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Finnegan "Finn" Copperkettle - AI-generated fantasy Character

Finnegan "Finn" Copperkettle

Halfling · Artificer · Level 1 · Guild Artisan

Finnegan "Finn" Copperkettle

Finn is bright, sociable, and relentlessly curious.
AC16
HP9/9
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 16 · HP 9 · 25 ft.
AlignmentChaotic GoodGenderMaleAge52 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingSTR
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Light crossbows

Tools

Thieves' tools,
Tinker's tools,
Smith's tools,
One type of artisan's tools

Languages

Common,
Halfling,
Gnomish

Features

8 features

Always 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 spells

Spellcasting. Finnegan "Finn" Copperkettle casts with Intelligence (spell save DC 12, to hit with spell attacks).

Cantrips (at will): ,

1st level (2 slots): ,

Gear

11 items

Weapons

  • Dagger
    A small, spring-loaded blade useful for cutting wire, rope, and occasionally sandwiches.
  • Light crossbow
    A compact crossbow with a padded stock and 20 iron bolts.

Armor

  • Scale mail
    A practical suit of fitted metal scales worn over a leather work apron. The armor imposes disadvantage on Dexterity (Stealth) checks.

Tools

  • Thieves' tools
    Used to disarm traps, open locks, and perform delicate mechanical work.
  • Tinker's tools
    A small hammer, pliers, files, wire, clamps, and precision implements.
  • Smith's tools
    A complete set of metalworking tools inherited from the Copperkettle workshop.

Gear

  • 20×
    Crossbow bolt
    Ammunition for the light crossbow.
  • Dungeoneer's pack
    A pack containing bedroll, tinderbox, rations, rope, and other travel necessities.
  • Letter of introduction
    A formal introduction from Finn's guild, useful when seeking professional contacts.
  • Traveler's clothes
    Simple clothes suitable for travel and workshop labor.

Purse

  • 15×
    Gold pieces
    Coins 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

Names every important tool and becomes offended when others mispronounce the names.
Keeps a tiny wind-up beetle in his pocket for luck and conversation.
Adds cinnamon to nearly every hot drink, including some that should not contain cinnamon.
Collects broken buttons because he insists they are excellent emergency gears.

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.”
From their backstory
Background
Guild Artisan

Connections

Species

Halfling

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