Finnegan "Finn" Copperkettle
Finnegan "Finn" Copperkettle
Sheet
AC 16 · HP 9 · 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
8 featuresAlways on
- Magical TinkeringLevel 1
You learn how to infuse mundane objects with minor magical effects. You can touch a Tiny nonmagical object and imbue it with one of the following effects: shed bright light and dim light, record a message up to six seconds long, continuously emit an odor or nonverbal sound, or display a static visual effect. You can maintain up to three infused objects at once, and an effect lasts indefinitely until you dismiss it or use this feature again beyond your limit.
- SpellcastingLevel 1
You have learned to cast spells through your artisan's tools or other objects. Intelligence is your spellcasting ability. You can use an artisan's tool or thieves' tools as a spellcasting focus for your artificer spells.
- LuckyHalflingWhen you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
- BraveHalflingYou have advantage on saving throws against being frightened.
- Halfling NimblenessHalflingYou can move through the space of any creature that is at least one size larger than you.
- Naturally StealthyHalflingYou can attempt to hide even when obscured only by a creature that is at least one size larger than you.
- TraitHalflingDarkvision is not granted by the halfling species.
- Guild MembershipGuild Artisan
Guild Membership. As a member of a recognized artisan guild, Finn can secure lodging, food, and basic assistance from guild members, and he can call upon the guild for introductions or professional support, subject to the guild's resources and approval.
Spells
4 spellsSpellcasting. Finnegan "Finn" Copperkettle casts with Intelligence (spell save DC 12, to hit with spell attacks).
Cantrips (at will): ,
1st level (2 slots): ,
Gear
11 itemsWeapons
- DaggerA small, spring-loaded blade useful for cutting wire, rope, and occasionally sandwiches.
- Light crossbowA compact crossbow with a padded stock and 20 iron bolts.
Armor
- Scale mailA practical suit of fitted metal scales worn over a leather work apron. The armor imposes disadvantage on Dexterity (Stealth) checks.
Tools
- Thieves' toolsUsed to disarm traps, open locks, and perform delicate mechanical work.
- Tinker's toolsA small hammer, pliers, files, wire, clamps, and precision implements.
- Smith's toolsA complete set of metalworking tools inherited from the Copperkettle workshop.
Gear
- 20×Crossbow boltAmmunition for the light crossbow.
- Dungeoneer's packA pack containing bedroll, tinderbox, rations, rope, and other travel necessities.
- Letter of introductionA formal introduction from Finn's guild, useful when seeking professional contacts.
- Traveler's clothesSimple clothes suitable for travel and workshop labor.
Purse
- 15×Gold piecesCoins saved from guild work and packed for the road.
Appearance
Finnegan is a compact lightfoot halfling with warm brown skin, thick russet curls, bright hazel eyes, and a broad, expressive mouth that shows a gap between his front teeth whenever he laughs. He smells faintly of hot brass, cinnamon, lamp oil, and whatever spice he last used to clean a stubborn gear. His scale mail is carefully fitted over a soot-darkened leather apron, and his belt carries tiny tools, labeled vials, and several harmless-looking mechanical curiosities.
Mannerisms
Finn taps metal objects three times before relying on them, squints at unfamiliar machinery as if listening to it, and unconsciously counts under his breath whenever he is anxious. When excited, he talks with both hands and occasionally demonstrates an invention directly beside someone's ear.
Personality
Finn is bright, sociable, and relentlessly curious. He treats every problem as a design challenge and every stranger as a possible source of an interesting story. He is generous with repairs, suspicious of grand promises, and delighted by small luxuries such as hot tea, polished brass, and a perfectly balanced screwdriver.
Ideals
Useful things should belong to everyone. If magic can mend a roof, unlock a prison, or make a hungry person's life easier, it should not be reserved for nobles and guild masters.
Bonds
The Copperkettle workshop and its guild apprentices are his family. He sends home part of every reward and is determined to create an invention that will keep the workshop prosperous forever.
Flaws
He cannot resist improving someone else's device, even when they are still using it. Finn also trusts clever mechanisms more readily than people, and he becomes defensive whenever anyone suggests that his latest invention might be dangerous.
Quirks
Background
Finnegan Copperkettle was born above his family's brassworks in the halfling quarter of a busy trade city, where every room hummed with bellows, clockwork, or an argument about whose kettle had the better whistle. He learned early that a well-made object could solve more than a practical problem. It could comfort a homesick traveler, keep a poor family warm, or make a tyrant's locked door considerably less certain. His first inventions were small, clever things: self-stirring soup spoons, spring-loaded boot brushes, and a tea kettle that sang three different tunes depending on the temperature. As he grew older, Finn joined the city's Tinkers and Metalworkers Guild, earning a reputation for repairing tools that other craftsmen had discarded. His guild master encouraged his curiosity, especially after Finn discovered that his careful experiments had begun producing unmistakably magical effects. When a wealthy patron tried to claim one of Finn's inventions as their own, Finn responded by releasing a swarm of clockwork beetles into the patron's counting room. The beetles did no harm, but they rearranged every coin into neat little messages reading, "Pay the maker." Finn left the city soon afterward, carrying his tools, his unfinished designs, and a firm conviction that useful magic belongs in the hands of ordinary people.
“He learned early that a well-made object could solve more than a practical problem.”
- Background
- Guild Artisan
Connections
Species
Halfling
Media
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