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Thorum Sparkhammer – Steampunk Dwarf Artificer Miniature — zdjęcie 1
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Thorum Sparkhammer – Steampunk Dwarf Artificer Miniature

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Steampunk dwarf artificer with wrench weapon, boiler backpack, and cog armor. Perfect for D&D and tabletop games.

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Meet Thorum Sparkhammer, the Steam-Powered Stalwart—a grumpy, gear-loving Mountain Dwarf Artificer (Battle Smith) exiled from his clan for daring to innovate. This highly detailed miniature captures Thorum in full steampunk glory: splint armor reinforced with boiler plates, a massive torque wrench warhammer, a cog-covered shield, and his signature steam-boiler backpack that puffs when he casts spells.

Perfect for tabletop RPGs like Dungeons & Dragons, this model is designed for 28–32mm scale play and includes:

  • A plain base with rocky terrain texture

  • Integrated goggles, gear motifs, and tubing details

  • Optional support-friendly 3MF file with custom removable supports

Whether you're printing for gameplay or display, Thorum brings mechanical grit and dwarven stubbornness to your table. (Character Sheet below)

Thorum Sparkhammer

Race: Mountain Dwarf Class: Artificer (Battle Smith Specialist) Level: 3 Background: Clan Crafter (Modified) Alignment: Lawful Neutral

The Background Story

Thorum Sparkhammer was born into a clan legendary for their traditional smithing. Yet, Thorum found the old ways... slow. While his kin beat hot metal with muscle, Thorum was in the corner experimenting with pressurized steam, clockwork gears, and volatile alchemical engines.

He argued that combining dwarven resilience with new technology was the future. The clan elders called it dangerous heresy. The final straw was when Thorum's prototype steam-boiler backpack exploded, blowing the doors off the clan hall.

Exiled (or as he puts it, "on an extended field-test pilgrimage"), Thorum travels the surface world. He wears his workshop on his back and wields a massive wrench of his own design. He seeks to prove that innovation is superior to tradition, usually by smashing the faces of monsters with his technologically enhanced hammer. He is grumpy, practical, and believes almost any problem can be solved with the right application of leverage and high-pressure steam.


Character Sheet Data (Level 3)

These stats use the "Standard Array" method (15, 14, 13, 12, 10, 8) and apply Mountain Dwarf racial bonuses (+2 STR, +2 CON).

Ability Scores & Modifiers

  • STR: 16 (+3) (Base 14 + 2 Race) - Good for carrying heavy armor.

  • DEX: 10 (+0) (Base 10) - Not needed for AC due to heavy armor.

  • CON: 17 (+3) (Base 15 + 2 Race) - High HP is crucial for a frontliner.

  • INT: 15 (+2) (Base 15) - Your main stat for spellcasting and attacking.

  • WIS: 12 (+1) (Base 12)

  • CHA: 8 (-1) (Base 8) - He's a grumpy engineer.

Vitals

  • Armor Class (AC): 18 (Splint Mail + Shield) Does not include Infusion bonuses yet.

  • Hit Points (HP): 30 (using average HP per level)

  • Speed: 25 ft. (Speed is not reduced by heavy armor).

  • Senses: Darkvision 60 ft.

Proficiencies

  • Saving Throws: Constitution, Intelligence.

  • Skills: Arcana, Investigation, History, Insight.

  • Armor: Light, Medium, Heavy armor, Shields.

  • Weapons: Simple weapons, Martial weapons.

  • Tools: Thieves’ tools, Tinker’s tools, Smith’s tools, Brewer's supplies.


Equipment & Aesthetics (Matching the Mini)

  • Armor: Splint Mail. It looks like heavy leather plates reinforced with thick metal gears and boiler plates.

  • Weapon: A Warhammer reskinned as a "Giant Torque Wrench."

  • Shield: A heavy heater shield covered in bronze cogs.

  • The "Backpack": This represents his Tinker's Tools and his spellcasting focus. It's a bubbling boiler with pressure gauges and exhaust vents that puff steam when he casts spells or gets angry.

  • Goggles: Always on his forehead, used for delicate work.


Class Features & Tactics

Key Battle Smith Features

  • Battle Ready: You gain proficiency with martial weapons. More importantly, when you attack with a magic weapon, you use your Intelligence modifier, instead of Strength, for the attack and damage rolls.

  • The Steel Defender: You have created a medium-sized clockwork companion. It acts on your initiative immediately after you. As a Bonus Action, you can command it to move and attack. If you don't command it, it only takes the Dodge action.

    • Thorum's Defender: A chunky, steam-hissing robotic badger named "Gasket" made of brass and iron. It runs interference for Thorum in combat.

Artificer Infusions

At Level 3, you know 4 infusions but can only have 2 active at a time.

Recommended Active Infusions (The "Standard Loadout"):

  1. Enhanced Weapon: Cast onto your Giant Wrench. It becomes a +1 magic weapon. Crucial: This makes the weapon magical, activating your "Battle Ready" feature so you attack using INT.

  2. Enhanced Defense: Cast onto your Splint Mail or Shield. Grants a +1 bonus to AC.

Total Combat Stats with Infusions Active:

  • AC: 19 (Splint 17 + Shield 2 + Enhanced Defense +1 on shield)

  • Wrench Attack: +5 to hit (INT +2, Proficiency +2, Magic +1), Damage: 1d8+3 bludgeoning.

Spellcasting (Magic as Technology)

Thorum doesn't "cast spells"; he deploys gadgets.

  • Spell Save DC: 12

  • Spell Attack Bonus: +4

Cantrips (At Will):

  • Mending: Absolutely essential for healing your Steel Defender (Gasket) between fights.

  • Guidance: You offer practical advice to boost allies' skill checks.

Level 1 Spells (3 Slots/Day):

  • Heroism (Battle Smith Prep): You inject yourself with Experimental Adrenaline.

  • Shield (Battle Smith Prep): A deployable clockwork barrier deflects an attack.

  • Absorb Elements: Your armor vents energy to resist elemental attacks.

  • Faerie Fire: You launch a glitter-bomb grenade to outline invisible enemies and grant advantage.

  • Cure Wounds: A pneumatic syringe injects healing potion.


Leveling Guide: The Future Path

Level 4 (Ability Score Improvement - Critical) You need to raise your Intelligence. Your attacks and spells depend on it.

  • Recommendation: Take the Fey Touched Feat. Increase your Intelligence by +1 (bringing it to 16, a +3 modifier). You also learn Misty Step (a great escape teleport) and one other 1st-level divination or enchantment spell (like Silvery Barbs or Bless).

Level 5 (Big Power Spike)

  • Extra Attack: You can attack twice with your giant wrench whenever you take the Attack action.

  • 2nd Level Spells: You get spells like Heat Metal (devastating against armored foes) and Branding Smite (auto-prepared).

Level 6

  • Tool Expertise: Your proficiency bonus is doubled for any ability check you make that uses your tool proficiencies. You are now an incredible crafter.

  • New Infusions: You can have 3 active items now. Good choices include Boots of the Winding Path (teleport mobility) or Repulsion Shield (knock enemies back).

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