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Thimble Gearspark

Character Name: Thimble Gearspark

  Class: Artificer (Level 6)
Race: Rock Gnome
Background: Guild Artisan (Tinker)
Alignment: Chaotic Good
Age: 105
Height: 3'4"
Weight: 42 lbs
Eyes: Blue
Hair: White, with wild, frizzy curls
Skin: Light tan with faint blue veins visible
  Hit Points: 48
Armor Class: 18 (Half Plate, +1 Infusion)
Speed: 25 ft.
  Proficiency Bonus: +3
 

Ability Scores:

  Strength: 10 (+0)
Dexterity: 14 (+2)
Constitution: 16 (+3)
Intelligence: 18 (+4) [primary stat]
Wisdom: 12 (+1)
Charisma: 10 (+0)
 

Saving Throws:

  Strength: +0
Dexterity: +2
Constitution: +6
Intelligence: +7
Wisdom: +4
Charisma: +0
 

Skills:

  Arcana (INT): +7
History (INT): +7
Investigation (INT): +7
Perception (WIS): +4
Tinker's Tools (INT): +7
Smith's Tools (INT): +7
Tools: Tinker's tools, Thieves' tools, Smith's tools
  Languages: Common, Gnomish, Dwarvish, Elvish
 

Artificer Features:

  Magical Tinkering: Imbue tiny nonmagical objects with magical effects.
Spellcasting: Cast spells using Intelligence.
Spell Slots: 1st-level (4), 2nd-level (3), 3rd-level (2)
Infuse Item: Infuse items with magical properties (4 infusions known, 2 infused at a time).
Artisan’s Tools Proficiency: Proficiency with artisan's tools of choice.
The Right Tool for the Job: Create any set of artisan's tools you need in one hour.
Flash of Genius: Use reaction to add INT modifier to a saving throw or ability check (4 times per long rest).
Specialization: Armorer (Thunder Gauntlets, Lightning Launcher)
 

Infusions:

  Enhanced Defense: +1 bonus to AC.
Enhanced Weapon: +1 bonus to attack and damage rolls.
Repeating Shot: Grants a ranged weapon infinite ammunition.
Resistant Armor: Resistance to one type of damage.
 

Spells Prepared:

  Cantrips
Cantrips: Mending, Guidance, Lightning Lure

1st Level Spells
1st Level: Faerie Fire, Absorb Elements, Cure Wounds, Identify

2nd Level Spells
2nd Level: Heat Metal, Mirror Image, Rope Trick

3rd Level Spells
3rd Level: Lightning Bolt, Dispel Magic

 

Background Feature:

Guild Membership: Can access guild facilities and support. Can secure audiences with guild members and patrons.
 

Equipment:

  Armor: Half Plate (Infused with Enhanced Defense)
Weapons:
Lightning Launcher (Infused with Repeating Shot)
Lightning Launcher (Infused with Repeating Shot)
Description: The Lightning Launcher is a custom-designed crossbow that fires bolts of electrical energy. It is infused with the Repeating Shot enchantment, providing infinite ammunition. It deals 2d6 lightning damage on a hit.
Properties: Ranged Weapon, Ammunition (Infinite)
Damage: 2d6 lightning damage

  Thunder Gauntlets
Thunder Gauntlets
Description: The Thunder Gauntlets are a pair of powerful gauntlets that channel thunderous energy into melee attacks. When used in combat, they deal 2d6 thunder damage on a successful hit, and their thunderous impact can be heard up to 300 feet away.
Damage: 2d6 thunder damage

  Gear: Tinker’s tools, Smith’s tools, Thieves’ tools, a set of fine clothes, a belt pouch containing 15 gp, various gadgets and inventions.
 

Personality Traits:

  I’m always tinkering with things and coming up with new ideas.
I get lost in my own thoughts and schemes.
 

Ideals:

  Innovation: The path to a better world is paved with the cobblestones of invention.
 

Bonds:

  Gmonengarde is my home, and I will defend it with my life.
 

Flaws:

  I can’t resist taking things apart to see how they work, even if it gets me into trouble.
 

Spells and Descriptions

Mending
Cantrips
Mending
Casting Time: 1 minute
Range: Touch
Components: V, S, M (two lodestones)
Duration: Instantaneous
Description: Repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, or a torn cloak.

  Guidance
Guidance
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
Description: You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice.

  Lightning Lure
Lightning Lure
Casting Time: 1 action
Range: 15 feet
Components: V
Duration: Instantaneous
Description: You create a lash of lightning energy that strikes at one creature of your choice within range. 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. (Damage increases to 2d8 at 5th level.)

  Faerie Fire
1st Level
Faerie Fire
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Concentration, up to 1 minute
Description: Each object in a 20-foot cube within range is outlined in blue, green, or violet light. Any creature in the area when the spell is cast is also outlined if it fails a Dexterity saving throw. For the duration, affected creatures shed dim light and attack rolls against them have advantage.

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

  Cure Wounds
Cure Wounds
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Description: A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

  Identify
Identify
Casting Time: 1 minute
Range: Touch
Components: V, S, M (a pearl worth at least 100 gp and an owl feather)
Duration: Instantaneous
Description: You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any.

  Heat Metal
2nd Level
Heat Metal
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a piece of iron and a flame)
Duration: Concentration, up to 1 minute
Description: Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.

  Mirror Image
Mirror Image
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 minute
Description: Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. Each time a creature targets you with an attack, roll a d20 to determine whether the attack instead targets one of your duplicates.

  Rope Trick
Rope Trick
Casting Time: 1 action
Range: Touch
Components: V, S, M (powdered corn extract and a twisted loop of parchment)
Duration: 1 hour
Description: You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends. The extradimensional space can be reached by climbing to the top of the rope.

  Lightning Bolt
3rd Level
Lightning Bolt
Casting Time: 1 action
Range: Self (100-foot line)
Components: V, S, M (a bit of fur and a rod of amber, crystal, or glass)
Duration: Instantaneous
Description: A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren't being worn or carried.

  Dispel Magic
Dispel Magic
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
Description: Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends.


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