Jaron Dartmoor
Jaron Dartmoor
Medium Half Orc, Artificer, Neutral Good
STR
12
( +1 )
DEX
16
( +3 )
CON
15
( +2 )
INT
15
( +2 )
WIS
14
( +2 )
CHA
14
( +2 )
• Magical Tinkering (4 tiny objects)
• Ritual Casting
• Infuse Item (3 items with Boots of the Winding Path, Enhanced Arcane Focus, Enhanced Defense, Enhanced Weapon, Homunculus Servant or Replicate Magic Item - Alchemy Jug; specific bonuses not added to numbers on this sheet)
• Right Tool for the Job ("jury-rig"/conjure any artisan's tools)
• Explosive Eldritch Cannon (create mobile flamethrower, force ballista or protector "robot" that can self-destruct)
• Arcane Firearm (adds 1d8 to spell attack damage)
• Tool Expertise (double proficiency from tools)
• Flash of Genius (reaction to add +4 to ally's check or save within 30 feet, 4 uses between rests)
Ideals
Never take what you can't hide.
Bonds
Saved drowning crewmate.
Flaws
Fights any who disparages the ship.
Fire Bolt Cantrip. Ranged Spell Attack: +8 to hit, targets one creature or object within 120 ft. range. Hit: 2d10 fire damage and unattended flammable objects catch on fire.
Spell Attack Modifier +8
Spell Save DC 16
Cantrips Known: Fire Bolt, Mage Hand, Mending
Prepared Spells
1st Level (4 slots): Shield*, Thunderwave*, Detect Magic, Cure Wounds, Disguise Self
2nd Level (3 slots): Scorching Ray*, Shatter*, Invisibility, Lesser Restoration, Web, Aid
3rd Level (2 slots): Fireball*, Wind Wall*, Dispel Magic, Haste
Carried Gear [PHB, p. 143]: shield (AC +2), studded leather (AC 12),
two (2) daggers, spear, light crossbow and 20 bolts, alchemist's supplies (measuring balance, flasks, funnels, various substances, etc.), brewer's supplies (boiling pot, tubes, syphon, tank, etc.),
tinker's tools (odd toolbox of wires, gears, etc.),
woodcarver's tools (carving knives, gouges, saws, chisels, etc.), belt pouch, set of common clothes, rope (silk, 50 feet), belaying pin (club), a non-magical lucky charm.
(This load is about 88 lbs.; add 1 lb. per 50 coins carried.)
Coins & Gems: 535 gold pieces (gp 42 silver pieces (sp 66 copper pieces (cp 3 gems (worth 100 gp each)
Actions
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. 1d4+1 piercing damage. (If thrown, normal range to 20 ft.; disadvantage long range 21 to 60 ft.)
Dagger (offhand as bonus action). As above but only 1d4 piercing damage.
Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. Hit: 1d6+0 piercing damage. (If thrown, normal range to 20 ft.; disadvantage long range 21 to 60 ft. If used two-handed in melee, does 1d8+0 damage.)
Mental characteristics
Personal history
By the time he was 25 he was an experienced sailor and brigand. Unfortunately the pirate life demands bloodshed and the murder of innocents at times. When forced with the choice of killing a woman and child to send a warning to authorities and cover up a much larger score, Jaron fled instead. He found himself in the Fletching looking to blend in with the crowd of the large city.
He found work with a gnome blacksmith and artificer. He also fell in with a thieves guild soon afterward to make ends meet. His skill with blending arcane forces with mechanical tools was a valuable resource for the thieves.

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