Cill Bosy
Cill Bosy
Sheet
AC 18 · HP 18 · 25 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
21 featuresAlways on
- Healing Word
When A creature within 60 feet is injured and Cill can see or hear it.
Cill casts a spell that restores a creature's vitality and allows it to regain hit points.
- Ray of Sickness
When A hostile creature is within range.
Cill launches a corrosive ray at a creature within 60 feet, potentially poisoning it and dealing acid damage.
- Fire Bolt
When A creature or object is within 120 feet.
Cill releases a small alchemical burst that ignites flammable objects or damages a nearby creature.
- Mage Hand
When A remote mundane manipulation is needed.
Cill creates a hand-sized spectral tool that can manipulate objects, open containers, or perform simple tasks at a distance.
- Magical TinkeringLevel 1
Cill can imbue tiny nonmagical objects with minor magical properties, such as emitting light, recording a message, producing an odor, or displaying a visual effect.
- SpellcastingLevel 1
Cill is a spellcaster who uses Intelligence for his artificer spells. He can prepare four artificer spells and knows two artificer cantrips. He can use thieves' tools or artisan's tools as a spellcasting focus.
- Infuse ItemLevel 2
Cill knows four artificer infusions and can maintain two infused items at once. Known infusions include Enhanced Defense, Enhanced Arcane Focus, Repeating Shot, and Homunculus Servant.
- Tool ExpertiseLevel 2
Cill doubles his proficiency bonus for any ability check made using a tool with which he is proficient.
- The Right Tool for the JobLevel 3
Cill can create a set of artisan's tools in one hour using tinker's tools, provided he has raw materials worth 20 gp or less.
- Experimental ElixirLevel 3
Cill gains proficiency with alchemist's supplies. At the end of a long rest, he can create one experimental elixir by expending an artificer spell slot. The elixir has a random effect, or he can choose an effect by expending a spell slot.
- Alchemist SpellsLevel 3
Cill always has the Alchemist spells Healing Word and Ray of Sickness prepared, and they do not count against his prepared artificer spells.
- Gnome CunningLevel 1
Cill has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
- TinkerLevel 1
Cill has proficiency with tinker's tools and can use them to construct small clockwork devices.
- TraitGnome (Rock)Darkvision, Cill can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
- TraitGnome (Rock)Gnome Cunning, advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
- TraitGnome (Rock)Artificer's Lore, add twice proficiency bonus to Intelligence checks related to magical, alchemical, or technological objects.
- TraitGnome (Rock)Tinker, proficiency with tinker's tools and the ability to construct small clockwork devices.
- TraitGnome (Rock)Rock Gnome ability score increase, Intelligence increases by 2.
- TraitGnome (Rock)Small size, approximately 3 to 4 feet tall and weighing about 40 to 45 pounds.
- TraitGnome (Rock)Walking speed of 25 feet.
- Criminal ContactCriminal
Cill has a reliable network of former smugglers, soldiers, fence operators, repair workers, and other people who live outside respectable society. He can usually locate a discreet contact, safehouse, or buyer in a city where he has spent time.
Spells
4 spellsSpellcasting. Cill Bosy casts with Intelligence (spell save DC 13, to hit with spell attacks).
Cantrips (at will): ,
1st level (3 slots): ,
Gear
13 itemsWeapons
- Light CrossbowA light crossbow suitable for ranged attacks, with a quiver of bolts.
- MaceA simple one-handed bludgeoning weapon.
Armor
- Scale MailMedium armor made from overlapping metal plates. Base AC 14, plus up to 2 from Dexterity.
- ShieldA shield bearing Cill's scratched workshop mark. Grants +2 AC when wielded.
Tools
- Thieves' ToolsA set of tools for opening locks and disabling traps.
- Tinker's ToolsA set of tools used to repair, modify, and create small mechanical objects.
- Alchemist's SuppliesA set of supplies for brewing, distilling, and preparing alchemical mixtures.
- Gaming SetA set of gaming dice used for private wagers and coded meetings.
Gear
- 20×Crossbow BoltsStandard ammunition for the light crossbow.
- Dungeoneer's PackUseful gear for underground travel, including a backpack, rope, pitons, rations, and torches.
- CrowbarA heavy iron bar useful for prying open doors, crates, and maintenance hatches.
- Dark Common Clothes with HoodDark, common clothing with a deep hood, useful for blending into alleys and service corridors.
Purse
- 15×Gold PiecesThe remainder of Cill's criminal earnings and adventuring funds.
Appearance
Cill Bosy is a small rock gnome with copper-brown skin weathered by soot, dust, and long hours in poorly ventilated crawl spaces. His thick white hair is braided with bits of colored wire, and his square spectacles are mounted in a brass frame fitted with tiny adjustable lenses. He wears reinforced scale mail beneath a dark work coat, with pockets full of labeled vials, folded maps, lockpicks, and miniature tools. His voice is unexpectedly deep for a gnome, usually preceded by a soft throat-clear and a thoughtful pause. He carries himself like a maintenance worker who knows exactly which walls are hollow.
Mannerisms
Before answering, Cill pauses, clears his throat, and glances toward the nearest wall as if listening for movement inside it. He labels everything, taps twice on any door before opening it, and unconsciously measures rooms by counting ceiling beams, vents, and possible exits.
Personality
Cill is practical, observant, and cheerfully untrustworthy in small matters. He remembers the architecture of every building he enters but often forgets names, birthdays, and other details he considers nonstructural. Beneath his jokes and professional detachment, he is deeply protective of people who have been abandoned by institutions that promised to help them.
Ideals
Freedom. No government, army, guild, or moral busybody has the right to decide what a desperate person may put into their own body. Responsibility is for the people who build cages, not the people who find ways through them.
Bonds
I owe a former military courier a debt that can never be repaid, and I will keep his supply route open as long as I draw breath. I also protect the hidden workshop where I first learned to make useful things from discarded parts.
Flaws
Cill treats every problem as a systems problem and every person as a component that can be adjusted, replaced, or routed around. He is evasive about the risks of his business, rationalizes harm as personal choice, and becomes recklessly curious whenever he sees an unfamiliar lock, machine, or hidden passage.
Quirks
Background
Cill Bosy learned early that cities have two maps. There is the map of streets, towers, and public doors, and beneath it lies the real city, a maze of crawl spaces, maintenance shafts, forgotten cellars, and hollow walls. As a rock gnome, Cill was fascinated by every mechanism that made a building breathe, drain, heat, or lock. He began as a repairman and petty burglar, learning to move through structures without disturbing the people above. His knack for tinkering soon became more profitable than theft, especially when he started modifying ordinary containers into discreet growing chambers. Cill now moves from building to building, cultivating what he calls spinach in hidden corners, abandoned attics, and sealed utility spaces. The harmless name is part of the trade, a phrase used by ex-military clients who cannot get their fix back home and do not want questions asked. Cill does not consider himself a dealer so much as a logistics expert with flexible ethics, though he knows exactly how many lives his deliveries have ruined and how many desperate people they have helped endure another week. He joined adventurers because traveling with capable companions offers better tools, stranger facilities, and access to cities whose walls have not yet learned his secrets.
“As a rock gnome, Cill was fascinated by every mechanism that made a building breathe, drain, heat, or lock.”
- Background
- Criminal
Connections
Species
Gnome (Rock)
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