Character Sheet - Gluthoric
Basic Information
- Character Name: Gluthoric
- Player Name: Dustin
- Character ID: gadgeteer-battlesmith-001
- Sheet Version: v1.0
- Last Updated: 2025-11-03
Identity
- Race: Human
- Class: Gadgeteer (Battle Smith)
- Level: 3
- Background: Guild Artisan
- Origin: Sphinx Island Shipyards
- Affiliation: Magnetron Artificer Guild
- Role: Gadgeteer
- Alignment: Neutral Good
- Experience Points: 900
- Bounty: None
Ability Scores
| Ability | Score | Modifier | Saving Throw | Proficient |
|---|---|---|---|---|
| STR | 10 | +0 | +0 | [ ] |
| DEX | 14 | +2 | +2 | [ ] |
| CON | 14 | +2 | +4 | [x] |
| INT | 16 | +3 | +5 | [x] |
| WIS | 12 | +1 | +1 | [ ] |
| CHA | 14 | +2 | +2 | [ ] |
Proficiency Bonus: +2
Combat Statistics
- Armor Class (AC): 18
- Initiative: +2
- Speed: 30 ft
- Hit Points (Max): 28
- Hit Points (Current): 28
- Temporary HP: 0
- Hit Dice: 3d10
- Inspiration: [ ]
Armor Details
- Armor Type: Scale Mail
- Base AC: 14
- Shield Bonus: +2
- Magic Bonus: +1 (Enhanced Defenses)
- Misc Bonus: +2 DEX
- Notes: AC 18 (Scale Mail 14 + DEX 2 + Shield 2, Enhanced Defenses +1 for total AC 18)
Skills
| Skill | Ability | Modifier | Proficient | Expertise |
|---|---|---|---|---|
| Acrobatics | DEX | +2 | [ ] | [ ] |
| Animal Handling | WIS | +1 | [ ] | [ ] |
| Arcana | INT | +3 | [ ] | [ ] |
| Athletics | STR | +0 | [ ] | [ ] |
| Deception | CHA | +2 | [ ] | [ ] |
| History | INT | +3 | [ ] | [ ] |
| Insight | WIS | +1 | [ ] | [ ] |
| Intimidation | CHA | +2 | [ ] | [ ] |
| Investigation | INT | +5 | [x] | [ ] |
| Medicine | WIS | +1 | [ ] | [ ] |
| Nature | INT | +3 | [ ] | [ ] |
| Perception | WIS | +3 | [x] | [ ] |
| Performance | CHA | +2 | [ ] | [ ] |
| Persuasion | CHA | +2 | [ ] | [ ] |
| Religion | INT | +3 | [ ] | [ ] |
| Sleight of Hand | DEX | +2 | [ ] | [ ] |
| Stealth | DEX | +2 | [ ] | [ ] |
| Survival | WIS | +1 | [ ] | [ ] |
Passive Perception: 13
Attacks & Weapons
Attack 1: Revolver
- Name: Revolver
- Attack Bonus: +4 (DEX +2, Prof +2)
- Damage: 2d6+2 piercing
- Damage Type: Piercing
- Range: 40/120 ft
- Properties: Ammunition, reload 6
- Notes: Custom firearm
Attack 2: Magnetic Strike (Enhanced Longsword)
- Name: Magnetic Strike (Enhanced Longsword)
- Attack Bonus: +6 (INT +3, Prof +2, Enhanced +1)
- Damage: 1d8+4 slashing (or 1d10+4 versatile)
- Damage Type: Slashing
- Range: Melee
- Properties: Versatile, Enhanced Weapon (+1)
- Notes: With Enhanced Weapon mod (+1 to hit and damage). Can use magnetism to pull/push targets. Battle Ready allows INT for attack/damage.
Attack 3: Dagger
- Name: Dagger
- Attack Bonus: +4
- Damage: 1d4+2 piercing
- Damage Type: Piercing
- Range: 20/60 ft (thrown), 5 ft (melee)
- Properties: Finesse, light, thrown
- Notes: Backup weapon
Equipment & Inventory
Currency
- Berries (GP): 50
- Copper (CP): 0
- Silver (SP): 0
- Electrum (EP): 0
- Platinum (PP): 0
Equipment List
WEAPONS:
- Revolver (2d6 piercing, 40/120 ft, reload 6)
- Bullets x20
- Longsword (1d8 slashing, versatile 1d10) - Enhanced +1
- Dagger (1d4 piercing, finesse, light, thrown 20/60)
ARMOR:
- Scale Mail (AC 14 + DEX max 2)
- Shield (+2 AC, Enhanced to +3 total)
TOOLS:
- Thieves' tools
- Tinker's tools (Creation Focus)
- Smith's tools
DUNGEONEER'S PACK:
- Backpack
- Crowbar
- Hammer
- 10 pitons
- 10 torches
- Tinderbox
- 10 days of rations
- Waterskin
- 50 feet of hempen rope
GADGETS:
- Creation focus (tinker's tools or smith's tools)
- Various mechanical components for tinkering
Ship Share
- Share: None
- Notes: Not yet part of a crew
Personality & Background
Traits
- Personality Traits: Keeps a floating cloud of tools orbiting his shoulders and narrates each experiment aloud.
- Ideals: Innovation. Technology should lift communities the same way magnets lift steel.
- Bonds: Inductor, his Iron Defender, was forged from the last ore of his home shipyard and is treated like family.
- Flaws: Loses track of time and people when a new design problem presents itself.
- Dream: To prove magnetism can power an entire fleet of self-sustaining vessels and usher in a new age.
Physical Description
- Age: 24
- Gender: Male
- Height: 5’10”
- Weight: 165 lbs
- Eyes: — missing —
- Skin: — missing —
- Hair: — missing —
- Appearance: Wears practical work clothes with metal components that float around them magnetically. Iron Defender companion always nearby. Tools and gadgets hang from belt.
Background Feature
- Background Name: Guild Artisan
- Feature: Guild Membership - Magnetron artisans share schematics, offer lodging, and arrange specialist contacts when Gluthoric presents his guild insignia.
- Equipment Pack: Artisan’s Satchel
- Personality Hooks: Brilliant inventor who sees the world through a lens of magnetic potential and mechanical possibility.
Class Features & Abilities
GADGETEER (BATTLE SMITH) FEATURES:
Tinkering (Level 1):
- Action to modify Tiny object with thieves' tools or artisan's tools
- Grant property: light (5 ft bright, 5 ft dim), recorded message (10 ft), odor/sound (10 ft), or visual effect
- Max objects: INT modifier (3 objects)
- Property lasts indefinitely
Creativity (Spellcasting) (Level 1):
- Intelligence-based creation system
- Creation Save DC: 8 + prof + INT = 8 + 2 + 3 = 13
- Creation Attack: prof + INT = 2 + 3 = +5
- Prepared creations: INT mod + half level = 3 + 1 = 4 creations
- Can cast creations as rituals if they have routine tag
- Use tools as creation focus
Mastercraft Novice (Level 1):
- Craft mastercraft items in half time and half cost
Mods (Level 2):
- 4 mods known, 2 active items after long rest
- Current mods: Enhanced Weapon (longsword: +1 to hit/damage), Enhanced Defenses (shield: +1 AC for total +3)
- Available mods: Repeating Magazine, Burst Boots, Loyal Weapon, Creation Refueling Ring, Replicate Mastercraft Item, etc.
- Mod lasts until you die (vanishes after INT mod days) or replace it
Specialist Path: Battle Smith (Level 3):
- Proficiency with smith's tools and martial weapons
- Battle Smith domain creations always prepared: Shield, Heroism
Battle Ready (Level 3):
- Use INT modifier instead of STR/DEX for attack/damage rolls with mastercraft weapons
- Your longsword uses INT: +5 to hit, 1d8+3 damage (or 1d8+4 with Enhanced Weapon mod)
Iron Defender (Level 3):
- Medium construct companion (See Companions section below)
The Right Tool (Level 3):
- Over 1 hour with thieves' tools or artisan's tools, create one set of non-mastercraft artisan's tools
- Can coincide with short/long rest
- Tools vanish when you use this feature again
Spellcasting
- Spellcasting Ability: Intelligence
- Spell Save DC: 13 (8 + Prof 2 + INT 3)
- Spell Attack Bonus: +5 (Prof 2 + INT 3)
Cantrips (At Will)
- Mend (repair objects/constructs)
- Shocking Grasp (melee electric attack)
- Mirrored Hand (Mage Hand - telekinetic manipulation)
Spell Slots
| Level | Total | Used | Remaining |
|---|---|---|---|
| 1st | 3 | 0 | 3 |
| 2nd | 0 | 0 | 0 |
| 3rd | 0 | 0 | 0 |
| 4th | 0 | 0 | 0 |
| 5th | 0 | 0 | 0 |
| 6th | 0 | 0 | 0 |
| 7th | 0 | 0 | 0 |
| 8th | 0 | 0 | 0 |
| 9th | 0 | 0 | 0 |
Known/Prepared Spells by Level
Prepared Limit: INT mod + half level = 3 + 1 = 4 creations
1st Level (Always Prepared - Battle Smith Domain)
- Shield
- Heroism
1st Level (Prepared)
- Cure Wounds
- Attract Metal (Custom)
Devil Fruit Powers
- Devil Fruit Name: Jiki Jiki no Mi (Magnetism Fruit)
- Type: Paramecia (Environment Alterer)
- Awakened: [ ] Yes [x] No
- Charges (Current/Max): 13 / 13
- Recharge: Long rest (daily at dawn)
Powers & Techniques
MAGNETOKINESIS (Passive - At Will):
- Cast Telekinesis and Levitate at will on metal objects and creatures wearing/holding metal
- No charges needed
- Applies to any metal gear or objects
MAGNETIC REPEL (Reaction - 7 charges):
- When hit by metal weapon/ammo, spend 7 charges to negate damage
- Attacker makes DEX save (DC 12) or takes half damage back
MAGNETIC ASSEMBLY (Action - 1-3 charges):
- Spend 1-3 charges to attract metal within 120 ft
- Per charge: +10 temp HP, +1d4 weapon damage, +5 ft reach, size increases one category
- Max 3 charges (30 temp HP, +3d4 damage, +15 ft reach, up to Gargantuan)
- Advantage on STR checks/saves
- Ends when temp HP depleted
ELECTROMAGNETIC CANNON (Action - 3+ charges):
- Spend 3+ charges to fire 100-ft line × 5-ft wide
- Creatures make STR save (DC 12)
- 6d6 bludgeoning + push 20 ft (fail) or half + no push (success)
- Can spend up to 9 additional charges for +1d6 damage and +10 ft push per charge
- Max: 12d6 damage and 80 ft push
TECHNIQUES (Spend Charges):
- Catapult (1 charge)
- Cloud of Daggers (2+ charges)
- Fly (3 charges)
- Conjure Barrage (3 charges)
- Conjure Volley (5 charges)
- Scrap Metal Hand (5 charges)
- Blade Barrier (6 charges)
- Reverse Gravity (7 charges)
Save DC: 8 + proficiency + CHA = 8 + 2 + 2 = 12
Weaknesses
- Sea Weakness: Water suppresses Devil Fruit abilities; cannot swim
- Seastone: Nullifies powers and drains strength
- Other: Magnetism only affects metal objects/creatures with metal
Class Resources
Bardic Inspiration
- Current: 0 / 0
- Die Type: N/A
- Recharge: N/A
Ki Points
- Current: 0 / 0
- Recharge: N/A
Rage
- Current: 0 / 0
- Damage Bonus: N/A
- Recharge: N/A
Channel Divinity
- Current: 0 / 0
- Recharge: N/A
Custom Resources
Jiki Jiki no Mi Charges
- Name: Jiki Jiki no Mi Charges
- Current: 13 / 13
- Recharge: Long rest (daily at dawn)
- Notes: Costs: Magnetokinesis (Free), Magnetic Repel (7), Magnetic Assembly (1-3), Electromagnetic Cannon (3-12)
Iron Defender Repair
- Name: Iron Defender Repair
- Current: 3 / 3
- Recharge: Long rest
- Notes: Action to restore 2d8+2 HP to construct/object within 5 ft
Magnetic Defender Pull (Homebrew)
- Name: Magnetic Defender Pull
- Current: 3 / 3
- Recharge: Long rest
- Notes: Reaction to pull Iron Defender up to 60 ft to intercept attack; defender can make opportunity attack
Magnetic Launch (Homebrew)
- Name: Magnetic Launch
- Current: 3 / 3
- Recharge: Long rest
- Notes: Action to launch Iron Defender like cannonball; ranged attack +5 to hit, 3d10+3 force damage within 120 ft
Iron Guardian Mode (Homebrew)
- Name: Iron Guardian Mode
- Current: 2 / 2
- Recharge: Long rest
- Notes: Bonus action for 1 minute (concentration); defender orbits magnetically, +2 AC to you and allies within 5 ft
Companions & Summons
Iron Defender: Inductor
- Name: Inductor
- Type: Medium Construct (unaligned)
- AC: 16
- HP (Max/Current): 25 / 25
- Speed: 40 ft
- STR: 14 (+2) | DEX: 12 (+1) | CON: 14 (+2) | INT: 8 (-1) | WIS: 12 (+1) | CHA: 6 (-2)
- Saves: Dex +3, Con +4
- Skills: Athletics +4, Perception +5 (expertise)
- Immunities: Poison damage; charmed, frightened, poisoned, exhaustion conditions
- Senses: Darkvision 60 ft, Passive Perception 15
- Languages: Understands your languages
- Abilities:
- Construct Nature: No need for air, food, water, sleep. Creations cannot put it to sleep.
- Evasion: DEX save to take half damage = no damage on success, half on fail.
- Actions:
- Force-Empowered Rend: Melee Weapon Attack, +5 to hit, reach 5 ft, 1d8+5 force damage
- Repair (3/day): Action to restore 2d8+2 HP to itself or one construct/object within 5 feet
- Reactions:
- Deflect Attack: Impose disadvantage on attack roll of one creature it can see that targets a creature within 5 feet of it
- Notes: Shares your initiative. Use bonus action to command it to take action (otherwise takes Dodge and moves to stay near you). If incapacitated, it can take any action. Can be revived with creation slot if died within last hour (1 minute casting). Forged from the last ore of Sphinx Island Shipyards.
Magnetic Recall (At Will)
- Bonus action to pull Iron Defender up to 120 ft to space within 5 ft of you
- No opportunity attacks
- Works with Iron or Steel Defender
Crew & Affiliations
- Crew Name: None (seeking crew)
- Position: N/A
- Allies: Magnetron Artificer Guild members
- Faction: Magnetron Artificer Guild
Languages & Proficiencies
Languages
- Common
- Skypiean
- Tinker’s Cant
Tool Proficiencies
- Thieves’ tools
- Tinker’s tools
- Smith’s tools
Weapon Proficiencies
- Simple weapons
- Martial weapons (Battle Smith)
- Firearms
Armor Proficiencies
- Light armor
- Medium armor
- Heavy armor
- Shields
Campaign Moments
Session 1: Festival of Blades
Clever Gambling Victory
- Won gambling match against Jarl Hrothgar (rolled 13 vs 6)
- Secured all three tournament blessings in exchange for ship improvement advice
- Demonstrated honor by sharing knowledge even after winning
Master Craftsman Moment
- Reviewed The Laughing Dawn blueprints (orca-themed ship)
- Bit thumb and drew improvements in blood directly onto designs
- Identified draft issues with tree, added sail improvements, installed lever system
- Impressed master shipwright Hrothgar, offered apprenticeship
- Quote: “Tough luck, dock master. But in the fairness of the game, I will also bestow upon you…”
Strategic Combat Leadership
- Fired incendiary bullets at enemies’ metal equipment (3 per day limit)
- Deployed smoke grenade to obscure vision (30ft radius)
- Attempted to shoot King Iler with final incendiary round (missed)
- Magnetically collected all metal weapons after combat (6 pistols, 6 cutlasses)
- Took initiative to interrogate/secure defeated warriors
Secret Keeper
- Found mysterious note on King Iler’s corpse
- Kept contents secret from party, shared only with DM
- Shows calculating, secretive side to character
- Quote: “I read the note and I’m not going to share it with anyone”
Pragmatic Problem-Solver
- Sent defeated barbarians to help Salty Steve repair original ship
- Negotiated for The Laughing Dawn as party vessel
- Used Light cantrip on Flynn’s head as mobile flashlight during night travel
- Discussed cybernetic enhancement possibilities with Hrothgar
Session 3: Pirate King Henry Statue
The Belt Obsession
- Obsessively checked every dead body for metal belts (running gag)
- Growing frustration with lack of enemies wearing metal belts
- Quote: “Does he have a belt on?” (first question when looting)
- Wears six belts himself
Combat Effectiveness
- Shot enemy in head, brain matter splattered on Nora
- Magnetically collected all enemy weapons after bar fight
- Attempted to pull enemy with metal weapon (DC 12 Dex save, enemy succeeded)
- Used reaction to magnetically push bullet through enemy for extra damage
Hiding Powers
- Showed restraint by not using most powerful abilities
- Quote: “I don’t want to do any of these cuz then you guys know my power”
- Still hiding full extent of magnetic powers from party
- Practical looter focused on weapons as valuable resources
Roleplay Highlights
- Performed on drums during tavern performance
- Bowed to party after musical performance
- Returned to ship while others explored statue
- Sarcastically thanked Nora moments before splattering brain matter on her
Memorable Quotes
Combat
“Tough luck, dock master. But in the fairness of the game, I will also bestow upon you…” - Sharing knowledge after winning gamble (Session 1)
“I don’t want to do any of these cuz then you guys know my power” - Refusing to demonstrate full magnetic abilities (Session 3)
“Thanks for paying for the rooms” / “Thanks for buying my drink” - Sarcastically thanking Nora before splattering her with gore (Session 3)
Character Philosophy
“Does he have a belt on?” - Obsessive first question when looting bodies (Session 3)
Secret Keeping
“I read the note and I’m not going to share it with anyone” - After finding Iler’s mysterious note (Session 1)
Relationships
Party Members
- Nora Shores: Comedic antagonism - sarcastically thanked her before splattering brain matter on her
- Flynn: Provided mobile light source using Light cantrip on his head
- The Party (General): Growing trust issues as he keeps secrets (Iler’s note)
NPCs
- Jarl Hrothgar: Mutual respect after gambling match and blueprint improvements; offered apprenticeship
- Salty Steve: Their “best man” working on repairing original ship; sent three warriors to help him
- King Iler: Discovered mysterious note on his corpse (contents kept secret)
The Belt Obsession Arc
An ongoing character quirk where Gluthoric obsessively searches for metal belts to manipulate with his magnetic powers, reaching absurd heights by Session 3.
Character Development
Strategic Thinker From Session 1 onward, Gluthoric has demonstrated exceptional tactical awareness in combat, preferring calculated maneuvers over brute force. His use of smoke grenades, incendiary rounds, and magnetic weapon collection shows a gadgeteer’s mind at work.
The Secret Keeper The mysterious note from King Iler’s body marked a turning point - Gluthoric chose to keep information from the party for the first time, suggesting either paranoia, strategic thinking, or a personal agenda that diverges from the group.
Master Craftsman Identity His blood-drawn blueprint improvements and deep discussion with Hrothgar revealed a true artisan’s soul. The offered apprenticeship shows he has legitimate expertise beyond just combat applications.
Internal Conflicts
- Power Secrecy vs. Team Effectiveness: Holds back magnetic abilities to maintain secrecy, potentially compromising combat effectiveness
- Individual Goals vs. Party Needs: Keeps secrets (Iler’s note) that might benefit the party
- Belt Obsession: Comic relief but also shows his tactical mind always seeking magnetic materials
Combat Evolution
- Session 1: Used 3/3 incendiary bullets (limited daily resource management)
- Session 3: Magnetically collected 12 weapons (6 pistols, 6 cutlasses) after combat
- Consistent pattern: Strategic use of gadgets, magnetic collection of metal items, restraint on revealing full powers
Notes & Additional Information
Conditions & Status Effects
- Blinded
- Charmed
- Deafened
- Frightened
- Grappled
- Incapacitated
- Invisible
- Paralyzed
- Petrified
- Poisoned
- Prone
- Restrained
- Stunned
- Unconscious
- Exhaustion Level: 0
Character Progression Notes
LEVEL PROGRESSION:
- Current: Level 3 Gadgeteer (Battle Smith)
- Next Level: 2700 XP needed for Level 4
- ASI/Feat at Level 4
MODS KNOWN (4 total):
1. Enhanced Weapon (Active on Longsword)
2. Enhanced Defenses (Active on Shield)
3. Repeating Magazine
4. Burst Boots
FUTURE MOD OPTIONS:
- Loyal Weapon
- Creation Refueling Ring
- Replicate Mastercraft Item
- Returning Weapon
- Radiant Weapon
Session Notes
CHARACTER BACKGROUND:
- Born and raised in Sphinx Island Shipyards
- Member of the prestigious Magnetron Artificer Guild
- Consumed the Jiki Jiki no Mi (Magnetism Fruit) at some point in his past
- Created Inductor (Iron Defender) from the last ore of his home shipyard
- Seeking a crew to join and prove his magnetic technology
KEY MOTIVATIONS:
- Prove magnetism can power entire fleets of self-sustaining vessels
- Spread technological innovation to lift communities
- Protect and improve Inductor
- Usher in a new age of magnetic-powered technology
Future Progression Plans
LEVEL 5 - United Front:
- Extra Attack feature
- Share self-range creations with Iron Defender
LEVEL 6:
- Magnetic Launch gains ricochet to second target within 30 ft
LEVEL 9 - Power Jolt:
- 1 + INT mod uses per long rest
- Add 2d6 force damage to hit or heal 2d6 HP within 30 ft
LEVEL 10:
- Iron Guardian Mode can intercept ranged attacks while active
LEVEL 15 - Improved Defender:
- Power Jolt boosts to 4d6
- Iron Defender attacks twice
- AC increases by 2
- Deals 1d4 + INT force damage when using Deflect Attack
BUILD CONSIDERATIONS:
- Focus on INT for primary stat
- Consider feats: Sharpshooter, War Caster, Observant
- Multiclass option: 1-2 levels of Wizard for additional utility spells
- Keep CON at 14+ for survivability
Validation Notes
✅ Template Validated: 2025-11-03
✅ PDF Compatible: Works with both Official 5e and MPMB sheets
✅ Script Compatible: Can be converted to JSON for fill_character_sheet.py
✅ Obsidian Compatible: Renders properly in Obsidian wiki format
Character Version: 1.0 Created: 2025-11-03 Last Modified: 2025-11-03