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Briska Chernak - AI-generated fantasy Character

Briska Chernak

Rock Gnome · Artificer (Battle Smith) · Level 12 · Soldier

Briska Chernak

Briska is practical, observant, and unexpectedly protective.
AC19
HP81/81
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 19 · HP 81 · 25 ft.
AlignmentLawful NeutralGenderFemaleAge39 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Martial weapons,
Light crossbows,
Hand crossbows,
Longbows,
Shortbows,
Heavy crossbows,
Scimitars,
Light hammers,
Warhammers,
Battleaxes,
Handaxes,
Rapier,
Longsword,
Shortsword,
All other martial weapons

Tools

Thieves' tools,
Smith's tools,
Tinker's tools,
One type of artisan's tools, leatherworker's tools,
Gaming set, dice

Languages

Common,
Gnomish,
Dwarvish

Features

24 features

Action

  • Extra AttackLevel 5

    When When taking the Attack action

    Make two attacks with a weapon, or attack twice with the infused light crossbow. When using a magic weapon, Briska uses Intelligence for attack and damage rolls.

Bonus action

  • Steel Defender Command

    When As a bonus action

    Command Kestrel to move and take an action. If not commanded, Kestrel takes the Dodge action.

  • Battle SmithLevel 3

    You gain proficiency with martial weapons. When attacking with a magic weapon, you can use Intelligence instead of Strength or Dexterity for attack and damage rolls. Your steel defender acts on your initiative, can move and use its reaction independently, and can take the Dodge action unless you use a bonus action to command it. It has AC 17, hit points equal to 2 + your Intelligence modifier + five times your artificer level, and attacks with your spell attack modifier.

Reaction

  • Deflect Attack

    When When a creature Kestrel can see attacks a target other than Kestrel within 5 feet

    Kestrel imposes disadvantage on one attack roll against a creature within 5 feet of it, provided the attacker is not incapacitated.

  • Flash of GeniusLevel 7

    When When Briska or an ally within 30 feet makes an ability check or saving throw

    Add +4 to an ability check or saving throw made by a creature within 30 feet. Three uses per long rest.

  • Repulsion Shield

    When When a creature hits Briska with a melee attack

    Push a creature hit by an attack with the infused shield up to 15 feet away, or deal force damage to a creature that hits Briska with a melee attack.

  • Improved DefenderLevel 15

    Your steel defender gains proficiency in all saving throws. Its attacks deal an extra 1d8 force damage. When you or your steel defender is subjected to an effect that allows a Dexterity saving throw for half damage, you can use your reaction to cause it to take no damage on a successful save and half damage on a failed one.

Always on

  • Magic Item Recovery

    When After finishing a short rest

    Recover one expended spell slot of 3rd level or lower.

  • Magical TinkeringLevel 1

    You can use artisan's tools as a spellcasting focus for your artificer spells. You gain proficiency with thieves' tools and one type of artisan's tools, smith's tools. You can imbue mundane items with magical properties through your Infuse Item feature.

  • Artificer ProficienciesLevel 1

    You gain proficiency with light armor, medium armor, shields, thieves' tools, and smith's tools. You can use artisan's tools as a spellcasting focus for your artificer spells.

  • Infuse ItemLevel 2

    You have learned how to invest mundane objects with certain magical infusions. You know 8 infusions and can infuse up to 3 objects at once. Known infusions: Enhanced Arcane Focus, Enhanced Defense, Enhanced Weapon, Homunculus Servant, Radiant Weapon, Replicate Magic Item, Repulsion Shield, and Spell-Refueling Ring.

  • The Right Tool for the JobLevel 3

    You can use an infused item as your spellcasting focus. You gain proficiency with one additional artisan's tool, tinker's tools, and can use it to create a magical tinkering effect.

  • Tool ExpertiseLevel 6

    You can attune to up to 4 magic items at once.

  • Magic Item AdeptLevel 10

    You can attune to up to 5 magic items at once. Each creature you create with your Magical Tinkering feature gains a bonus to one ability check it makes equal to your Intelligence modifier.

  • Magic Item SavantLevel 10

    You can attune to up to 6 magic items at once. Whenever you finish a short rest, you can recover one expended spell slot of 3rd level or lower.

  • Magic Item SavantLevel 10

    You can attune to up to 6 magic items at once. You ignore all class, race, spell, and level requirements on attuning to or using a magic item.

  • Tool ExpertiseLevel 6

    Your proficiency bonus is doubled for any ability check you make that uses proficiency with a tool. You can cast identify without expending a spell slot and without preparing it, provided you use thieves' tools or artisan's tools as the spellcasting focus.

  • Spell-Storing ItemLevel 11

    When you reach 11th level, your understanding of magic items allows you to produce temporary magic items. At the end of a long rest, you can touch one nonmagical item and store a spell of 1st or 2nd level in it. The spell must have a casting time of 1 action, and the item can be used by a creature holding it to cast the spell, using your spellcasting ability. The item can be used a number of times equal to twice your Intelligence modifier, then loses its magic.

  • TraitRock GnomeDarkvision, 60 feet
  • TraitRock GnomeGnome Cunning, advantage on Intelligence, Wisdom, and Charisma saving throws against magic
  • TraitRock GnomeArtificer's Lore, double proficiency bonus on History checks related to magic items, alchemical objects, or technological devices
  • TraitRock GnomeTinker, proficiency with tinker's tools and the ability to construct tiny clockwork devices
  • TraitRock GnomeNatural Illusionist, knows the minor illusion cantrip, using Intelligence as the spellcasting ability
  • Military RankSoldier

    You retain the respect of soldiers and veterans who recognize your former service. You can find basic shelter and assistance among military organizations, mercenary companies, and old comrades, though such aid may come with expectations.

Spells

23 spells

Spellcasting. Briska Chernak casts with Intelligence (spell save DC 16, to hit with spell attacks).

Cantrips (at will): , ,

1st level (4 slots): , , , , , ,

2nd level (3 slots): , , , , , ,

3rd level (3 slots): , , ,

4th level (3 slots): ,

5th level (2 slots): no spells

Gear

12 items

Weapons

  • Light crossbow
    A martial crossbow modified with a brass arcane sight and loaded with 20 bolts.
  • Scimitar
    A simple bladed sidearm used for cutting rope, canvas, and occasionally enemies.

Armor

  • Scale mail
    Reinforced metal-and-leather armor, treated with an infusion that grants a +1 bonus to AC.
  • Shield
    A broad iron shield bearing a deliberately scratched-out mercenary insignia, infused as a Repulsion Shield.

Tools

  • Artisan's tools
    Smith's tools, tinker's tools, thieves' tools, and leatherworker's tools.

Gear

  • Insignia of rank
    A military insignia from a dissolved mercenary company.
  • Broken enemy standard
    A trophy taken from a fallen enemy officer.
  • Dice set
    A gaming set used to settle camp disputes and contract wagers.
  • Traveler's clothes
    A common uniform from her former company.
  • Steel defender
    A compact steel hound construct that uses the Battle Smith steel defender statistics. Its name is Kestrel.
  • Spell-Refueling Ring
    A ring that can hold one spell of 3rd level or lower, usable by a creature holding it.

Purse

  • 15×
    Gold pieces
    A pouch containing 10 gp, plus 5 gp from the artificer starting package.

Appearance

A compact rock gnome with iron-gray hair braided close to the scalp and a narrow, weathered face. She wears reinforced scale mail beneath a soot-darkened leather coat, with brass tools and ammunition cases arranged across her belt. Her left boot has a slightly raised heel from an old wagon injury, giving her a measured, uneven gait. Her voice is normally dry and clipped, but when startled she draws breath through her teeth before speaking, producing a faint metallic hiss. She favors stillness over fidgeting, except when inspecting a mechanism, when both hands move with rapid, exacting purpose.

Mannerisms

Briska pauses before answering difficult questions, inhales sharply through her teeth, and then speaks in precise, economical sentences. She checks the tension of her crossbow string whenever someone mentions money. In camp, she places tools in strict rows and silently corrects anyone who returns one to the wrong place.

Personality

Briska is practical, observant, and unexpectedly protective. She distrusts grand speeches but respects anyone who can explain a plan, admit its weak point, and name the person who will pay for failure. She bargains relentlessly, yet she is generous with repairs for laborers and veterans who remind her of the people left behind in the mountain pass.

Ideals

Competence. A life entrusted to a professional deserves professional care. If I take a contract, I will not abandon the people who reasonably relied on me, regardless of whether the employer remains worth serving.

Bonds

She carries the names of the abandoned soldiers in a coded ledger and intends to locate every survivor before the old company can erase its history. Kestrel contains the last working component from her former commander's war machine, and Briska refuses to dismantle it.

Flaws

She treats promises as engineering problems and people as components in a plan, especially when frightened. She will accept a bad contract if she believes she can manipulate its wording later, and she has a dangerous habit of keeping financial records on enemies she should simply kill.

Quirks

Keeps a written tally of every favor owed and every favor repaid.
Names weapons after failed contracts rather than victories.
Feeds Kestrel tiny brass washers as if they were treats.
Sleeps with one hand resting on her tool roll.
Refuses to sit with her back to an open doorway.

Background

Briska Chernak grew up in a gnomish foundry settlement where every family had a trade and every trade had a war contract. She learned to repair crossbows before she could comfortably lift one, then moved on to field boilers, signal lamps, and the delicate pressure valves used in siege engines. When a border war began, a mercenary company hired her as a quartermaster's mechanic. She discovered that soldiers trusted the person who could make their equipment work more than they trusted the person who promised victory, so she became both repairer and combatant, carrying a shield fitted with a compact arcane launcher of her own design. Her company eventually accepted a contract to defend a mountain pass that its employer secretly intended to abandon. Briska survived the retreat by sealing a collapsing powder magazine and leading a dozen wounded troops through an old mine. The survivors scattered, the officers vanished with the pay chest, and Briska kept the company's ledger as proof of the betrayal. Now she works as a mercenary because she understands contracts better than causes, but she quietly chooses jobs that put her between ordinary people and the sort of wealthy clients who regard casualties as an accounting detail. Her steel defender, a squat houndlike construct called Kestrel, still carries the company's broken brass insignia in its chest cavity.

“When a border war began, a mercenary company hired her as a quartermaster's mechanic.”
From their backstory
Background
Soldier

Connections

Species

Rock Gnome

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