Voss's Clockwork Curiosities

Est. 2025 Human Artificer (Alchemist Specialist)

Voss's Clockwork Curiosities

Marcellin always keeps one hand pocketed in his jacket and speaks in soft, oily cadences. He prefers to haggle in whispers and will offer 'special' deals off th...

MA

Shopkeeper

Marcellin Voss, a Human Artificer (Alchemist Specialist) (Lvl 10)

Keeper's Species

Human

2 Weapons4 Misc1 Armor2 Potions5 Misc1 MiscEst. 16.5k gp

Shop Inventory

(15)
Weapons2

A compact crossbow with brass gears and a small aether tank. Fires up to three bolts in a single action before needing a short recharge ( rounds). Feels warm after extended use.

Atk On a hit, once per short rest the wielder can expend a charge to deal an extra lightning damage. Holds 3 charges; regains charges at dawn.

A sleek short sword with a hollow core that exhales a hot breath on command. Fine balance and a faint whine when swung.

Atk Once per short rest, can expel a 10-foot cone of scalding steam as a bonus action ( fire, Dex save for half).
Miscellaneous4

A palm-sized brass construct that unfolds into a tiny sentinel. Can act as a familiar (find familiar must be known) or provide a bonus to Initiative while active.

AC +12Can scout ahead up to 120 ft and transmit visual/audio to wearer once per hour. Lasts 8 hours per daily wind-up (or one long rest recharge).

Riveted goggles with adjustable lenses and a HUD etched into glass. Grants advantage on Perception checks involving sight in dim light and the ability to see into a 30-foot cone of thermal signatures (as Detect Heat) for 1 minute per short rest.

Grants +1 to Investigation checks when worn. Once per short rest, emit faint steam plume as a distraction (disadvantage to Perception checks against wearer for one round).

A small leather pouch whose interior is a bewildering maze of miniature gears. Pulling a random cog produces a minor magical effect.

Once per day, reach in and pull a cog (roll d6): 1—Feather Fall on wearer; 2—Produce Flame; 3—Mending; 4—Silence (5 ft radius, 1 minute); 5—Disguise self (10 minutes); 6—Release harmless clockwork beetles (dancing distraction).

A bulky, rare wrist-mounted module that arcs blue lightning between foes. It crackles with contained energy and is clearly experimental.

Requires Attunement. Once per long rest, as an action, unleash bolts of lightning at up to three targets within 30 ft (each target: lightning, Dex save for half). Module contains 3 charges; regains at dawn.
Armor1

A waist-length leather jacket with segmented brass plates and a small steam reservoir. Offers substantial protection without heavy weight.

AC +15Once per short rest, the wearer can activate steam vents to gain resistance to cold and poison for 10 minutes. Requires Attunement.
Potions2

A viscous red potion with floating copper shavings. Heals like a greater potion but leaves faint mechanical ticking in drinker's bones.

Heal 4 HPHeals HP when consumed (equivalent to Greater Healing Potion). After drinking, limbs have advantage on checks to resist being knocked prone for 1 hour.

A vial that animates a single non-magical tool for 1 hour, allowing it to perform simple tasks under the drinker's command.

Animates one tool to act as a servant (no combat actions) for 1 hour. Useful for repairs, filing, or holding small items.
Miscellaneous5

A small brass canister that shatters on impact, releasing thick black smoke and a pop. Useful for cover or quick escapes.

Creates a 15-foot-radius heavily obscured zone for 1 minute. Wind dispersion check as per fog cloud. Single use.

A set of tiny levers and a humming mainspring. Grants a bonus to lockpicking tasks and can mimic a single key shape stored in memory.

bonus to Thieves' Tools checks for non-magical locks. Once per day can replicate a mundane key for 1 minute.

A foldable brass-inlaid map that records the last 24 hours of movement along a single street or corridor when placed against the surface. Useful for stakeouts.

Can replay the last 24 hours of sound and motion along a 100-foot stretch once per day. Does not reveal minds or invisible creatures.

A cigar-sized cell that hums softly. Powers small devices or can be used to stabilize a spellcasting focus for one concentration check per cell.

Can power a tiny device (up to 1 hour) or grant advantage on one Constitution saving throw to maintain concentration. Single use.

Common items: brass fittings, sprockets, clockwork springs, oil, glass vials, wire, and basic alchemical reagents.

These are nonmagical crafting materials. Quality varies; rare parts may be found on occasion.
Miscellaneous1

Sturdy leather boots with spinning gyros in the sole. They hum and glow faintly when motion sensors detect a fall.

Grants advantage on Dexterity saving throws to avoid falling damage and reduces falling damage by once per long rest. Once per short rest, wearer can take the Disengage action as a bonus action.
MA

Marcellin Voss

HumanArtificer (Alchemist Specialist)Lvl 10

Shop Atmosphere

Marcellin always keeps one hand pocketed in his jacket and speaks in soft, oily cadences. He prefers to haggle in whispers and will offer 'special' deals off the ledger—often for favors, information, or an odd mechanical trinket. The shop has a faint smell of ozone and burnt sugar, and a hidden back room (locked) where he performs experiments. He subtly marks repeat customers with a tiny brass pin sewn into their purchases' packaging.
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