Bulma
Bulma
Sheet
AC 15 · HP 9 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
9 featuresAlways on
- Magical TinkeringLevel 1
When When Bulma touches a Tiny nonmagical object
You touch a Tiny nonmagical object and imbue it with a minor magical effect, such as light, a recorded message, an odor, a sound, or a static visual display. You can maintain a number of effects equal to your Intelligence modifier.
- SpellcastingLevel 1
You have learned how to invest objects with a spark of magic. You know two cantrips from the artificer spell list and can prepare a number of artificer spells equal to your Intelligence modifier plus half your artificer level, rounded down. Intelligence is your spellcasting ability. You can use thieves' tools or artisan's tools as a spellcasting focus for your artificer spells.
- Ability Score IncreaseHumanYour Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma scores each increase by 1.
- AgeHumanHumans reach adulthood in their late teens and commonly live less than a century.
- AlignmentHumanHumans tend toward no particular alignment, with individuals capable of pursuing any moral or ethical path.
- SizeHumanHumans vary widely in height and build. Bulma is Medium.
- SpeedHumanYour base walking speed is 30 feet.
- LanguagesHumanYou can speak, read, and write Common and one extra language of your choice.
- False IdentityCharlatan
Bulma maintains a convincing false identity, complete with forged documents, altered clothing, and rehearsed mannerisms. She can establish herself as a different person well enough to secure introductions, lodging, or access to places that would otherwise be closed to her, though maintaining the deception requires care.
Spells
5 spellsSpellcasting. Bulma casts with Intelligence (spell save DC 13, to hit with spell attacks).
Cantrips (at will): ,
1st level (2 slots): , ,
Gear
12 itemsWeapons
- Light crossbowA compact ranged weapon used for testing mechanisms and defending against threats.
- HandaxeA versatile one-handed weapon with a reinforced grip.
- ShortswordA second simple weapon chosen for practical close combat.
Armor
- Scale mailA protective suit of linked metal scales, worn over a reinforced cloth underlayer.
Tools
- Thieves' toolsA collection of tools for opening locks and disabling mechanical traps.
- Tinker's toolsA compact kit of tools for repairs, experiments, and improvised inventions.
- Artisan's tools, smith's toolsA portable kit containing specialized equipment for constructing and modifying devices.
- Disguise kitA small disguise kit containing cosmetics, wigs, clothing pieces, and prosthetics.
- Forgery kitA kit containing inks, papers, seals, and other materials for creating false documents.
Gear
- 20×Crossbow boltsAmmunition for the light crossbow.
- Dungeoneer's packA pack containing essential supplies for underground exploration, including a bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
Purse
- 15×Gold piecesA purse containing starting funds.
Appearance
A human woman with vivid turquoise-blue hair cut in a short, rounded bob, bright blue eyes, and a confident, expressive face. She has a compact, athletic body type and dresses in a fitted capsule-tech adventuring outfit, including a cropped blue jacket, white shirt, orange scarf, practical shorts, sturdy boots, gloves, and a utility belt crowded with tools and experimental devices. Her clothing is stylish, colorful, and engineered for mobility, closely evoking the iconic look of a brilliant anime inventor while remaining suitable for dungeon exploration.
Mannerisms
Bulma talks rapidly when excited, taps her fingers against nearby metal while thinking, and adjusts her orange scarf whenever she is about to lie. She frequently interrupts conversations to sketch diagrams in the margins of maps or receipts.
Personality
Brilliant, energetic, and socially fearless, Bulma treats every locked door as an engineering problem and every suspicious stranger as a potential source of useful information. She loves dramatic entrances, expensive comforts, and being recognized for her genius, but her sharp tongue hides a sincere instinct to help people in danger. She is resourceful enough to improvise a solution from broken cookware, loose wire, and a bad idea.
Ideals
Innovation should improve ordinary lives, not merely enrich the powerful. Cleverness is a responsibility, and every invention should have a purpose beyond vanity.
Bonds
She is determined to find the lost laboratories of the artificer who inspired her and preserve their inventions for the public good. She also protects her family name, even while pretending to be anyone but herself.
Flaws
She is vain, impatient, and convinced that being the smartest person in the room makes her the best person to lead it. When a plan fails, she blames poor materials, incompetent assistants, or impossible circumstances before admitting that she miscalculated.
Quirks
Background
Bulma was born into a prosperous human family of engineers and traders, but comfort never satisfied her curiosity. As a child, she dismantled household locks, clockwork toys, and merchant caravans simply to discover how they worked. Her greatest talent was not merely building devices, but making people believe those devices were something else. A harmless surveying instrument became a royal divining rod, a pocket lantern became a spirit ward, and a box of common bolts became an ancient relic, at least until someone asked too many questions. Her gift for invention eventually drew her into dangerous expeditions. She learned to travel under false names, forge letters of introduction, and sell clever imitations to fund genuine research. During one such journey, she discovered that a vanished artificer had hidden a network of magical laboratories beneath the region's oldest ruins. Bulma now seeks those workshops, hoping to recover lost technology before warlords, cults, or greedy nobles turn it into a weapon. She is an unapologetic trickster when circumstances demand it, but her schemes are ultimately aimed at protecting ordinary people and proving that ingenuity belongs in the hands of those who use it responsibly.
“As a child, she dismantled household locks, clockwork toys, and merchant caravans simply to discover how they worked.”
- Background
- Charlatan
Connections
Species
Human
Media
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