Bren Tallow
Bren Tallow
Sheet
AC 19 · HP 94 · 25 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingSTR
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
22 featuresAction
- Spell-Storing ItemLevel 11
Store a 1st- or 2nd-level artificer spell in an object. A creature can use an action to cast the stored spell, using Bren's spellcasting ability. The object can be used a number of times equal to twice Bren's Intelligence modifier, or until Bren uses the feature again.
Bonus action
- Eldritch CannonLevel 3
Create a Small or Tiny eldritch cannon during a long rest, or by expending a spell slot. The cannon can be handheld or mounted and lasts for 1 hour. As a bonus action, command it to use Flamethrower, Force Ballista, or Protector.
Reaction
- Flash of GeniusLevel 7
Use your reaction to add your Intelligence modifier to another creature's ability check or saving throw within 30 feet. You can use this 5 times per long rest.
Always on
- Flamethrower
When Bonus action, command the eldritch cannon
The cannon exhales a 15-foot cone of flame. Creatures in the area make a Dexterity saving throw against spell save DC 18, taking 3d8 fire damage on a failure or half as much on a success.
- Force Ballista
When Bonus action, command the eldritch cannon
The cannon makes a ranged spell attack with a range of 120 feet. On a hit, the target takes 3d8 force damage and is pushed up to 5 feet away.
- Protector
When Bonus action, command the eldritch cannon
The cannon emits protective energy. Bren and each creature of his choice within 10 feet gain 2d8 temporary hit points.
- Magical TinkeringLevel 1
Imbue tiny nonmagical objects with minor magical effects, such as emitting light, a recorded message, a smell, or a visual effect.
- SpellcastingLevel 1
Use Intelligence as the spellcasting ability for artificer spells. Prepare artificer spells after a long rest and use thieves' tools or artisan's tools as a spellcasting focus.
- Infuse ItemLevel 2
Learn 8 artificer infusions and can infuse 4 objects at once. Infusions known: Enhanced Defense, Enhanced Arcane Focus, Enhanced Weapon, Replicate Magic Item, Homunculus Servant, Resistant Armor, Returning Weapon, and Replicate Magic Item, Bag of Holding.
- The Right Tool for the JobLevel 3
Create any set of artisan's tools during a short or long rest using thieves' tools or artisan's tools.
- Artillerist SpecialistLevel 3
Artillerist specialization. Gain proficiency with woodcarver's tools and always have these spells prepared: Shield, Thunderwave, Scorching Ray, Shatter, Fireball, Wind Wall, Ice Storm, Wall of Fire, Cone of Cold, and Wall of Force.
- Tool ExpertiseLevel 6
Gain expertise with every tool you are proficient with, doubling your proficiency bonus for tool ability checks.
- Magic Item AdeptLevel 10
Attune to up to 4 magic items and craft common and uncommon magic items in one-quarter the normal time and for half the normal gold cost.
- Explosive CannonLevel 9
An eldritch cannon's damage increases by 1d8. When a cannon is destroyed, it can explode, forcing creatures within 20 feet to make a Dexterity saving throw against Bren's spell save DC, taking 3d8 force damage on a failure or half on a success.
- Magic Item SavantLevel 14
Attune to up to 5 magic items and ignore all class, race, spell, and level requirements for attuning to or using magic items.
- TraitRock GnomeGnome Cunning, advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
- TraitRock GnomeArtificer's Lore, add twice proficiency bonus to Intelligence checks related to magic items, alchemical objects, or technological devices.
- TraitRock GnomeTinker, proficiency with tinker's tools and the ability to construct Tiny clockwork devices.
- TraitRock GnomeDarkvision, see in dim light within 60 feet as if it were bright light, and darkness as if it were dim light.
- TraitRock GnomeSmall size.
- TraitRock GnomeBase walking speed of 25 feet.
- Guild MembershipGuild Artisan
Bren can secure lodging, introductions, and ordinary assistance through guild contacts, provided he does not openly endanger the guild's reputation.
Spells
19 spellsSpellcasting. Bren Tallow 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
10 itemsArmor
- Scale MailScale mail, reinforced with brass plates and etched with heat-resistant runes.
- ShieldA battered steel shield with a rotating inspection hatch and a guild stamp burned into the rim.
Tools
- Thieves' ToolsA set of finely balanced tools for locks, fuses, clockwork, and delicate mechanisms.
- Tinker's ToolsA collection of small hammers, clamps, wires, files, lenses, and measuring instruments.
- Woodcarver's ToolsA set of woodcarver's tools used to construct and calibrate Bren's eldritch cannon.
- Jeweler's ToolsA guild-certified set of jeweler's tools used to shape focusing crystals and inspect precious components.
Gear
- Arcane FirearmA compact arcane firearm assembled from an iron tube, a brass grip, and a cracked focusing crystal. It functions as a spellcasting focus after Arcane Firearm is gained.
- Artisan's Guild EquipmentA leather case containing charcoal, parchment, rulers, calipers, and several pages marked with increasingly alarmed corrections.
- Guild Artisan's PackA plain traveling outfit, a belt pouch, and 15 gp from the Guild Artisan starting package.
- Homunculus ServantA brass, spider-legged construct shaped like a clenched fist, created through the Homunculus Servant infusion.
Appearance
Bren is a small, broad-shouldered rock gnome with soot-gray skin, a blunt copper beard, and thick goggles permanently scarred by heat. His left eyebrow is singed away, and several brass plates have been riveted into his leather coat to protect against shrapnel. His fingers are stained with oil, charcoal, and alchemical dye. He carries a compact arcane firearm and a dented metal case containing the parts for his eldritch cannon.
Mannerisms
Bren rarely makes eye contact. He answers questions by adjusting a screw, checking a fuse, or drawing a diagram. When concentrating, he mutters measurements under his breath and taps his thumb against his teeth in groups of three.
Personality
Bren is terse, observant, and intensely practical. He dislikes crowds, casual conversation, and anyone who touches his tools without permission. Beneath the prickly silence is a careful, almost tender engineer who notices when people are tired, cold, or standing too close to a fuse.
Ideals
Useful things matter more than beautiful things. If a device solves a real problem, it deserves to exist, even if everyone else is too timid to appreciate it.
Bonds
The surviving apprentices from the Tallow workshop are the closest thing Bren has to family. He secretly sends them money and will risk himself to protect them. He also keeps the original guild seal from his ruined workshop, blackened by the blast.
Flaws
Bren assumes every warning is an invitation to improve the design. He would rather risk an explosion than admit he does not understand something. When frightened, he becomes insulting, overly technical, and impossible to persuade.
Quirks
Background
Bren Tallow was raised in a crowded rock gnome workshop where every surface held a half-finished clock, a cracked lens, or a dangerous idea nobody had yet admitted to building. He had a gift for making small things do large things, especially when those large things involved noise. His first successful invention was a spring-loaded mining charge designed to clear blocked tunnels. His second invention was the same device with a timer. His third invention was the same device with a timer, a directional casing, and a warning label that read, "Probably fine." The guild stopped letting him test prototypes indoors after that. When a catastrophic blast collapsed part of the workshop district, Bren took the blame even though the explosion had been arranged by a rival guild seeking to steal his designs. He left before anyone could defend him, carrying only his tools, his notes, and the half-built cannon that had saved three trapped apprentices. Years on the road made him capable, wealthy, and profoundly difficult to speak with. He now sells repairs, wards, and battlefield machinery to people who can tolerate his silence. He claims he works alone because other people interfere with precision. In truth, he is terrified that anyone who gets close will eventually be caught in the consequences of one of his ideas.
“He had a gift for making small things do large things, especially when those large things involved noise.”
- Background
- Guild Artisan
Connections
Species
Rock Gnome
Media
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