Kincade Gearweld
Kincade Gearweld
Sheet
AC 18 · HP 128 · 25 ft.Saving throws
Skills
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- InvestigationINT
- MedicineWIS
- PerceptionWIS
Armor
Weapons
Tools
Languages
Features
19 featuresReaction
- Flash of GeniusLevel 7
When When a creature you can see within 30 feet makes an ability check or saving throw
Boost an ally’s critical check or save with a burst of intuitive insight.
Always on
- Eldritch CannonLevel 3
When As a bonus action, after creation or on later turns
Deploy a reinforced cannon that erupts with force, fire, or protective magic to control the battlefield.
- Arcane FirearmLevel 5
When When you cast an artificer spell through your firearm focus
Amplify a spell’s damage through a carefully tuned arcane firearm.
- Spell-Storing ItemLevel 11
When After completing a long rest
Turn a stored spell into a deployable device or object.
- Magical TinkeringLevel 1
You can spend an action to touch a Tiny nonmagical object and imbue it with one of several magical effects, such as producing light, recording sounds, or making a harmless sensory effect. You can maintain a number of such effects equal to your Intelligence modifier, and they last indefinitely until dismissed.
- SpellcastingLevel 1
You can prepare and cast artificer spells. Your spellcasting focuses on tools you use as a spellcasting focus, and your prepared spells are based on your Intelligence and artificer level.
- Infuse ItemLevel 2
You can infuse mundane items with magical energy, creating a number of infused items based on your artificer level. Your infusions can replicate magical properties and empower allies, gear, and tools.
- The Right Tool for the JobLevel 3
You gain proficiency with one type of artisan’s tools of your choice. You can use any set of tools you are proficient with as a spellcasting focus, and you can craft nonmagical items more quickly when using the right tools.
- Artillerist SpecialistLevel 3
You specialize as an artillerist. You gain proficiency with woodcarver’s tools, and your magic can be bound into destructive or protective arcane devices.
- Tool ExpertiseLevel 6
You gain expertise with any tool with which you are proficient. Any ability check you make using a tool you are proficient with adds double your proficiency bonus.
- Explosive CannonLevel 9
Your arcane firearm now channels more potent blasting magic, improving your offensive battlefield presence through your artificer spell attacks and cannon work.
- Magic Item MasterLevel 14
You can create and maintain more infused items at once, and the maximum number of items you can infuse increases.
- Fortified PositionLevel 15
While you have an Eldritch Cannon active, it grants half cover to you and your allies, and you can create two cannons when you take a special form of cannon. Your battlefield position becomes much harder to break.
- Soul of ArtificeLevel 18
You gain a bonus to all saving throws for each magic item you are attuned to, and if you are reduced to 0 hit points but not killed outright, you can potentially remain standing by expending a magic item charge. Your soul is threaded into your craft.
- TraitGnomeDarkvision, 60 ft.
- TraitGnomeGnome Cunning, advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
- TraitGnomeNaturally clever and inquisitive, with a lifelong knack for magical invention and technical detail.
- TraitGnomeSize Small, speed 25 ft.
- Guild MembershipGuild Artisan
Thanks to his membership in a local guild, Kincade can usually secure free room and board among guild members, and he can identify people and places tied to that trade network with ease. He also has access to guild contacts who can offer information, introductions, and occasional work.
Spells
19 spellsSpellcasting. Kincade Gearweld casts with Intelligence (spell save DC 23, 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 (1 slot):
Gear
10 itemsWeapons
- Light crossbowA simple ranged weapon for emergencies and field defense.
- 2×DaggerA pair of handy sidearms for close work.
Armor
- Leather armorA light, practical body shirt chosen for mobility and early fieldwork.
- ShieldA shield reinforced with scrap metal and rune marks, carried as standard issue protection.
Tools
- Tinker’s toolsA set of artisan tools chosen for the job.
Gear
- 20×Crossbow boltsA quiver of standard bolts for the crossbow.
- Explorer's packA satchel of travel supplies for rough roads and field assignments.
- Guild artisan's tools and papersGuild certificate and signet of professional standing.
- Traveler's clothesA fine set of travel clothes suitable for a respected craftsperson.
Purse
- Coin purseA pouch with coin for initial expenses.
Appearance
A short, wiry rock gnome with warm brown skin, deep set intelligent eyes, and a wild crown of dark curls held back by a scratched metal headband. His patched, oil-stained dark blue jumpsuit is reinforced at the knees and elbows, and a heavy tool belt drags at his hips with wrenches, pliers, calibration picks, and delicate lenses. Brass goggles rest on his forehead, a battered gear shaped pendant hangs at his throat, and his steel-toed boots are scuffed from countless hours in furnace heat, catwalk dust, and flying sparks. He moves with quick, precise gestures, always half turned toward the nearest device as though it might speak to him if he looks closely enough.
Mannerisms
He talks with his hands, punctuating sentences with tiny adjustments to nearby objects, cuffs, goggles, or tools. When thinking hard, he mutters measurements under his breath and taps metal surfaces in a diagnostic rhythm. He often crouches to get eye level with machines, as though respecting them enough to speak plainly. In conversation he rattles off ideas quickly, then abruptly stops to stare into the middle distance when a better design occurs to him.
Personality
Kincade is relentlessly curious, brisk in speech, and deeply earnest about his craft. He is happiest when a problem is complicated enough to require both patience and improvisation. Around strangers he can seem fidgety and distracted, but under pressure he becomes focused, calm, and startlingly authoritative. He respects practical competence, keeps his promises carefully, and treats every piece of machinery, and every person on his team, as something worth maintaining rather than replacing.
Ideals
Craft should make the world safer, fairer, and more beautiful. A thing built well is a promise kept, and a tool that protects the helpless is the highest form of art.
Bonds
His guild gave him his first real home, and he will repay that debt with labor, loyalty, and if need be, fire. He carries his family’s gear pendant everywhere, both as a keepsake and as a promise to make something lasting in a world that loves to break things.
Flaws
He cannot resist taking apart a problem in public, even when silence would be wiser, and he sometimes values a clever solution over a simple one. When a mechanism fails, he takes it personally, as if the machine betrayed him rather than the other way around. His focus can become tunnel vision, and once he decides something can be improved, he may ignore risk, fatigue, or social cues until the work is done.
Quirks
Background
Kincade grew up in the Foundry District, where the air tasted of coal dust, hot metal, and possibility. While other gnomes were content to tinker with clever toys, he was drawn to the loudest, most dangerous machines in the city, the presses, boilers, walkers, and piston rigs that broke down when no one else knew how to listen. He learned early that every rattling gear had a story, every failure a cause, and every cause a solution if you were patient enough to tease it out with the right tool and the right question. His guild took him in as an apprentice because he could fix what stronger hands could not, and because he never stopped asking why a thing worked until he understood the whole system. As he mastered his craft, Kincade began building tools that fought back. His cannons, braces, and arcane assemblies were born from practical need, first for protecting workers in collapsing workshops, then for surviving sabotage, gang pressure, and the occasional industrial accident that was less accidental than advertised. He rose through the artisan ranks by turning ingenuity into reliability, and reliability into reputation. Now he travels where broken systems, desperate workshops, and impossible projects demand a mind that can hold a dozen moving parts at once. He still wears the gear pendant from his family, a reminder that every great machine is only a collection of smaller, stubborn truths held together by will.
“As he mastered his craft, Kincade began building tools that fought back.”
- Background
- Guild Artisan
Connections
Species
Gnome
Media
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