer who will likely end up as an artillerist.
I haven't played them yet but I plan to have them focus on using a crossbow, or eventually firearms, with the repeating shot infusion.
Daeros Simic Hybrid
Backstory: Daeros never fit in the community at home. In a city of "nobles come first", Daeros tried too hard to bring people together. He was outlawed to the surface when he was still quite young after he accidentally started a small rebellion, and eventually found a dwarven caravan of traders. They decided to bring him along, hoping to use him for menial labor. However, on the way they found he had nimble fingers and an attention to detail. The caravan dropped him off at a workshop in a dwarven town.
Daeros spent the rest of his youth as an apprentice here. He couldn't handle the sunlight for very long, so he spent most of his time holed up in the workshop. Because of this, he has very little experience with the surface. He became quite adept at working with clockwork other small mechanisms, and even picked up some techniques for jewelry crafting. Even though he wasn't a dwarf, he quickly became a valued member of the team.
One day, Daeros became gravely ill. He grew very weak and wasn't able to work anymore. The doctors of the town couldn't figure out what was wrong since no amount of medical procedures or healing magic they could provide would fix him. As luck would have it, a mysterious woman showed up in town and found him. After examining Daeros for a while, she stated that she could save him. However, she would have to take him to her lab and could not promise when he would return. Considering his options were to either go with her or wait for his death, he decided to trust her.
Daeros doesn't remember much of what happened in her lab. He figured he was there for around a year but can only remember fragments. He was also unable to recall many details of his savior. While the procedure completely cured his disease, it changed him in more ways than he could have imagined. His ability to see in the dark was greatly diminished but he no longer had problems with the sunlight. He lost his drow magic and instead gained the ability to channel magic through his tools. His hands felt stronger, his eyes changed to a bright red, and he developed various red marks on his skin.
When Daeros awoke, he was along in a small cave with some minimal supplies. He was quick to notice the changes to his body, but he was fine with what happened. Since he could finally see in the day, he had a chance to properly explore the surface. He decided to take his time going back home and try to learn more of the surface, or even the woman that cured him, on his way.
Dwellen Eberscrat: Rock Gnome (planning for artillerist) To all intents and purposes he's just a talented repair man working on ships in return for passage. He tries to stay under the radar. The reason he does is that he's on the run. he was forced to aide in a robbery of his own tinkerer's guild. His participation was found out and now he can't go home again.
raised by dwarves he really loves, he left cause he was always the outcast for the other dwarves outside his family. He thought if he can be famous and gain wealth they would accept him.
Well at level 6 he died helping a teammate. The paladin was so furious about his death, that he nearly killed the bard of the group (the reason he died). Paladin loves my little Kobold. A good friend of the group, a druid, helped and casted reincarnation. Now he is a dwarf. Boy was he happy to be like his mother and father. Never thought this little fella would get his intimated wish come true (the DM didnt knew it being his secret wish)
Alberich "Trollbleeder" d'Kundarak. A Battle Smith, Mark of Warding dwarf. He has the Returning Weapon Infusion on a hammer (handaxe that deals bludgeoning damage) and has a +1 shield in the other hand, STR 9, DEX 15, CON 20, INT 20, WIS 12, CHA 9. Alberich comes from a House Kundarak vault in the Ironroot Mountains near Korunda Gate. He was in charge of the vault and was a good leader. Apparently where House Kundarak decided to build their fortress was on orc ancestral land, and the Jhorash'tar orc tribe destroyed everyone in the vault, except Alberich, who used abjuration magic to protect himself as he was being attacked, eventually fleeing the fortress to the Mror Holds. During the fight, the orcs blinded Alberich's left eye, and cut off his left arm halfway through his humerus bone, and destroyed 3 toes on his right foot and much of his body burned off in a fire started by the orcs. Alberich stayed in the Mror Holds among Clan Soldarak until he was able to replace his body parts with mechanical components. He then ventured to Sharn, where he has been forced to live in the Cogs, being disowned by House Kundarak for letting a base fall, and being shunned by society because of his hideous scars, and mechanical body parts.
Alberich has PTSD from the fall of his base and is obsessed with regaining trust among House Kundarak, either that or destroy them all, he can't decide. He is currently going insane (only a little bit though), he is obsessed with lobbing off parts of his body and replacing them with mechanical bits, he recently made his lungs mechanical, and is studying a way to make his blood unnecessary. He HATES trolls, his parents were killed by them, and even though he's never killed one, or even made one bleed, he'll get around to it one day.
He has an imaginary friend, Kilaira (Kie-leh-ra), an elf bard that is always insulting him, causing him to have random outbursts in public, such as; "I'm not ugly, you're ugly!" or "What did you say about my beard!" (he has no beard, permanent scar tissue on his chin causes small wisps of hair to grow, but not a full beard). Alberich believes he is beautiful, smart, fast, strong, tall, and perfect, but in reality, he is very thin, weak, horrifyingly ugly, slower than a swimming cow, short, and far from perfect.
His only friends are his mechanical contraptions, his Steel Defender, Gerrg, who is shaped like a pig, and his mechanical homunculus, Kilaira, who is shaped like the head of a female elf. He takes them everywhere, and when he goes to eat somewhere, he sits on Gerrg when he's lying down on the ground, and Kilaira floats around his head.
This is my artificer! I hope you like him in all his amazing madness!
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Please check out my homebrew, I would appreciate feedback:
my Artificer has a pretty simple story, im not too good at writing these great storyarks yet but im working on it. Topo is my Inkling Artificer who draws magical inspiration from his art. his usual tool of choice is ofc painters tools but his goal is to create a great work of art for one worthy of his craft who he has yet to find.
His steel defender is shaped like a reindeer but the size of a regular deer, named Randölph. He is a widower and spends his days traveling, adventuring, and making toys during downtime to deliver to orphanages in the cities he visits. He’s also a gunslinger, sharpshooter and lucky feats. He uses his clockwork toys to carry his Magical Tinkering infusions (clockwork fly hovers, clockwork baby turtle swims, spider climbs, etc.) which add some maneuverability and make this class ability pretty damn useful. He’s a bit stingy with his infusions using most of them himself, but the rest of the party is already pretty set with items. His spells are all flavored:
This is a character in a homebrew world. He joined a pirate crew after his village was destroyed by soliders. Being a goblin he was treated like dirt and would always get the last pick of the loot. He worked as a powder monkey and sometimes as a handyman. With those two jobs, he developed a knack for crafting and a fascination for explosions. One day, they attacked a ship, and on that ship was a mage. That mage died trying to protect the ship and Fuze managed to snatch his grimoire unbeknownst to the rest of the crew. It was the first time he actually owned something. He wasn’t very good with magic but he was clever enough to incorporate it in his crafting. Eventually, the captain caught on that he tried to hide loot from the rest of the crew. Rather than let him take away his possession, he ignited the blackpowder barrels and made the ship explode. He survived and lost an arm in the process. He built himself a prosthetic out of the scraps from the ship. He has a "looks good enough" attitude and tends to make things explode, voluntarily and involuntarily.
Mine is a Vedalken named Querrel. his is a member of the Izzit League, might have blasted himself to another plane if need be. his goals: scientific shenanigans and making things go boom. think Rick Sanchez and Spock rolled into one. haven't decided on a subclass yet.
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With the Artificer now officially released (and shockingly unseating the Barbarian from its throne at the top of the D&D Beyond "Class" list), we now have our magically-infused tinkerers ready to wreak havoc upon the unsuspecting populations of the fantasy-dominated world.
Those peasants will never know what hit them. Nothing says medieval like a Terminator-style warforged spewing magic fire across the countryside.
To celebrate this, share your character ideas or concepts below...what sort of Artificer are you? What subclass did you select? What is your character race? Where are they from? What do they seek to accomplish? Will it blend?
Are you a mad scientist, concocting various elixirs and gadgets to push the limits of magic, and morality? Do you see your allies as test subjects?
Or are you a master thief, using your assortment of gadgets and considerable intelligence to pull off elaborate heists?
Are you a gruff veteran of a gruesome battle, building your own arsenal like Iron Man? Do you look at random objects and wonder, "Can I blow it up?"
Do you look at your own arm and think: "Well, I already have two arms, and I think I can do better than this one. Let's see if I can weaponize it..."
So put down that meat cleaver and share below!
And pro-tip: If replacing your own arm with a prosthetic limb, be sure it isn't your dominant hand...bio-mechanical surgery is difficult with shaky fingers.
Maximilian Tellic d'Cannith III. Wandcrafter and Artillerist wandslinger extraordinaire. While investigating the Mournlands one day, I saw a bright flash and awoke to find myself somehow planeshifted to the sword coast.
Now I spend my time working as an apprentice in a wand making shop in Waterdeep while researching how to get home.
That is, until I ended up in prison, framed for an explosion at the wand shop. And this is how our game will begin next Saurday.
Heh. Ironically I would've started this thread a couple of days ago, but it's taken me a while to solidify my artificer after they destroyed the UA Alchemist. Sadly, Ana is in retirement for now...but her successor is approaching ready to go for her homebrew game.
Starlight Through Driving Rain ("Star")
Female Tiefling Archaeologist
Battlesmith/Wizard
Starlight Through Driving Rain, who vastly prefers to go by the shorter, less obnoxiously ostentatious 'Star', is a citizen of the merchant's nation of Tigisil. Adopted in her early youth by one of the tabaxi clans that plies Tigisil's trade routes, Star's keen interest in the intellectual arts fit right in with her new family's business as antiquities dealers. Wealthy, respectable parents opened doors that would otherwise have remained barred to a foundling devil girl in Tigisil, and Star grew up with the finest tutors in both history and the magical sciences that her clan could comfortably afford.
Despite a horrific accident in her younger years that cost her the right arm she'd been born with, Star bounced back with fervor, developing a passionate interest in prosthetic artificery and biomechanical magineering. Rather than wallowing in regret or bitterness over what she lost, Star proudly displays the prosthetic limb she built herself (with only the finest materials and tools from the capital city of Villamoy itself, of course) and offers her services as
an automail engineera limbsmith to those who want a little bit of flair and artistry in their replacements. When she's not going about her family's antiquities business, at least. After all, lost treasures of the ancient world aren't gonna find themselves - and sleeping threats hidden in the earth are best stumbled across by someone with the smarts, guts, and punchy karate sisters required to put them right the frag back to sleep.Appearance:
Star's prosthetic arm is, surprisingly, not an infusion - she finds the idea of temporary replacement limbs to be immensely distasteful and only used infusions to train herself in the art of crafting real prosthetics. Her right arm is clearly artificial, made of polished hardwood with burnished brass fittings and glamerweave panels with illusions of amazingly complex clockwork assemblages within the arm, hundreds and hundreds of little gears, cogs, pistons and other mechanical apparatus in a dozen different metals churning away.
Star herself is pale almost to the point of albinism, with starkly inhuman eyes of orange and red. She dresses in fine, intricately embroidered shiftweave that displays exceptional craftsmanship no matter which setting it's on and, as is strong custom in her homeland, carries no visible weapons. Instead, most of her adventuring gear is stored in the packs strapped to her steel defender. Which, in Star's case, is a two-legged humanoid displaying her own craftsmanship. Created in the shape of an unrealistically luscious male tiefling with bulging pecs, abs you could grind beef with, and the finest artificial arms Star could find the materials to craft - all in chromed steel - Star's 'Platinum Defender' is her porter, her shield, an advertisement for her craft, and her favorite raunchy fantasy all rolled into one.
Crunchy Stuff:
Star's preferred infusions (at her current level) are Enhanced Defense, Returning Weapon, Bag of Holding, and Perfume of Bewitching. She's trying real damn hard to replace the Bag of Holding with a real-boy version but
my DM finds it amusing to watch me squirm and waste an infusion on itshe hasn't managed to locate a suitable bag for sale yet. As such, one of her two active infusions is always taken up with her Bag of Holding so she can successfully cart around the hundred pounds of tools she's saddled with because artificer. If she's in town for a while, she likes to keep a vial of Perfume of Bewitching handy for business dealings or other negotiations; otherwise she keeps her other infusion set to Returning Weapon on one of her javelins. In addition to standard Battlesmith tool proficiencies, Star is proficient with cartographer's tools, alchemist's supplies, and jeweler's tools, the latter of which is useful for creating spell foci as well as just normal daily life in Tigisil.Star has a single level of Wizard (eventually aiming for second level, which would gain her either War Magic or Conjuration, depending on how her game goes). Her spellbook is mostly filled with spells useful for exploration and prospecting, assisting in her work of securing antiquities for her clan. Tons of rituals, no battle magic to speak of. The wizard level also gains her a trio of desperately needed utility cantrips and some boosted spell slots to cast artificer junk with.
Not the artificer I thought I'd be playing when Rising came out...but an artificer I'm proud of anyways.
Please do not contact or message me.
I have two Artificiers.
One- Combat Engineer (Battle Smith)... is quite literally Lucca Ashtear and Gato from Chrono Trigger.
The other is an artilirist. Not sure what race (its hard to not be varient human so i can get a feat.. waiting to lv 4 for a feat is a bit painful on some plans). Original plan was the Cat Race. or the Were-Race from Ebberon (Feline version). This is being based off a character I made like 15-20years ago on xbox1. Was eye balling the were-races from eberon, or the cat folk, or a half elf. (Gnome would be mechanically the best though) (Well Varient Human is tied but has a Cha weakness but ends up with a feat and decent INT).
They were raised by a Gnome foster parent, who knew their parents before they died. The gnome may or may not have been an artificer, or just a wizard or other strong caster. But the character themselves were pretty reject in terms of magic, but wanted to be like their foster parent. They were never able to see or feel magic. It was always something they could see the effects of (someone's firebolt, magical items etc). But never understood how it worked. So, they started to learn what made things happen-instead of understanding the universe, they simply chose to undrestand how to make specific things happen. Which became the form of items. They don't really know how it works just that it does.
time passes, then the village they live near ends up being assaulted, the gnome and PC defend the town, becoming a follk hero. The gnome being the most prominant, but PC slowing down the invasions and protecting. But the Gnome dies in the proccess (or doesn't and goes into hiding shortly thereafter). Before long a Merc group or small army comes to find the Gnome. The PC ends up hiding tons of the stuff from their home in a secret research lab, thats up the mountain a ways. They end up destroying the home and the PC escapes. Unable to return to that area for fear of putting the village in danger. Not really "on the run" because they were looking for tghe gnome. But PC tries to avoid too much attention, and uses a fake name. Since they took interest in the magic power , and all the tools that the gnome had built (that PC hid, and that PC based their artificer items off of). Now they're off to see the world, and find the Gnome (if alive i haven't decided) or find out what they were wanted for, or to avoid that.
Basically they're my Khajit Enchanter from Morrowind long ago. They have no innate magic themselves, they understand what causes magic but they're confused as all heck about using it. So they instead rely on items to cause magic to do what they want. Tuning the items to make the magic effect they prefer. So a magic item user, who can't use magic basically. Whether this is "magic items" "magitech" "steampunk" "technology that seems like magic" will depend on the game.
Mechanically. Artilirist Artificer. They will use m edium armour, and have a shield. Their "weapon" will be a Rod, inscirbed with the Enhanced Wand infusion, and the lv 5 arcane firearm. Their Rod, will be their Walking Cane, a beautifully worn down bronze, copper, and silver rod with the inscriptions. Tools wise. I get the normal tinker/thieves. Then I want Cooking-because its their hobby (I don't think there is an actual real useful use for this though) and Herbalism I guess because potions are useful when you don't have a ton of spell slots. and maybe Alchemist-because that seems very in tune with their h istory of finding ways around lack of magic interaction. Alchemist jug is a thing though... But they'll also occasionally catapult acid/alchfire/oils
They want the feat Spell Sniper. Their main weapons are Ray of Frost and shocking grasp. Spell Sniper makes ray of frost range 120. Shocking Grasp becomes 10ft. Ray of Frost removes 10ft movement, while their Turret pushes 15ft. Meaning, they have the potential of really shutting down things mobility, or kitting things. Additoanlly ray of frost's slow down will help the flame turret stay burning. They'll usually make Tiny turrets but probably rarely carry them (unless the turrets can climb on PC--they do have climb speed). Repulsion Shield (or magical shields as they come up) will also be used. So on a big monster or heavy melee r, they can remove 10ft, push 15ft, and if they are hit, they can push via reaction. Also they can rescue allies via shocking grasp to remove reactions, or via the pushes.
Ability Scores are an issue though sadly. hard to get high INt and get the feat without being varient human. Loss of ASI lowers a lot. I think I would like to be a Half Elf or the Half-Cat thingy from ebberon.
Note:
pretty sure spell sniper and the enahcned wand overlap the cover bypassing, which sucks a bit. but the infuseion is a +1 to hit still. but might swap out for something else as time goes.
I also want to figure out some way to use the Cane-Rod as a bashing weapon with fineese. (Blame Torchwick from RWBY) but I don't think I can get fineese on an improvised weapon, and not having profiency makes it painful. So Shocking Grasp is better plan there
Duldrum Locke, elderly mark of warding dwarf battlesmith. Was a locksmith before joining the army to make armor. Lost his wife and heir while away. Left the family business to his brother and nephew and became an adventurer to earn enough money to retire and hopefully get closure along the way.
He is grumpy, stingy, and crass, but acts as a protector and guardian to the party. He maintains their armor and wards the camp. His steel defender Farro always helps keep watch. He is a decent cook (as long as you like soups, stews, and chillies) and often prepares meals for the party. He likes coffee and is always creating new brews as a hobby.
Haven't really settled on a favorite infusion. I loved casting arcane weapon on his warhammer (his favorite damage type was thunder), but I guess that won't be happening anymore.
My Artificer concept has been active in one form or another since the 2017 version, either as an NPC in some games I run or as a PC that I occasionally dip into when all other party roles are filled. (Hope no one finds this as it has massive lore spoilers for my worlds)
Introducing MK-Lo7 (Michalos)
Clearly a Warforged Gunweilding Artificer with a mysterious background. Who does not remember himself being robotic, and remembers himself as a Beastmaster Ranger. In most cases I will play him Robotic voice at the start, often fading as he “forgets” but snapping back very robotic if anyone calls it out. Figuring out his backstory is connected to the party figuring out and calling him my his previous name.
At this point I don’t mind if he is Battlesmith or Artillerist as long as he plays Rifle long range DPS primarily and if lowlevel is searching for his Pet Sabertooth Tiger, which can be flavoured as either the turret or Steel Defender. All Infusions are also part of his warforged body rather than his class skills, eg goggles of night are literally different lenses on his eyes, and bag of holding is just an infinite compartment in his chest. If not infused at the moment the feature is malfunctioning and need “fixing” using tools of some kind. Also used to have a embedded Tinkers tools in his arm, but that’s going to be in negotiation now.
I took full inspiration from KotOR’s HK-47 and the Bastion trailer for Overwatch, so much so I often have groups play through the whole find him in a forest and reactivate him and Flashbacks to an ancient war that no one remembers, only in this case 5000+ years ago.
The secret lore is related to the lie that the Gods of this world were the first life and shaped the world for life habitation (GW2 inspired). Dragonborn, Silithid and Genomes were all exterminated by Celestial/Aasimar. This is the war MK-Lo7 is flashing back to. The Genome race is as in FF9 a race whose spirit can be moved from body to body and during the war mechanical bodies were used.
Hell I even have a mini link. https://www.heroforge.com/load_config=4388563/
Captain Fizzlestib Bafflestone, reporting for duty! Fizzle is a 155 year old gnome, retired engineer for the military. He recently took up the life of adventuring because he was tired of riding the desk and wanted to test his inventions in person. He's a heavily armored, half plate and shield, artillerist with his wand that looks like a revolver with two rotating sections. One section is the element, one is the output type, so beam, cone, aerosolized spray, etc... He's largely a tinkerer and mad scientist unleashed on the world. Trying to do right by country, but maybe find some adventure and money along the way.
I've started pretty simple for my Artificer. Still a work in progress.
She's Angelica Bluewater - a human. She grew up in an apothecary shop (The Bluewater Bottles) owned by her mother - and has a father who is a retired adventuring wizard. So growing up she was taught a little of both professions - mostly alchemy - so combining the skills to become an Alchemist Artificer was a natural progression for her. When she was old enough - she was forcibly conscripted and spent a few years in the military. Her skill with alchemy spellcasting and weapons proved very useful - but she absolutely hated that life and got out as soon as she could.
Upon returning home she finds out her father went missing recently. So she leaves again to look for him and find out what kind of mess he's gotten himself into.
Mega Yahtzee Thread:
Highest 41: brocker2001 (#11,285).
Yahtzee of 2's: Emmber (#36,161).
Lowest 9: JoeltheWalrus (#312), Emmber (#12,505) and Dertinus (#20,953).
These are a couple I've just started.
Well hey there! They call me the Culinary Helper for Friendly Feeding, or the CH-3F for short! My big smile may be great for entertaining the kids, but my art really comes from my cooking arts! With the help of my condiment dispensers, grease tray, internal roasting unit, and repair systems my arts can be used not only to make the fanciest food, but protect the valued customers of this wonderful tavern! And remember, a Clean Kitchen is a Happy Kitchen!
Rasundla is an eladrin from the Feywild, his father a master transmuter and his mother an expert herbologist. Taking a leaf out of both of their books, he wanted to transmute herbal properties into something more useful than a potion of healing. From there, he began down the route of an alchemist. With some mixtures made from off cuts his mother didn't use, he became a bit of a prankster, causing little magical effects and vials that contained nothing but annoyance to his family. After getting into a bit of a row with his parents, he's stormed off and found himself in the prime material plane, bringing his unique twist on fey magic with him and journeying with a dwarven cleric. What they cleric doesn't know is that magical bottle that produces ale every day can also produce mayonaise, and that he can make the waterskin smell of ale regardless...
Flask Strongbrew, dwarven alchemist.
Descending from an ancient clan of Strongbrews, Flask has inherited the ancient art of concocting the perfect alcoholic beverage. His personal dream is to open "the best damn tavern in the country", and is adventuring to both finance his dream, and seek bold new inspirations for his beverages.
Imbuing magical properties into his drinks, he offers his experimental booze to his adventuring party, to see what works...and any "failures" are instead weaponized to be used against enemies.
Dwarven liquor ain't for soft-bellied dungeon-skulkers, after all.
Flask will hurl them like grenades, or guzzle them and breathe out their magical effects.
"Ya can't out-drink THIS bartender, ye cashless layabout!"
Daargul Quickfinger - criminal goblin artillerist artificer/swashbuckler rogue multiclass (more levels in artificer than rogue)
Background - Daagul grew up in the Lhazaar Principalities. He served as a privateer in the last few years of the Last War and learnt his trade from, but when his ship crashed off the coast of Breland days before the Day of Mourning, he made his way to Sharn. Under the false identity of a city goblin from Malleon's Gate, he made a name for himself as a member of the Quiet Folk, a group of generally non-violent goblin thieves that dwell in the sewers below Tavick's Landing. He plays the role of an infiltrator and thief, stealing valuables from the wealthier residents of Tavick's Landing and fencing them in Lower Dura. He has taken up adventuring in the hopes of raising money to buy himself a new ship so that he might take to the high seas once more.
Crunch & Flavour (the good stuff) - Despite avoiding violence when possible, Daargul's favourite infusion is "repeating shot" which he uses on his light crossbow which more resembles a hybrid between a crossbow, a Tommy gun and a sniper rifle, flavouring "scorching ray" as rapid-fire and using normal bolts combined with "sneak attack" to take out targets quickly and quietly. He uses "disguise self", "jump" and "feather fall" to get in and out of everywhere with his newfound riches.
Fortress "Fort" - soldier warforged alchemist artificer
Background - Fortress was specially designed to serve Cyre in the Last War as a medic and a grenadier. He was given his name by one of his comrades who compared his presence to the security of a castle. Rushing into the battlefield with bombs filled with poisonous gasses that he was immune to, due to not having a need to breathe, or staying behind cover to tend to wounds while hurling incendiary explosives out from behind cover, Fort was a force to be reckoned with. When the Last War ended, Fort's expertise was still employed as a healer in New Cyre, tending to his injured comrades. In time, however, everyone else moved on and left Fortress with no purpose in life. Even questioning if he was alive at times. Be the time of the signing of the Treaty of Thronehold, Fort only had two patients left to tend to. Both of them were nearing death and unlikely to make a recovery. Before long, one had sadly passed away. The other, however, made a complete recovery with the aid of Fortresses healing abilities. Fort still blames himself for the death of that patient, but the other patient still travels and adventures with him today, believing that they owe their life to him.
Crunch & Flavour (the good stuff) - Fortress has integrated many of his gadgets and tools into his body through the use of the "enhanced armour" infusion as one of his spellcasting focuses (due to warforged's armour being practically a part of themself). He casts "firebolt" by firing a cannon built into his forearm alongside his infused "armblade". Using spells that deal fire, poison or acid damage to blast through groups of enemies and using healing and buff spells like "cure wounds" and "healing word" to bolster his allies.
I have one artificer who will likely end up as an artillerist.
I haven't played them yet but I plan to have them focus on using a crossbow, or eventually firearms, with the repeating shot infusion.
Daeros
Simic Hybrid
Backstory:
Daeros never fit in the community at home. In a city of "nobles come first", Daeros tried too hard to bring people together. He was outlawed to the surface when he was still quite young after he accidentally started a small rebellion, and eventually found a dwarven caravan of traders. They decided to bring him along, hoping to use him for menial labor. However, on the way they found he had nimble fingers and an attention to detail. The caravan dropped him off at a workshop in a dwarven town.
Daeros spent the rest of his youth as an apprentice here. He couldn't handle the sunlight for very long, so he spent most of his time holed up in the workshop. Because of this, he has very little experience with the surface. He became quite adept at working with clockwork other small mechanisms, and even picked up some techniques for jewelry crafting. Even though he wasn't a dwarf, he quickly became a valued member of the team.
One day, Daeros became gravely ill. He grew very weak and wasn't able to work anymore. The doctors of the town couldn't figure out what was wrong since no amount of medical procedures or healing magic they could provide would fix him. As luck would have it, a mysterious woman showed up in town and found him. After examining Daeros for a while, she stated that she could save him. However, she would have to take him to her lab and could not promise when he would return. Considering his options were to either go with her or wait for his death, he decided to trust her.
Daeros doesn't remember much of what happened in her lab. He figured he was there for around a year but can only remember fragments. He was also unable to recall many details of his savior. While the procedure completely cured his disease, it changed him in more ways than he could have imagined. His ability to see in the dark was greatly diminished but he no longer had problems with the sunlight. He lost his drow magic and instead gained the ability to channel magic through his tools. His hands felt stronger, his eyes changed to a bright red, and he developed various red marks on his skin.
When Daeros awoke, he was along in a small cave with some minimal supplies. He was quick to notice the changes to his body, but he was fine with what happened. Since he could finally see in the day, he had a chance to properly explore the surface. He decided to take his time going back home and try to learn more of the surface, or even the woman that cured him, on his way.
How to add tooltips on dndbeyond
Dwellen Eberscrat: Rock Gnome (planning for artillerist)
To all intents and purposes he's just a talented repair man working on ships in return for passage. He tries to stay under the radar. The reason he does is that he's on the run. he was forced to aide in a robbery of his own tinkerer's guild. His participation was found out and now he can't go home again.
Skrig the tinkerer. Kobold artificer Battlemaster
raised by dwarves he really loves, he left cause he was always the outcast for the other dwarves outside his family. He thought if he can be famous and gain wealth they would accept him.
Well at level 6 he died helping a teammate. The paladin was so furious about his death, that he nearly killed the bard of the group (the reason he died). Paladin loves my little Kobold. A good friend of the group, a druid, helped and casted reincarnation. Now he is a dwarf. Boy was he happy to be like his mother and father. Never thought this little fella would get his intimated wish come true (the DM didnt knew it being his secret wish)
Homebrew I share:
Demonic Houndmaster
Alberich "Trollbleeder" d'Kundarak. A Battle Smith, Mark of Warding dwarf. He has the Returning Weapon Infusion on a hammer (handaxe that deals bludgeoning damage) and has a +1 shield in the other hand, STR 9, DEX 15, CON 20, INT 20, WIS 12, CHA 9.
Alberich comes from a House Kundarak vault in the Ironroot Mountains near Korunda Gate. He was in charge of the vault and was a good leader. Apparently where House Kundarak decided to build their fortress was on orc ancestral land, and the Jhorash'tar orc tribe destroyed everyone in the vault, except Alberich, who used abjuration magic to protect himself as he was being attacked, eventually fleeing the fortress to the Mror Holds. During the fight, the orcs blinded Alberich's left eye, and cut off his left arm halfway through his humerus bone, and destroyed 3 toes on his right foot and much of his body burned off in a fire started by the orcs. Alberich stayed in the Mror Holds among Clan Soldarak until he was able to replace his body parts with mechanical components. He then ventured to Sharn, where he has been forced to live in the Cogs, being disowned by House Kundarak for letting a base fall, and being shunned by society because of his hideous scars, and mechanical body parts.
Alberich has PTSD from the fall of his base and is obsessed with regaining trust among House Kundarak, either that or destroy them all, he can't decide. He is currently going insane (only a little bit though), he is obsessed with lobbing off parts of his body and replacing them with mechanical bits, he recently made his lungs mechanical, and is studying a way to make his blood unnecessary. He HATES trolls, his parents were killed by them, and even though he's never killed one, or even made one bleed, he'll get around to it one day.
He has an imaginary friend, Kilaira (Kie-leh-ra), an elf bard that is always insulting him, causing him to have random outbursts in public, such as; "I'm not ugly, you're ugly!" or "What did you say about my beard!" (he has no beard, permanent scar tissue on his chin causes small wisps of hair to grow, but not a full beard). Alberich believes he is beautiful, smart, fast, strong, tall, and perfect, but in reality, he is very thin, weak, horrifyingly ugly, slower than a swimming cow, short, and far from perfect.
His only friends are his mechanical contraptions, his Steel Defender, Gerrg, who is shaped like a pig, and his mechanical homunculus, Kilaira, who is shaped like the head of a female elf. He takes them everywhere, and when he goes to eat somewhere, he sits on Gerrg when he's lying down on the ground, and Kilaira floats around his head.
This is my artificer! I hope you like him in all his amazing madness!
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
my Artificer has a pretty simple story, im not too good at writing these great storyarks yet but im working on it. Topo is my Inkling Artificer who draws magical inspiration from his art. his usual tool of choice is ofc painters tools but his goal is to create a great work of art for one worthy of his craft who he has yet to find.
My Spells, My Races, My Magic Items, My Monsters, My Subclasses,
Klaüs (heavily borrowed from the movie) Lvl. 8
Human Variant
Battlesmith
Toy-Maker background (custom)
His steel defender is shaped like a reindeer but the size of a regular deer, named Randölph. He is a widower and spends his days traveling, adventuring, and making toys during downtime to deliver to orphanages in the cities he visits. He’s also a gunslinger, sharpshooter and lucky feats. He uses his clockwork toys to carry his Magical Tinkering infusions (clockwork fly hovers, clockwork baby turtle swims, spider climbs, etc.) which add some maneuverability and make this class ability pretty damn useful. He’s a bit stingy with his infusions using most of them himself, but the rest of the party is already pretty set with items. His spells are all flavored:
Cure wounds = Peppermint Salve
Sanctuary = Intermittent Deaggrivator
Heroism = Holiday Spirit
... you get the idea.
Goblin artificer (artillerist)
Name: Fuze
This is a character in a homebrew world. He joined a pirate crew after his village was destroyed by soliders. Being a goblin he was treated like dirt and would always get the last pick of the loot. He worked as a powder monkey and sometimes as a handyman. With those two jobs, he developed a knack for crafting and a fascination for explosions. One day, they attacked a ship, and on that ship was a mage. That mage died trying to protect the ship and Fuze managed to snatch his grimoire unbeknownst to the rest of the crew. It was the first time he actually owned something. He wasn’t very good with magic but he was clever enough to incorporate it in his crafting. Eventually, the captain caught on that he tried to hide loot from the rest of the crew. Rather than let him take away his possession, he ignited the blackpowder barrels and made the ship explode. He survived and lost an arm in the process. He built himself a prosthetic out of the scraps from the ship. He has a "looks good enough" attitude and tends to make things explode, voluntarily and involuntarily.
Mine is a Vedalken named Querrel. his is a member of the Izzit League, might have blasted himself to another plane if need be. his goals: scientific shenanigans and making things go boom. think Rick Sanchez and Spock rolled into one. haven't decided on a subclass yet.