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Professor barnesworth - AI-generated fantasy Character

Professor barnesworth

Gnome · Artificer · Level 1 · Guild Artisan

Professor barnesworth

Professor Barnesworth is enthusiastic, argumentative, and relentlessly curious.
AC16
HP7/7
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 16 · HP 7 · 25 ft.
AlignmentChaotic GoodGenderMaleAge63 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

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

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Light crossbows

Tools

Thieves' tools,
Tinker's tools,
Smith's tools

Languages

Common,
Gnomish,
Dwarvish

Features

11 features

Always on

  • Magical TinkeringLevel 1

    When Touch a Tiny nonmagical object

    Professor Barnesworth touches a Tiny nonmagical object and grants it a minor magical effect. The effect can include light, a recorded message, a sound or odor, or a visual message. He can maintain up to one active effect at a time because of his Intelligence modifier.

  • SpellcastingLevel 1

    You have learned to cast spells through your tools and experimental techniques. You use Intelligence as your spellcasting ability, and you can use thieves' tools or an artisan's tool with which you are proficient as a spellcasting focus. At this level, you know two artificer cantrips, can prepare one first-level artificer spell, and have two first-level spell slots.

  • Gnome Ability Score IncreaseGnomeIntelligence increases by 2.
  • AgeGnomeGnomes mature at about 40 years and can live for 350 to almost 500 years.
  • AlignmentGnomeGnomes are usually good. Those who tend toward law are sages, engineers, investigators, or inventors, while those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewelers.
  • SizeGnomeSmall.
  • SpeedGnome25 feet.
  • DarkvisionGnomeYou can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. You cannot discern color in darkness, only shades of gray.
  • Gnome CunningGnomeYou have advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
  • LanguagesGnomeYou can speak, read, and write Common and Gnomish.
  • Guild MembershipGuild Artisan

    As a member of an artisan guild, Professor Barnesworth can secure lodging, food, and basic assistance from fellow guild members. He can also gain access to guild halls and receive professional support, provided the request is not dangerous or excessively costly.

Spells

1 spell

Spellcasting. Professor barnesworth casts with Intelligence (spell save DC 11, to hit with spell attacks).

1st level (2 slots):

Gear

9 items

Weapons

  • Light crossbow
    A compact crossbow with a reinforced stock and a winding mechanism designed by Barnesworth.

Armor

  • Scale mail
    A suit of scale armor reinforced with carefully fitted metal plates and marked with the insignia of Barnesworth's guild.

Tools

  • Thieves' tools
    A set of specialized tools for bypassing locks and disabling traps.
  • Smith's tools
    A complete set of smith's tools, including hammers, tongs, files, and a portable whetstone.

Gear

  • 20×
    Crossbow bolts
    Ammunition for the light crossbow.
  • Dungeoneer's pack
    A practical pack containing equipment for travel and dungeon exploration.
  • Letter of introduction
    A formal letter introducing Barnesworth to allied guilds and requesting professional courtesy.
  • Traveler's clothes
    Sturdy guild-issued clothing with a distinctive blue apron.

Purse

  • 15×
    Gold pieces
    Barnesworth's accumulated starting funds.

Appearance

Professor Barnesworth is a broad-shouldered rock gnome with copper-brown hair, bright hazel eyes, and an extravagant pair of brass-rimmed spectacles balanced low on his nose. His scale mail has been carefully altered to fit his compact frame, with several mismatched but polished plates. He wears a blue guild apron over it, crowded with chalk marks, tiny screwdrivers, bits of wire, and labeled glass vials. Within a minute of meeting him, most people notice that he constantly adjusts his spectacles with one finger whenever he is thinking, even when they are already perfectly positioned.

Mannerisms

He adjusts his brass spectacles whenever he reaches an important conclusion, taps rhythms against nearby metal surfaces, and narrates complicated tasks as though delivering a lecture to an invisible classroom.

Personality

Professor Barnesworth is enthusiastic, argumentative, and relentlessly curious. He treats every malfunction as an invitation to investigate and every stranger as a potential collaborator, rival, or student. He is generous with practical advice, but he cannot resist correcting imprecise terminology, especially when someone calls a mechanism magical without understanding how it works.

Ideals

Ingenuity. No problem is truly unsolvable, and knowledge has its highest value when it is used to make life better for everyone.

Bonds

I owe my guild master a debt of honor, and I will recover the vanished arcane device before it harms anyone.

Flaws

I become so determined to prove an elegant solution that I will defend it long after practical evidence says I should stop.

Quirks

Labels nearly every tool and component, including objects that obviously do not need labels.
Carries a tiny wind-up beetle named Associate Professor Cogsworth.
Insists that explosions are acceptable if they produce useful data.
Keeps meticulous notes in the margins of unrelated books.

Background

Professor Barnesworth was born above a clockmaker's shop in a gnome settlement where every household seemed to contain at least one ticking, whirring, or faintly smoking invention. His family expected him to become a respectable artisan, but Barnesworth became fascinated with the practical mysteries behind magic. He apprenticed under a patient guild engineer, learning to repair delicate mechanisms, identify arcane residues, and turn ordinary tools into instruments of remarkable utility. He earned the title Professor after giving a series of highly theatrical lectures on the subject of magical household improvements, including a self-stirring soup ladle that briefly achieved independent political opinions. His career changed when a guild expedition uncovered a damaged arcane device of unknown origin. Barnesworth helped stabilize it, but the device vanished before the guild could study it properly. Convinced that someone is collecting dangerous magical technology, he left his workshop to investigate. He travels with his tools, his lecture notes, and a stubborn belief that clever engineering should improve ordinary people's lives, not merely enrich powerful collectors. He is eager to prove that a gnome's greatest invention is not a machine, but a solution to a problem everyone else thought was impossible.

“His family expected him to become a respectable artisan, but Barnesworth became fascinated with the practical mysteries behind magic.”
From their backstory
Background
Guild Artisan

Connections

Species

Gnome

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