Spark
Spark — The Encounter
The hooded gunner whose arm-cannons answer every question with fire · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Spark
They call him Spark, though no one in the Forgebound holds claims to have heard him speak. He is a wright of the gun-forges, one of the cowled artillerists who learned to graft the foundry to the flesh, trading both hands for arms that end in muzzles. Where lesser gunners haul a cannon, Spark wears two, fed by shells he packs himself in the long quiet hours before a march. On the line he does not charge and does not break; he simply walks to good ground, plants a boot in the rubble, and begins firing, picking apart a formation shot by patient shot until the ground steams. Soldiers who fight beside him say the unnerving thing is the silence: no war cry, no order, only the steady cough of the barrels and the smell of scorched stone. When the field is finally still, Spark turns and walks away, reloading as he goes.
Run Spark in Sixty Seconds
- He is artillery, not a brawler — keep him at range, plant him on good footing, and let his two barrels do the work; if he gets pinned in melee he is in trouble.
- Open with Scattershot at distance — two shots a turn at separated targets, each shoving on a failed DC 14 Strength save to keep enemies off him.
- Hold Incendiary Shell for the cluster — the moment two or more PCs bunch within 15 feet, drop the 6d6 fire burst, then back off with Reposition.
- Kill-priority is whoever is most exposed — the caster or archer standing clear of cover; he ignores the front-line tank and shoots past it.
- Three ways to run him — lone sniper harassing from a rooftop, paired with a melee bruiser who pins the party for his shots, or anchoring a gunline of minions in a lair fight.
Spark
Medium humanoid, lawful neutral
CR 6 · 2,300 XP · GUIDELINETwin Barrels. Spark fires from two arm-mounted cannons. Once on each of its turns it may aim a second Scattershot Cannon shot as part of the same action it uses to fire the first, but each shot must target a different creature.
Steady Footing. Difficult terrain made of rubble, ash, or its own slag costs Spark no extra movement, and it has advantage on saving throws against being knocked prone.
Actions
Multiattack. Spark makes two Scattershot Cannon attacks, or two Slam attacks if a target is within 5 feet of it.
Scattershot Cannon. Ranged Weapon Attack: +6 to hit, range 80/240 ft., one target. Hit: 18 (3d8+5) piercing damage, and the target must succeed on a DC 14 Strength saving throw or be pushed 10 feet away.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage.
Incendiary Shell (Recharge 5-6). Spark fires a bursting shell at a point within 120 feet. Each creature in a 15-foot-radius sphere must make a DC 14 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much on a success. Flammable objects in the area ignite.
Bonus Actions & Reactions
Reposition. When a creature ends its turn within 10 feet of Spark, Spark can use its reaction to move up to half its speed without provoking opportunity attacks from that creature.
A silent figure in dented blue-and-gold plate, hood drawn low over burning red eyes, both arms ending in stubby multi-barrel cannons that vent heat between shots.
Spark, Bound
Companion · acts on your initiative
Bound · GUIDELINELoader's Bond (signature). While within 5 feet of its bonded gunner, Spark feeds shells faster: the gunner's Incendiary Shell recharges on a roll of 4-6 instead of 5-6.
Actions
Hand Cannon. Ranged Weapon Attack: +4 to hit, range 60/180 ft., one target. Hit: 9 (2d6+2) piercing damage.
Reactions
Smoke Pot. When an ally within 20 feet is hit by a ranged attack, Spark hurls a smoke pot, creating a 10-foot-radius cloud of obscuring smoke centered on that ally until the end of the round.
A wiry powder-monkey in a soot-stained scarf who never lets the barrels run dry.
Guideline numbers — formula-tuned and read from the miniature's design, not yet table-proven. Tell us how it ran in the comments.
How It Fights — by Tier
Same creature, scaled threat. The traits never change; only the numbers move.
Open at max range with Scattershot Cannon and back-pedal so melee never closes. Save Incendiary Shell for the moment two or more PCs bunch up. Kill-priority is the squishiest caster he can see line to; pair him with a melee bruiser who pins the party in place for his shots.
Plant on high or broken ground and rip two Scattershot shots a turn at separated targets, using Reposition to slide out of melee. The instant the party clusters, drop Incendiary Shell on the knot. He is an artillery add-on, not a solo: pair him with a bigger melee threat or a screen of minions so the party can't just rush him down.
Stage him on a lair vantage with minions holding the approaches while he reaches out to 240 ft. with Scattershot. Open with Incendiary Shell on the densest formation, then pick off whoever steps clear of cover. He is a gunline piece, not a centerpiece: pair him with a bigger threat that demands the party's attention while he whittles them from afar.
Put Spark on the table
Download the presupported STL and run the fight tonight — the model, and the encounter that comes with it.
Get the STL on MyMiniFactory →Clay Cyanide Companion Rules v1
How a bound creature acts
- A companion acts on its owner's initiative, immediately after the owner.
- It uses the Companion block above — roughly ×0.6 HP and damage, no recharge abilities, and at most one reaction trait.
- It moves freely; it takes its Action only while its owner is conscious.
- At 0 HP a companion is broken, not dead — restored on a long rest unless your table rules otherwise.
Original Clay Cyanide material © Clay Cyanide LLC — explicitly not the non-SRD official sidekick rules.
Questions, Asked at the Table
What CR is Spark?
Spark is built as a CR 6 ranged threat (Tier 2, levels 5-10): AC 16, 120 HP, +6 to hit, save DC 14. Scaled stat blocks for Tier 1 (levels 1-4) and Tier 3 (levels 11-15) are included if you want to drop or raise him a tier without changing how he plays.
Can Spark be a companion or ally?
Yes. He makes a natural hireling gunner or mercenary artillerist for a party that needs fire support. Use the lower-tier numbers so he doesn't outshine the players, and let his Twin Barrels and Incendiary Shell cover an approach while the PCs maneuver. His own loader, Cinder, is included as a smaller bound companion.
Is Spark a boss or an add-on?
An add-on. He has no legendary actions and only a repositioning reaction, so a four-PC party will out-act him in a one-on-one fight. Run him as part of a group — paired with a melee threat or anchoring a squad of minions — where his ranged punishment matters most.
Tell Us How It Ran
This work includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC and available at dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at creativecommons.org/licenses/by/4.0/legalcode.
Clay Cyanide Miniatures is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC. This content is compatible with the fifth edition of the world's most popular fantasy roleplaying game. Companion rules, lore, names, and original mechanics © Clay Cyanide LLC.
Technical Specifications
32mm, 75mm
STL, Pre-supported STL
Standard or ABS-like resin, 0.05mm layer height
Yes — ready to print, optimized supports included
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