Pip Sprocketwhirr
Pip Sprocketwhirr
Sheet
AC 18 · HP 87 · 25 ft.Saving throws
Skills
- AcrobaticsDEX
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
22 featuresAction
- Artillerist: Explosive CannonLevel 9
The damage of your Eldritch Cannon increases by 1d8. You can also detonate the cannon as an action, forcing creatures within 20 feet to make a Dexterity saving throw or take 3d8 force damage, half damage on a success.
Bonus action
- Artillerist: Eldritch CannonLevel 3
You gain proficiency with woodcarver's tools and can use them to create an Eldritch Cannon. The cannon is a Small or Tiny magical object with AC 18, hit points equal to five times your artificer level, immunity to poison and psychic damage, and several special actions. You can create one cannon at a time and command it as a bonus action.
Always on
- Eldritch Cannon
When Bonus action
Fire a magical cannon that deals force damage in a line, pushes creatures, or restores hit points to allies depending on the cannon's model.
- Arcane Firearm
When When casting an artificer spell through the firearm
Add an extra 1d8 to one damage roll of an artificer spell cast through the Arcane Firearm.
- Flash of GeniusLevel 7
When Reaction when a creature makes an ability check or saving throw
Add Intelligence to an ability check or saving throw made by you or an ally within 30 feet.
- Magical TinkeringLevel 1
You can use thieves' tools, tinker's tools, or another object to create a tiny magical effect, such as emitting light, recording a message, producing an odor, or displaying a visual effect. The effect lasts for 1 hour and can affect one object at a time.
- SpellcastingLevel 1
You use Intelligence as your spellcasting ability and can cast artificer spells using tools as a spellcasting focus. You know two artificer cantrips and prepare nine artificer spells.
- Infuse ItemLevel 2
You know eight artificer infusions and can infuse up to four nonmagical objects at once. Infused items become magical and remain infused until replaced or the infusion ends.
- The Right Tool for the JobLevel 3
You can create a set of artisan's tools in one hour using smith's tools, tinker's tools, or other artisan's tools, provided you have raw materials worth 100 gp.
- Tool ExpertiseLevel 6
You gain proficiency with every tool you are proficient with. Your proficiency bonus is doubled for any ability check using a tool with which you are proficient.
- Magic Item AdeptLevel 10
You can attune to up to four magic items at once. Crafting common or uncommon magic items takes one-quarter of the normal time and costs half as much gold.
- Ability Score ImprovementLevel 4
You gain an Ability Score Improvement. Pip increased Intelligence by 2, raising it from 15 to 17 after species bonuses and advancement.
- Ability Score ImprovementLevel 8
You gain an Ability Score Improvement. Pip increased Intelligence by 2, raising it from 17 to 19.
- Ability Score ImprovementLevel 12
You gain an Ability Score Improvement. Pip increased Intelligence by 1 and Dexterity by 1, raising them to 20 and 15 respectively.
- Artillerist: Arcane FirearmLevel 5
When you cast an artificer spell through your Arcane Firearm, roll an additional 1d8 and add it to one damage roll of that spell.
- Artillerist: Fortified PositionLevel 15
You and your allies gain half cover while within 10 feet of your Eldritch Cannon. You can create two cannons with the same action, but not more than one cannon per turn.
- TraitRock GnomeDarkvision out to 60 feet
- 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 construct small clockwork devices
- TraitRock GnomeGnome resilience and inventive aptitude
- Guild MembershipGuild Artisan, Tinkerer
Guild membership provides lodging, food, and support from fellow guild members, along with access to influential artisans and professional contacts. The guild can identify members, mediate disputes, and provide assistance when Pip is accused of professional misconduct.
Spells
11 spellsSpellcasting. Pip Sprocketwhirr casts with Intelligence (spell save DC 16, to hit with spell attacks).
Cantrips (at will): , ,
1st level (4 slots): , ,
2nd level (3 slots): , ,
3rd level (3 slots): ,
4th level (3 slots): no spells
5th level (2 slots): no spells
Gear
12 itemsWeapons
- Light crossbowA ranged martial weapon with ammunition
Armor
- Scale mailMedium armor, AC 14 plus Dexterity modifier up to 2
- ShieldA shield providing a +2 bonus to AC
Tools
- Tinker's toolsUsed for crafting and repairing devices, with double proficiency on applicable checks
- Smith's toolsUsed for crafting and repairing metal objects, with double proficiency on applicable checks
- Woodcarver's toolsUsed to create an Arcane Firearm and Eldritch Cannon
- Jeweler's toolsA guild artisan's set of professional tools
Gear
- 20×Crossbow boltsAmmunition for the light crossbow
- Dungeoneer's packA backpack containing adventuring supplies
- Traveler's clothesFormal guild clothing suitable for professional meetings
- Letter of introductionA letter of introduction from the Tinker's Guild
Purse
- 15×Gold piecesStarting currency from the Guild Artisan background
Appearance
Pip is a short, wiry rock gnome with pale, freckled skin dusted in grease and soot. One eye is hazel-green and the other is cloudy blue. Her short hair is divided into high, messy pigtails with purple and teal streaks. She wears oversized, patched, mismatched clothing marked by scorch burns and oil stains. Scratched goggles rest on her forehead, and numerous belts and bandoliers hold tools, vials, springs, gears, and suspiciously ticking devices.
Mannerisms
Pip narrates her own repairs aloud, gives names to every important device, and taps her thumb against her fingers while thinking. She frequently adjusts her goggles even when they are on her forehead, punctuates explanations with tiny sparks from her tools, and grins proudly whenever a machine makes an alarming noise.
Personality
Endlessly curious, relentlessly optimistic, and aggressively enthusiastic. Pip is bratty in an oddly charming way, treating every danger as an intriguing engineering problem and every stranger as a potential collaborator. She is clever, impulsive, generous with ideas, and completely incapable of leaving an interesting lever unpulled.
Ideals
Knowledge should be free, shared, and used to make the impossible possible. The best invention is the one that gives ordinary people a chance to do extraordinary things.
Bonds
My inventions are my children. I would burn the world down before letting someone deliberately destroy one of them. I also owe my old guild a masterpiece, or at least an apology that does not explode.
Flaws
I talk too much, overshare constantly, and rarely notice when I have offended someone until after I have explained the entire mechanism of the offense. Rules are more like suggestions, and suggestions are more like invitations to experiment.
Quirks
Background
Pip Sprocketwhirr learned early that every machine had a personality. Some gears were shy, some springs were dramatic, and at least one particularly stubborn kettle was clearly plotting against her. The guild noticed her talent when she repaired a broken clock using a spoon, three hairpins, and a small amount of controlled lightning. They took her in as a tinkerer, gave her proper tools, and quickly learned that Pip treated safety regulations as fascinating suggestions written by people who lacked imagination. Her career became a blur of brilliant prototypes, spectacular explosions, and demonstrations that technically succeeded if one ignored the screaming. The final incident involved an experimental eldritch cannon misfiring during a crowded exhibition, then rolling after the fleeing audience as though it had chosen a target. The Tinker's Guild suspended Pip indefinitely and advised her to cool off. Instead, she packed her tools, diagrams, and stubborn optimism, then set out to find rare materials and forgotten mechanisms. Her cannon now appears to possess an independent mind, while a minor elemental Pip accidentally bargained with continues sending her bizarre gifts, including enchanted screws, warm stones, and one offended-looking brass beetle. Pip travels to discover the hidden machinery of the world and prove that even the messiest mind can build something extraordinary.
“Some gears were shy, some springs were dramatic, and at least one particularly stubborn kettle was clearly plotting against her.”
- Background
- Guild Artisan, Tinkerer
Connections
Species
Rock Gnome
Media
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