Kincade Brasswright
Kincade Brasswright
Sheet
AC 18 · HP 111 · 25 ft.Saving throws
Skills
- ArcanaINT
- InsightWIS
- InvestigationINT
- MedicineINT
- NatureINT
- PerceptionWIS
- PersuasionCHA
- Sleight of HandDEX
Armor
Weapons
Tools
Languages
Features
16 featuresAction
- Extra Attack
When When you take the Attack action
You make two weapon attacks whenever you take the Attack action.
Reaction
- Flash of GeniusLevel 7
When you or a creature you can see within 30 feet makes an ability check, saving throw, or attack roll, you can use your reaction to add 1d10 to the roll. You can do this a number of times equal to your Intelligence modifier, and regain all uses on a long rest.
Always on
- Steel Defender Command
When On your turn
You can command your steel defender to act on your initiative, using its action to attack, help, or take another assigned action.
- Arcane JoltLevel 9
When When you hit with an appropriate attack
Once on each of your turns when you hit with a magic weapon attack or an artificer spell attack, you can deal an extra 4d6 force damage to the target.
- Magical TinkeringLevel 1
You know the mending cantrip and gain proficiency with thieves' tools and one set of artisan's tools. You can also create tiny mechanical signs, sounds, and effects to mark or flavor objects.
- SpellcastingLevel 1
You can prepare and cast artificer spells using Intelligence. You can use an infused item as a spellcasting focus, and you prepare a number of artificer spells each day equal to your Intelligence modifier plus half your artificer level, rounded down.
- Infuse ItemLevel 2
You learn to imbue nonmagical items with magical infusions. You know 12 infusions, can have 6 infused items active at once, and can replace infusions whenever you finish a long rest.
- The Right Tool for the JobLevel 3
You gain proficiency with one set of artisan's tools of your choice, and you can create that tool from spare materials when you need it.
- Tool ExpertiseLevel 6
You can add double your proficiency bonus to any ability check you make with a tool with which you are proficient.
- Spell-Storing ItemLevel 11
You can use your smith's tools as a spellcasting focus, and you can turn one magic item on short or long rests into a charged item that stores one spell of 1st or 2nd level for later use.
- Soul of ArtificeLevel 20
Whenever you finish a short rest, you can recover 2 expended spell slots with a combined level no greater than 5.
- TraitGnomeDarkvision, 60 ft.
- TraitGnomeGnome Cunning, advantage on Intelligence, Wisdom, and Charisma saving throws against magic
- TraitGnomeRock Gnome, Artificer's Lore, add double proficiency to History checks related to magic items, alchemical objects, or technological devices
- TraitGnomeRock Gnome, Tinker, proficiency with tinker’s tools and the ability to craft tiny clockwork devices
- Guild MembershipGuild Artisan
You are a respected member of an artisan guild, and people of your guild know you. You can secure lodging and food among guild members, and you can expect reasonable treatment from members of the guild and their allies.
Spells
26 spellsSpellcasting. Kincade Brasswright 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 (1 slot): , ,
Gear
10 itemsWeapons
- RapierA well-balanced backup weapon for close work.
- Light crossbowReliable ranged backup for when the enemy stays outside wrench range.
Armor
- Scale mailMedium armor, AC 14 + Dex modifier max 2, worn with pride and repaired often.
- ShieldProtective shield customized with gear motifs and extra bracing.
Tools
- Smith's toolsTrusted artisan's tool and symbol of a life spent making and fixing things.
- Thieves' toolsPrecision tools for delicate repairs and inventive fieldwork.
- Tinker's toolsA favored gnome invention, carried as both toolkit and personal comfort.
Gear
- Dungeoneer's packA versatile pack with adventuring gear, rations, rope, and field essentials.
- 20×BoltsA case of ammunition for the light crossbow.
- Traveler's clothesGuild-issued work clothes, reinforced and practical.
Appearance
Kincade is a short, wiry rock gnome with sharp features, deep-set intelligent eyes, and warm brown skin marked by soot, grease, and the honest wear of workshop labor. His dark curls are tied back beneath a scratched metal headband, and mirrored goggles rest over a constantly assessing stare. He wears a patched, oil-stained dark blue jumpsuit with reinforced knees and elbows, a heavy tool belt, steel-toed boots, and a battered brass gear pendant that he touches whenever he is thinking hard or missing home.
Mannerisms
He constantly adjusts his goggles, taps metal surfaces before trusting them, and mutters a running commentary while working through a problem. When he is excited, he points with a wrench instead of a finger, and when he is deeply focused, his jaw goes still and he stops blinking for far too long.
Personality
Perpetually electric and relentlessly curious, Kincade is the kind of gnome who looks at a broken engine and smiles like he has been handed a riddle from the gods. He is warm, loyal, and surprisingly patient with anyone willing to learn, but his respect is earned through competence and follow-through. In conversation he is brisk, animated, and prone to technical tangents, yet when the moment turns serious, he becomes calm, exacting, and frighteningly focused.
Ideals
Craft is service. The best invention is the one that keeps people safe, solves real problems, and leaves the world better repaired than he found it. He believes competence is a moral duty, and that every broken system, whether machine, guild, or government, deserves to be studied before it is judged.
Bonds
He will do anything to protect the people who have trusted him with their work, especially the guild crew that raised him and the apprentices who remind him of himself. He treasures his gear pendant and the battered notebooks where he keeps every design, failure, and brilliant mistake, because they are the closest things he has to a family archive. If a machine, ally, or promise is under his care, he treats failure as a personal offense.
Flaws
Kincade cannot resist a mystery mechanism, even when common sense insists it is dangerous, cursed, or actively on fire. He talks too fast when excited, interrupts himself with fresh ideas, and can become so focused on a problem that he forgets food, sleep, and occasionally entire conversations. He also takes criticism of his work far too personally, especially when it comes from people who do not understand the craft.
Quirks
Background
Kincade was raised in the Foundry District, where every alley held a furnace, every wall trembled with the rhythm of hammers, and every broken thing still had a future if someone clever enough took the time to listen to it. His family belonged to a guild of precision mechanics, and from the time he was old enough to hold a screwdriver, he was taught that a machine was never truly dead, only misunderstood. The brass gear pendant around his neck once belonged to his mentor, the first smith who told him that patience is a more powerful tool than force. Kincade believed it, then proved it, building clever little devices for shopkeepers, couriers, and repair crews until his name became known wherever a bad mechanism met a tight deadline.
“The brass gear pendant around his neck once belonged to his mentor, the first smith who told him that patience is a more powerful tool than force.”
- Background
- Guild Artisan
Connections
Species
Gnome
Media
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