Professor barnesworth
Professor barnesworth
Sheet
AC 14 · HP 8 · 25 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureWIS
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
10 featuresAlways on
- Magical TinkeringLevel 1
When Touch a Tiny nonmagical object
Professor Barnesworth can imbue a Tiny nonmagical object with a minor magical property. The effect can provide dim light, record and repeat a short message, emit an odor or sound, or display a static visual effect.
- SpellcastingLevel 1
Spellcasting. Professor Barnesworth uses Intelligence as his spellcasting ability. He knows two artificer cantrips and prepares a number of artificer spells equal to his Intelligence modifier plus half his artificer level, rounded down, for a total of two prepared spells. He uses thieves' tools or an artisan's tool as a spellcasting focus.
- DarkvisionRock GnomeProfessor Barnesworth can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
- Gnome CunningRock GnomeHe has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
- Artificer's LoreRock GnomeWhenever he makes an Intelligence History check related to magic items, alchemical objects, or technological devices, he can add twice his proficiency bonus instead of his normal proficiency bonus.
- TinkerRock GnomeHe is proficient with tinker's tools and can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device.
- Gnome Ability Score IncreaseRock GnomeHis Intelligence increases by 2, and his Constitution increases by 1.
- SmallRock GnomeProfessor Barnesworth is Small, standing approximately 3 feet 7 inches tall.
- SpeedRock GnomeHis walking speed is 25 feet.
- Guild MembershipGuild Artisan
Guild Membership. As a member of an artificers' guild, Professor Barnesworth can secure lodging and meals for himself and his companions at guild halls, and call upon fellow guild members for information, advice, or limited assistance. The guild may also alert him to threats against its members or their livelihoods.
Spells
4 spellsSpellcasting. Professor barnesworth casts with Intelligence (spell save DC 11, to hit with spell attacks).
Cantrips (at will): ,
1st level (2 slots): ,
Gear
9 itemsWeapons
- 2×DaggerA balanced dagger with a spring-loaded sheath attached to Professor Barnesworth's tool harness.
Armor
- Studded leather armorA practical suit of reinforced studded leather armor, modified with several hidden pockets and brass fasteners.
Tools
- Thieves' toolsA set of thieves' tools used for locks, traps, delicate mechanisms, and spellcasting.
- Tinker's toolsA Guild Artisan's tool set, chosen as tinker's tools for repairing and constructing small mechanical devices.
- Guild Artisan's toolsA set of finely engraved brass spectacles used for close work and inscribed with the Guild of Practical Artificers' seal.
Gear
- Dungeoneer's packA pack containing essential adventuring supplies, including a bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
- Letter of introductionA letter of introduction from his guild, establishing his membership and professional reputation.
- PouchA purse containing the Guild Artisan starting wealth.
Purse
- 15×Gold piecesFifteen gold pieces carried in his pouch.
Appearance
Professor Barnesworth is a compact Rock Gnome with a broad, sturdy build and bright copper-brown hair swept into an overconfident side part. His brass spectacles are perpetually smudged with oil, and his meticulously maintained leather tool harness contrasts with his otherwise mismatched clothes. He walks with a quick, springing gait, often leaning forward as though hurrying to catch up with his own thoughts. His left sleeve is always rolled higher than his right, revealing a collection of tiny inked measurements and reminder marks along his forearm. He wears a well-polished academic cap that is slightly too tall for him, decorated with miniature gears and a blue Guild Artisan ribbon.
Mannerisms
He taps the side of his spectacles whenever thinking, counts objects under his breath while inspecting them, and addresses unfamiliar mechanisms as if they were junior colleagues. When excited, he rises onto his toes and speaks faster than anyone can comfortably follow.
Personality
Professor Barnesworth is enthusiastic, inquisitive, and socially fearless. He treats every locked door as an invitation to investigate and every malfunction as a personal challenge. Though prone to lectures and theatrical demonstrations, he is genuinely attentive when someone describes a problem, especially if that problem involves broken equipment, unfair treatment, or an overlooked detail.
Ideals
Discovery. The world is full of problems waiting for someone clever enough to ask the right question. Knowledge should be tested, improved, and shared.
Bonds
The Guild of Practical Artificers gave me my education, my tools, and a second chance after my most spectacular failed invention. I will protect its members and recover Bellweather, my missing mechanical assistant.
Flaws
I cannot resist correcting someone else's explanation, even when their explanation is not relevant, requested, or survivable. I am also far too willing to test an invention in the field before fully understanding what it does.
Quirks
Background
Professor Barnesworth was born beneath the bell tower of a prosperous Rock Gnome workshop, where his family repaired clocks, farming mechanisms, and the occasional enchanted kettle. He earned the title “Professor” after delivering a series of public lectures on the scientific principles behind self-stirring soup pots, although his demonstrations became famous mainly because three of the pots escaped. His curiosity soon outgrew the family shop, and he traveled between guildhouses, universities, and adventuring companies, trading ingenious repairs for access to old diagrams and stranger materials. His greatest failure was a compact mechanical assistant called Bellweather, designed to map forgotten ruins and record their history. Bellweather vanished during an expedition after discovering a sealed chamber marked with the same spiral symbol that appears in several ancient gnomish blueprints. Barnesworth believes the machine is still active somewhere beneath the world, gathering knowledge it was never meant to possess. He now adventures as both inventor and investigator, hoping to recover Bellweather, uncover the origin of the spiral designs, and prove that practical engineering can accomplish things most wizards dismiss as impossible.
“His greatest failure was a compact mechanical assistant called Bellweather, designed to map forgotten ruins and record their history.”
- Background
- Guild Artisan
Connections
Species
Rock Gnome
Media
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