Knee-co
Knee-co
Sheet
AC 16 · HP 27 · 30 ft.Saving throws
Skills
- ArcanaINT
- DeceptionCHA
- HistoryINT
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- Sleight of HandDEX
- StealthDEX
Armor
Weapons
Tools
Languages
Features
14 featuresAlways on
- Breath Weapon
When As an action, once per short or long rest
You release a 5-foot-wide, 30-foot-long line of destructive elemental energy. Creatures in the area make a DC 11 Dexterity saving throw, taking 2d6 damage on a failed save and half as much on a success.
- Magical TinkeringLevel 1
When Whenever you handle a Tiny nonmagical object
You touch a willing creature or an object and create one of several minor magical effects, such as light, a recorded message, an odor, or a visual mark.
- Improvised Infusion
When When you need a tool, weapon, armor enhancement, or magical utility effect
You deploy an infused item or activate a prepared alchemical device to alter the battlefield or support an ally.
- SpellcastingLevel 1
You have learned how to cast artificer spells using Intelligence as your spellcasting ability. You can use thieves' tools or artisan's tools as a spellcasting focus.
- Infuse ItemLevel 2
You learn how to infuse mundane objects with certain magical infusions. At 3rd level, you know four infusions and can have two infused items active at once.
- Tool ExpertiseLevel 3
Your proficiency bonus is doubled for any ability check you make using a tool with which you are proficient.
- Artificer Specialist, AlchemistLevel 3
You specialize as an Alchemist. You gain proficiency with alchemist's supplies and always have healing word and ray of sickness prepared as subclass spells.
- Alchemist's Supplies ProficiencyLevel 3
You can use alchemist's supplies as a spellcasting focus for your artificer spells.
- TraitDragonbornDraconic Ancestry, brass dragon ancestry
- TraitDragonbornBreath Weapon, a 5-foot by 30-foot line, DC 11 Dexterity save, 2d6 fire damage, once per short or long rest
- TraitDragonbornDamage Resistance, fire
- TraitDragonbornDraconic language
- TraitDragonbornSpeed 30 feet
- Criminal ContactCriminal
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances, though you do not know the exact location of the network.
Spells
8 spellsSpellcasting. Knee-co casts with Intelligence (spell save DC 14, to hit with spell attacks).
Cantrips (at will): ,
1st level (3 slots): , , , , ,
Gear
13 itemsWeapons
- Light crossbowA simple ranged weapon with a case of twenty bolts.
Armor
- Scale mailMedium armor made from interlocking metal plates, worn over a padded underlayer.
Tools
- Thieves' toolsA set of tools for opening locks and disabling traps.
- Tinker's toolsTools used to repair, modify, and construct small mechanical devices.
- Alchemist's suppliesVials, burners, alembics, and reagents used to prepare alchemical mixtures.
- Gaming setA set of marked bones used for gambling and coded communication.
Gear
- 20×Crossbow boltsAmmunition for the light crossbow.
- Dungeoneer's packA pack containing useful adventuring gear, including a bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
- CrowbarA heavy iron bar useful for forcing doors and crates.
- Dark common clothes with hoodA set of ordinary clothes with a deep hood, used to conceal identity.
- Enhanced Weapon infusionA compact magical crossbow enhancement that grants a +1 bonus to attack and damage rolls.
- Enhanced Defense infusionA reinforced magical armor enhancement that grants a +1 bonus to Armor Class.
Purse
- 15×Gold piecesLoose coins saved from criminal work and odd jobs.
Appearance
Knee-co is a lean male dragonborn with copper-gold scales, a narrow muzzle, and swept-back horns polished to a dull shine. His clothing is practical and layered, consisting of a dark leather apron over scale mail, numerous pouches, and a tool harness crowded with vials, wire, chalk, and tiny screwdrivers. A battered brass knee brace is strapped over his left leg, not because the limb is injured, but because he uses the brace as a concealed compartment for lock picks and alchemical needles. He stands too close when speaking, tilting his head as though examining people for hidden mechanisms.
Mannerisms
Knee-co taps the brass brace on his left leg whenever he is thinking, frequently leans into people's personal space, and smells every potion before trusting it. He refers to complicated plans as recipes and quietly counts under his breath while working.
Personality
Knee-co is bright, restless, and cheerfully untrustworthy in harmless matters. He enjoys solving problems more than being thanked for solving them, and he treats every conversation like a negotiation over hidden components. Beneath his criminal habits is a genuine fascination with invention and a reluctant instinct to help people who are being exploited.
Ideals
Freedom. No guild, law, employer, or institution should own a person's ideas or hands. If a rule prevents someone from making something brilliant, the rule deserves to be broken.
Bonds
He carries a coded brass gear taken from his old criminal crew, and intends to recover the stolen notebook containing his original inventions.
Flaws
He cannot resist improving someone else's device, lock, weapon, or plan, even when doing so is dangerous or deeply insulting. He also lies automatically when telling the truth would be simpler.
Quirks
Background
Knee-co learned early that locks were simply puzzles designed by people who lacked imagination. In the back rooms of a dragonborn gambling den, he became useful as a locksmith, counterfeiter, and maker of discreet alchemical distractions. His first real invention was a thumb-sized brass beetle that crawled across a table and stole a key ring without making a sound. The beetle worked perfectly. The escape afterward did not, which is how he acquired his nickname and a lifelong habit of wearing a brass knee brace packed with tools, powders, and secrets. After a job went wrong, Knee-co discovered that his employers had been using his inventions to sabotage medicine shipments and extort small villages. He took the evidence, ruined the operation with a cloud of purple smoke, and vanished before anyone could decide whether to kill him or hire him. Now he travels as an artificer and occasional criminal consultant, selling clever devices to adventurers while quietly looking for the stolen design notes of his former gang. He claims he wants revenge, but what he really wants is to prove that his best invention can be used to dismantle the entire criminal network without anyone noticing until it is too late.
“In the back rooms of a dragonborn gambling den, he became useful as a locksmith, counterfeiter, and maker of discreet alchemical distractions.”
- Background
- Criminal
Connections
Species
Dragonborn
Media
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