Akar Trapsmith
Akar Trapsmith
Sheet
AC 17 · HP 10 · 25 ft.Saving throws
Skills
- ArcanaINT
- AthleticsSTR
- HistoryINT
- InvestigationINT
- PerceptionWIS
- StealthDEX
Armor
Weapons
Tools
Languages
Features
7 featuresAction
- Magical TinkeringLevel 1
As an action, touch a tiny nonmagical object to give it a magical property: light, a recorded message, an odor or sound, or a static visual effect. You can have up to 3 objects active at once.
Always on
- SpellcastingLevel 1
You can cast artificer spells using your tools as a focus. You prepare spells from the artificer list.
- DarkvisionRock Gnome60ft
- Gnome CunningRock GnomeAdvantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
- Artificer's LoreRock GnomeDouble proficiency bonus on Intelligence (History) checks related to magic items, alchemical objects, or technological devices.
- TinkerRock GnomeCan spend 1 hour and 10gp to construct a Tiny clockwork device (Clockwork Toy, Fire Starter, or Music Box).
- ResearcherSage
When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it.
Spells
6 spellsSpellcasting. Akar Trapsmith casts with Intelligence (spell save DC 13, to hit with spell attacks).
Cantrips (at will): ,
1st level (2 slots): , , ,
Gear
9 itemsWeapons
- HandaxeA light simple weapon that deals 1d6 slashing damage.
- DaggerA finesse, light weapon that deals 1d4 piercing damage.
Armor
- Scale MailMedium armor consisting of shaped metal scales.
- ShieldA wooden or metal shield that adds 2 to your AC.
Tools
- Thieves' ToolsA set of tools used for picking locks and disarming traps.
Gear
- Dungeoneer's PackIncludes a backpack, crowbar, hammer, 10 pitons, 10 torches, tinderbox, 10 days of rations, and a waterskin.
- Ink and QuillStandard writing materials for a scholar.
- Common ClothesStandard modest clothing.
- PouchContains 10 gold pieces.
Appearance
Akar stands barely three feet tall with skin the color of warm mahogany and hair like burnished copper. He wears functional, tarnished bronze scale mail and a heavy leather tool belt that clinks with every step. His blue eyes are constantly darting around, magnified behind thick, brass-rimmed goggles that rest perpetually on his forehead or nose. He has a small, well-trimmed beard and hands that are often stained with oil or ink.
Mannerisms
He habitually cleans his goggles with a silk cloth when he is thinking. He uses specific, complex architectural terms even when speaking to laypeople.
Personality
Akar is analytical and reserved, preferring the predictable nature of machines over the chaotic emotions of people. He speaks in precise, technical language and finds comfort in structural integrity and logical progressions. He is rarely startled, as he is usually busy calculating the probability of a ceiling collapse or a hidden pressure plate in any given room.
Ideals
Logic. Every action has a reaction, and every problem has a mechanical solution if one looks closely enough.
Bonds
I carry a set of blueprints passed down from my mentor that I must verify against real world ruins.
Flaws
I am so focused on how a device works that I often ignore the ethical implications of using it.
Quirks
Background
Akar Trapsmith spent his formative years in the dusty archives of a prestigious gnome academy, but not as a typical student of history. He was obsessed with the mechanical guardians and security measures described in ancient texts. While other sages studied the words of kings, Akar studied the triggers of their vaults. He became a self taught expert on the intersection of architecture and defensive engineering, believing that the world's most dangerous secrets were protected by the world's most elegant gears. This curiosity led him to become an Artificer, seeking to blend his book knowledge with hands on field work. He left the academy when he discovered a partially destroyed blueprint for a vault known as the World Lock, a legendary chamber that supposedly keeps the material plane stable. He now travels with adventurers, viewing each dungeon as a practical exam in his lifelong study of master craftsmanship. He is not there for the gold, but for the thrill of understanding how the master builders of old thought.
“He was obsessed with the mechanical guardians and security measures described in ancient texts.”
- Background
- Sage
Connections
Species
Rock Gnome
Media
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