Berrik Copperwhistle
Berrik Copperwhistle
Sheet
AC 18 · HP 44 · 25 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
17 featuresAction
- Extra AttackLevel 5
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Reaction
- Steel DefenderLevel 3
When On the defender's turn or when a creature within 5 feet is attacked.
The steel defender makes a Force-Empowered Rend attack, or uses Deflect Attack as a reaction to impose disadvantage on an attack against a nearby creature.
Always on
- Battle Smith Weapon Assault
When On Berrik's turn when he takes the Attack action.
Make two weapon attacks when taking the Attack action. With a magic weapon, Berrik uses Intelligence for attack and damage rolls.
- Magical TinkeringLevel 1
You can imbue a Tiny nonmagical object with a minor magical property, such as emitting light, recording a message, making a sound, or displaying a message or odor.
- SpellcastingLevel 1
You have learned to cast artificer spells using Intelligence as your spellcasting ability. You can use thieves' tools or an artisan's tool with which you are proficient as a spellcasting focus.
- Infuse ItemLevel 2
You learn four artificer infusions and can infuse two objects at once. Known infusions include Enhanced Defense, Enhanced Arcane Focus, Enhanced Weapon, and Replicate Magic Item, Bag of Holding.
- The Right Tool for the JobLevel 3
You can create any artisan's tool set in one hour using thieves' tools or artisan's tools, provided you have the raw materials.
- Tool ExpertiseLevel 6
Your proficiency bonus is doubled for any ability check you make using a tool with which you are proficient.
- Battle ReadyLevel 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.
- TraitGnome (Rock)Darkvision, see in dim light within 60 feet as if it were bright light, and 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 magic items, alchemical objects, or technological devices.
- TraitGnome (Rock)Tinker, proficiency with tinker's tools and ability to construct tiny clockwork devices.
- TraitGnome (Rock)Ability Score Increase, Intelligence increases by 2 and Constitution increases by 1.
- TraitGnome (Rock)Small size.
- TraitGnome (Rock)Walking speed of 25 feet.
- ResearcherSage
When you attempt to learn or recall a piece of lore, you often know where and from whom the information can be obtained, even if you do not know the answer yourself.
Spells
10 spellsSpellcasting. Berrik Copperwhistle casts with Intelligence (spell save DC 15, to hit with spell attacks).
Cantrips (at will): ,
1st level (4 slots): , , , , ,
2nd level (2 slots): ,
Gear
18 itemsWeapons
- WarhammerA martial weapon used with Battle Ready, chosen to function as Berrik's primary infused weapon.
- Light crossbowA light ranged weapon suitable for emergencies and field testing.
- DaggerA small knife used for writing, repairs, and cutting materials.
Armor
- Scale mailMedium armor made of interlocking metal plates, offering a base AC of 14 plus up to 2 from Dexterity.
- ShieldA wooden shield reinforced with metal bands, granting a +2 bonus to AC.
Tools
- Thieves' toolsThieves' tools used for locks, traps, and delicate mechanical work.
- Tinker's toolsA set of tinker's tools used for repairing and constructing devices.
Gear
- 20×Crossbow boltsA case containing bolts for the light crossbow.
- Scholar's packA scholar's pack containing a backpack, books, ink, pens, parchment, and other academic supplies.
- InkA bottle of black ink.
- QuillA quill for recording observations and copying diagrams.
- 10×ParchmentA stack of parchment for notes, schematics, and translations.
- Book of loreA small scholarly treatise on magical mechanisms.
- Bottle of inkA vial of ink used to mark important discoveries.
- QuillA quill for making precise technical annotations.
- Small knifeA small knife for cutting parchment and components.
- Letter from a dead colleagueA letter from a dead colleague posing a question Berrik has not yet answered.
Purse
- PouchA pouch containing modest traveling funds.
Appearance
A compact rock gnome with warm copper-brown skin, bright green eyes, and a carefully braided beard threaded with brass wire. He wears reinforced scale mail beneath a soot-darkened leather apron, a shield covered in diagrams, and a tool harness crowded with tiny hammers, lenses, vials, and clockwork components. His left eyebrow is singed from a laboratory accident, and he carries himself with precise, purposeful movements.
Mannerisms
He taps a rhythm against his shield while thinking, adjusts his spectacles whenever someone makes an imprecise statement, and narrates repairs in a quiet, technical whisper.
Personality
Berrik is methodical, intensely curious, and unfailingly polite, even while correcting someone. He treats every ancient ruin as a classroom and every malfunction as an invitation to investigate. He prefers written plans, labeled compartments, and conclusions supported by repeatable evidence, though his enthusiasm often causes him to begin experiments before considering the risks.
Ideals
Knowledge. Understanding the laws behind magic and machinery is more valuable than wealth, fame, or comfort.
Bonds
He is determined to uncover the identity of the ancient artificer who designed the guardian network, and he will protect the college library that preserved the first surviving blueprint.
Flaws
He is so certain that every problem can be solved through sufficient analysis that he dismisses emotional warnings until they become impossible to ignore.
Quirks
Background
Berrik Copperwhistle was born in a subterranean gnome enclave where every household maintained at least one invention, whether useful, eccentric, or both. His curiosity was encouraged by his elders, but his talent for dismantling enchanted devices without first asking permission earned him a reputation as much for troublemaking as for brilliance. While studying at a respected arcane college, Berrik became fascinated by the boundary between magic and engineering. He spent years copying diagrams, translating obscure technical manuscripts, and reconstructing lost mechanisms from fragments found in forgotten ruins. His career as a sage changed when a sealed relic from an abandoned battlefield was brought to the college. Berrik discovered that the relic was not merely a weapon, but part of a network of autonomous guardians built by an unknown artificer. Before the faculty could decide what to do with it, the relic activated and injured several scholars. Berrik managed to disable it, but the incident left him convinced that dangerous knowledge must be understood before it is destroyed or exploited. He now travels as a researcher and adventurer, gathering lost lore, testing his inventions in the field, and constructing a loyal steel defender from recovered designs. He follows laws and procedures carefully, but only because he believes order gives knowledge the best chance to survive.
“While studying at a respected arcane college, Berrik became fascinated by the boundary between magic and engineering.”
- Background
- Sage
Connections
Species
Gnome (Rock)
Media
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