Table of Contents

Rokko Hustle

Rock Gnome Barbarian - 1 / Artificer - 3
Background: Charlatan
Hit Points: 35
Armor Class: 19 (Breastplate, Infused Shield, Dexterity)
Rokko is played by Andrew.

STR 14 (+2)
CON 14 (+2)
DEX 14 (+2)
INT 14 (+2)
WIS 8 (-1)
CHA 12 (+1)

Rokko's Krew

Rokko's Steel Defender, Growler

Weapons: Force Hatchet (Infused Battleaxe: +5 To Hit / 1D8+3 Slashing, Versatile), Two Hand-Axes (1D6+2 Slashing, Light, Range, Thrown 20/60), Hand Crossbow (1D6+2 Piercing, Light, Loading, Range 30/120)

Stuff: An explorer’s pack and four javelins. Healer's Kit. Tinker's Tools. Thieves' Tools. Forgery Kit. A set of fine clothes, a Disguise kit, ten sets of tinker toy creations along with spare parts, and a belt pouch containing 15 gp

Rokko has squirreled the deed to his clubhouse / workshop Anongnomeous with his mum. Unfortunately, she thinks it is Rokko's new novel and reads aloud from it to anyone who will listen in the marketplace because she is proud of her son. Also, Rokko's mum is shellshocked from PTSD and heavy drug use.

Cash Log:

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Disguise kit, Forgery kit, Thieves' Tools, Tinker's Tools
Saving Throws: Strength, Constitution
Skills: Athletics, Deception, Perception, Sleight of Hand

Background Features

False Identity

You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.

Race Features

Speed

Your base walking speed is 25 feet.

Darkvision

Accustomed to life Underground, you have superior vision in dark and dim Conditions. You can see in dim light within 60 feet of you as if it were bright light, and in Darkness as if it were dim light. You can’t discern color in darkness⁠, only Shades of Gray.

Gnome Cunning

You have advantage on all Intelligence, Wisdom, and Charisma Saving Throws against magic.

Artificer’s Lore

Whenever you make an Intelligence (History) check related to magic items, alchemical objects⁠, or technological devices, you can add twice your Proficiency Bonus, instead of any Proficiency Bonus you normally apply.

Tinker

You have proficiency with artisan’s tools (tinker’s tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to Construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time.

When you create a device, choose one of the following options:

Class Features

Rage

In battle, you fight with primal ferocity. On Your Turn, you can enter a rage as a Bonus Action.

While raging, you gain the following benefits if you aren’t wearing heavy armor:

If you are able to cast Spells, you can’t cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked Unconscious or if Your Turn ends and you haven’t attacked a Hostile creature since your last turn or taken damage since then. You can also end your rage on Your Turn as a Bonus Action.

Once you have raged the number of times shown for your Barbarian level in the Rages column of the Barbarian table, you must finish a Long Rest before you can rage again.

Rokko has two rages and gains a +2 rage damage bonus.

Unarmored Defense

While you are not wearing any armor, your Armor⁠ Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a Shield and still gain this benefit.

Magical Tinkering

At 1st level, you've learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:

The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.

You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.

Spellcasting

You've studied the workings of magic and how to cast spells, channeling the magic through objects. To observers, you don't appear to be casting spells in a conventional way; you appear to produce wonders from mundane items and outlandish inventions.

Rokko knows two cantrips and has three first level spell slots to use a day.

Rokko has chosen the following cantrips: Mage Hand, Sword Burst (DEX of 1D6)

Tools Required

You produce your artificer spell effects through your tools. You must have a spellcasting focus-specifically thieves' tools or some kind of artisan's tool-in hand when you cast any spell with this Spellcasting feature (meaning the spell has an “M” component when you cast it). You must be proficient with the tool to use it in this way. See the equipment chapter in the Player's Handbook for descriptions of these tools.

After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.

Preparing and Casting Spells

The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a lst-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.

Rokko can carry up to three artificer spells at once.

Infuse Item

At 2nd level, you've gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items.

Infusions Known

When you gain this feature, pick four artificer infusions to learn. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table.

Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.

Rokko knows the following infusions: Enhanced Defense, Enhanced Weapon, Homunculus Servant, Replicate Bag of Holding

Infusing an Item

Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see the attunement rules in the Dungeon Master's Guide).

Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you replace your knowledge of the infusion.

You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion ends, and then the new infusion applies.

If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.

The Right Tool for the Job

At 3rd level, you've learned how to produce exactly the tool you need: with thieves' tools or artisan's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.

Tool Proficiency

When you adopt the battle smith specialization at 3rd level, you gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Battle Smith Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Battle Ready

When you reach 3rd level, your combat training and your experiments with magic have paid off in two ways:

You gain proficiency with martial weapons. When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.

Steel Defender

By 3rd level, your tinkering has borne you a faithful companion, a steel defender. It's friendly to you and your companions, and it obeys your commands. See its game statistics in the Steel Defender stat block, which uses your proficiency bonus (PB) in several places. You determine the creature's appearance and whether it has two legs or four; your choice has no effect on its game statistics.

In combat, the defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the defender can take any action of its choice, not just Dodge.

If the Mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The steel defender returns to life after 1 minute with all its hit points restored.

At the end of a long rest, you can create a new steel defender if you have smith's tools with you. If you already have a defender from this feature, the first one immediately perishes. The defender also perishes if you die.

Character Pitch

I'll play a rock gnome who introduces himself as “Rokko Hustle.” That is clearly the identity he chose for himself not the name his mother gave him, which is a sweet and vulnerable “Beeboo.” He grew up as a street-smart hustler raised by a backwoods single mother in the city of The Residence. Kind of like Bill Burr or Joe Pesci, Rokko grew up on the wrong side of the wealth gap. He continually “innovates” which means coming up with crazy ideas that were then co-opted by those with wealth and power into success stories. Maybe a little like Kramer with rage issues. He is a gnomish take on Marvel's Rocket Raccoon.

The continual grinding and cynicism makes him cocksure and a braggart. He's a natural motivator and he would pull the PCs together for a job he needs to do for sure. However, he makes a poor leader because of his single mindedness. He has never met the gnome he thinks is his father, a famous artificer who has created some important artifacts in his time. Maybe this gnome even has a brand-name or handiwork that is seen all over the place.

Rokko loves the sound of his own voice, and is wary of any plan that is not his own. He likes being “in control.” He's not crazy about his barbarian rage, but he will show his anger when he has to. Maybe it is like a “nerd rage” kind of thing. I'm not quite sure yet.

Rokko has always had a way with people. He knows what makes them tick, and can tease out their hearts' desires after a few minutes of conversation. With a few leading questions he can read them like they were children's books. It's a useful talent, and one that he often uses to his advantage.

Rokko knows what people want and he delivers. At least, he promises to deliver. These marvels sound implausible, but he makes them sound like the real deal. Sometimes his ego writes checks that his talent can't cash. At the end of the day, he either makes the deal happen by hook or by crook, pulling off a daring heist or delivering clockwork knockoffs that work just long enough for him to get away.

Possible Arcs

His arc(s) might include:

  1. Rokko simultaneously always “knows a guy” but in all cases he owes them something so they won't help unless that debt is paid.
  2. Learning who his true father is, or learning who his father truly is.
  3. Getting revenge on the douchebags and moochers who put him down and then steal his awesome yet bonkers ideas and get rich. He's got a mean streak, and he's got a long memory for those who have wronged him.
  4. Keeping his half-feral mother fed and alive. He will continually be seeing that she gets money all the while complaining about how she lives. As a former barbarian in the city recovering from a substance abuse problem (“The Savor”) and her pusher friend who looks way too much like Guy Fieri she has her own demons that he is struggling against. Even once he becomes successful, she continues to be an easy mark for grifters.
  5. Learning that being part of an adventuring party is about sacrifice and forethought and not just about getting “what's his” in the deal.
  6. Getting over his inferiority complex. He's on the small side, even for a gnome. Sooner or later, someone will have a larger axe and he will have to compare sizes. “It's not how big it is, it is how you use it, pal.”
  7. Watching his insane and kooky schemes all somehow come together at the end despite how improbable and/or suicidal they might seem at first.