Kincade Gearwright
Kincade Gearwright
Sheet
AC 18 · HP 111 · 25 ft.Saving throws
Skills
- ArcanaINT
- HistoryINT
- InsightWIS
- InvestigationINT
- NatureINT
- PerceptionWIS
- PersuasionCHA
- Sleight of HandDEX
Armor
Weapons
Tools
Languages
Features
26 featuresBonus action
- Arcane FirearmLevel 5
At 5th level, he can make a weapon attack as a bonus action after casting a cantrip with a casting time of 1 action, reflecting his ability to combine magic and firepower.
Always on
- Eldritch CannonLevel 3
When After a short or long rest, or by expending a spell slot
Deploys an eldritch cannon that can blaze with force, flare with defense, or fire enhanced shots.
- Arcane Firearm Burst
When When Kincade casts a cantrip and then makes the feature's attack
Delivers a forceful bonus-action blast after casting a cantrip, pairing precision magic with mechanical targeting.
- Spell-Storing ItemLevel 11
When After finishing a long rest
Stores a spell inside a device for later use by allies, turning preparation into portable support.
- Magical TinkeringLevel 1
Kincade can imbue tiny objects with magical properties, creating useful devices such as glowing gadgets, recording tools, or harmless sensory effects. He can maintain a number of active tinkered objects at once equal to his Intelligence modifier.
- SpellcastingLevel 1
He is a spellcaster who uses tools and infused expertise as his focus. He prepares artificer spells each day from the artificer spell list and can use infused tools to cast them.
- Infuse ItemLevel 2
At 2nd level, Kincade learned to create magical infusions and use them to empower items. He knows 12 infusions, can maintain up to 6 infused items at once, and can infuse multiple item types from the artificer infusion list.
- Tool ExpertiseLevel 2
At 2nd level, he gains expertise with two tool proficiencies of his choice, doubling his proficiency bonus for checks made with those tools.
- Artificer Specialist: ArtilleristLevel 3
At 3rd level, Kincade became an Artillerist, learning to use magic to deploy destructive and protective siege devices.
- Artillerist SpellsLevel 3
At 3rd level, Kincade always has certain spells prepared depending on his specialization, and they do not count against the number of artificer spells he prepares. His Artillerist spells are Shield and Thunderwave, then Scorching Ray and Shatter, then Fireball and Wind Wall, then Ice Storm and Wall of Fire, then Cone of Cold and Wall of Force.
- The Right Tool for the JobLevel 3
At 3rd level, Kincade learned to cast his spells through a set of artisan's tools, using them as a spellcasting focus for artificer spells.
- Tool ExpertiseLevel 6
At 6th level, Kincade gained additional tool expertise and can craft nonmagical items more efficiently during downtime, while also benefiting from further infusion mastery.
- Infusion ImprovementLevel 6
At 6th level, his mastery of magic items deepened and he can attune to additional magical gear beyond the normal limit.
- Explosive CannonLevel 9
At 9th level, Kincade learned to strengthen his artificial constructs and can create miniature devices that grant temporary hit points or empower movement, improving his battlefield control.
- Magic Item AdeptLevel 10
At 10th level, he knows more infusions and can alter one of his infused items when he finishes a short or long rest, increasing his versatility.
- Ability Score ImprovementLevel 12
At 12th level, he gained a feat or ability score improvement, representing another leap in his technical and magical mastery.
- Magic Item SavantLevel 14
At 14th level, Kincade can attune to still more magical items, and his infusions allow him to function as a living nexus of enchanted gear.
- Fortified PositionLevel 15
At 15th level, his artillery talent improves further, granting stronger cannon options and greater adaptability in combat.
- Ability Score ImprovementLevel 16
At 16th level, he gained another feat or ability score improvement, refining his intellect and battlefield precision.
- Magic Item MasterLevel 18
At 18th level, Kincade can attune to up to six magic items at once, and his infusion knowledge reaches its peak for his level.
- Infusion MasteryLevel 18
At 18th level, his infused items are at their strongest practical expression, and his work has reached the pinnacle of mortal craftsmanship short of true invention on a legendary scale.
- TraitRock GnomeDarkvision, 60 ft.
- TraitRock GnomeGnome Cunning, advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
- TraitRock GnomeArtificer's Lore, add twice proficiency bonus to History checks related to magic items, alchemical objects, or technological devices.
- TraitRock GnomeTinker, proficiency with tinker's tools and the ability to create Tiny mechanical devices with simple functions.
- Guild MembershipGuild Artisan
Due to his guild training and reputation, Kincade can usually secure hospitality, contact with other artisans, and access to guild networks in towns and cities where his trade is recognized.
Spells
11 spellsSpellcasting. Kincade Gearwright casts with Intelligence (spell save DC 19, to hit with spell attacks).
Cantrips (at will): , ,
1st level (4 slots): ,
2nd level (3 slots): ,
3rd level (3 slots): ,
4th level (3 slots):
5th level (2 slots):
Gear
9 itemsWeapons
- Light CrossbowA simple sidearm for emergencies and ranged utility.
Armor
- Scale MailA set of reinforced armor equivalent to scale mail, retrofitted as a protective workshop jumpsuit with armored panels.
- ShieldA sturdy shield, customized with industrial plating and hidden compartments for spare parts.
Tools
- Thieves' Tools, upgraded artisan toolkitA reliable modernized technician's kit, used as Kincade's main spellcasting and repair focus.
- Any artisan's tools of choice, such as smith's tools or tinker's toolsA set of fine artisan's tools used in his guild trade.
Gear
- 20×Bolts20 bolts for the light crossbow.
- Dungeoneer's PackA modernized dungeoneer's pack with essentials for field repair and travel.
- Guild Letter of IntroductionA letter of introduction from his guild, proving his standing and trade.
- Common ClothesA set of travel clothes suited to workshop and street alike.
Appearance
Kincade is a wiry rock gnome with warm brown skin, sharp features, and deep-set intelligent eyes that rarely stop scanning for problems to solve. His dark curls are tamed by a scratched metal headband, and a pair of well-worn goggles hangs ready over his brow. He wears a patched, oil-stained blue jumpsuit over modern utility layers, reinforced at the knees and elbows, with a tool belt crowded by precision tools, miniaturized gadgets, and insulated cables. A battered brass gear pendant rests at his throat, one of the few heirlooms he still keeps close. He moves like a living machine shop accident waiting to become a miracle, quick, precise, and always a little overclocked.
Mannerisms
He talks with his hands, punctuating explanations by counting off steps on grease-stained fingers. When thinking, he adjusts his goggles, taps the brass gear pendant at his throat, or mutters measurements under his breath. He rarely stands still, instead pacing in short efficient loops around a workspace as if the room itself were a schematic.
Personality
Kincade is bright, fast-talking, and relentlessly curious, with the nervous energy of someone whose mind is always one step ahead of his mouth. He respects competence above all else and is most comfortable around people who can solve problems with their hands as well as their heads. Beneath the chatter, he is patient, methodical, and fiercely protective of anyone he considers part of his crew.
Ideals
Progress. A better world is not a dream, it is a design problem. If something can be improved, repaired, or reinvented, then it has a responsibility to be.
Bonds
Kincade will not let a fellow builder, mechanic, or guild worker be left to face a crisis alone. He keeps every letter, blueprint, and half-finished design that bears the name of someone he once helped, because to him every repair is a promise kept.
Flaws
Kincade trusts systems more readily than people, and when a plan begins to fail he can become stubborn enough to keep tightening the wrong bolt long after everyone else has seen the machine is gone. He also has a dangerous habit of chasing a brilliant idea before the last one is finished, which has left more than one project half-built and one or two enemies spectacularly irritated.
Quirks
Background
Kincade was raised in the clamorous glow of the Foundry District, where broken machines were more common than clean water and every child learned the difference between a useful rattle and a fatal one. He began as an errand-runner in a guild repair house, but while other apprentices patched the same boiler twice, Kincade kept asking why it failed in the first place. He learned to strip engines, rebuild regulators, and improvise better parts from scrap, eventually earning his guild mark through sheer persistence, sleepless nights, and a reputation for turning disasters into profit. As his skill grew, so did his ambition. Kincade became obsessed with building tools that could think a step ahead of their operator, then another, then act before panic set in. The first cannon he built was supposed to be a portable foundry welder, but after an explosive test and three scorched walls, he realized he was better at making battlefield solutions than workshop conveniences. That mistake made him famous, or infamous, depending on who was still paying for repairs. Now he travels between contracts with his brass gear pendant tucked under his collar, chasing the perfect machine and the perfect problem, convinced the right invention can save a city, or at least keep one from falling apart.
“Kincade became obsessed with building tools that could think a step ahead of their operator, then another, then act before panic set in.”
- Background
- Guild Artisan
Connections
Species
Rock Gnome
Media
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