Remove these ads. Join the Worldbuilders Guild

DeLonge

Svirfneblin Gnome (+2 INT, +1 DEX) Race
Haunted One Origin
Wizard 3 Class & Level
Chaotic Neutral Alignment
Deity
Faction
Rank/Position
Loyalty
Company

Strength 8
-1
Dexterity 16
+3
constitution 13
+1
intelligence 16
+3
wisdom 12
+1
charisma 10
+0
Total Hit Dice 2
Hit Die
1d6+1
+2 proficiency bonus
-1 Strength
+3 Dexterity
+1 Constitution
+5 Intelligence
+3 Wisdom
+0 Charisma
saving throws
+3 Acrobatics
+1 Animal Handling
+5 Arcana
-1 Athletics
+0 Deception
+3 History
+3 Insight
+0 Intimidation
+5 Investigation
+1 Martial
+1 Medicine
+3 Nature
+1 Perception
+2 Performance
+0 Persuasion
+3 Religion
+3 Sleight of Hands
+3 Stealth
+3 Survival
skills

 

MV

Prestige

Attunement Slots
13
Armor Class
21
Hit Points
+3
Initiative
25
Speed
Dagger 1d20+5 1d4+3
Spellcasting 1d20+5
Attacks
Armor: None
Weapons: daggers, darts, slings, quarterstaffs, light crossbows
Tools: none
Saving Throws: Intelligence, Wisdom
Skills: Arcana, Insight, Investigation, Survival
Languages: Common, Undercommon, Gnomish, Elvish, Sylvan
Proficiences
Spellcasting is INT
Saving Throw is 8 + INT + Prof. = 8 + 3 + 2 = 13

Cantrips: 3

  • Mage Hand
  • Fire Bolt
  • Minor Illusion


  • 1st Level spells: 6

  • *Feather Fall*
  • *Mage Armor*
  • Magic Missle
  • *Shield*
  • *Absorb Elements*
  • False life
  • Sleep
  • *Burning Hands*


  • 2nd Level spells: 2

  • *Shadow Blade*
  • Mirror Image

  • Spellcasting
    Starting Equipment

  • A dagger
  • An arcane focus
  • An explorer's pack, a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, a waterskin, 50 feet of hempen rope.
  • A spellbook


  • Haunted One Gear

  • Monster hunter's pack: a chest, a crowbar, a hammer, three wooden stakes, a holy symbol, a flask of holy water, a set of manacles, a steel mirror, a flask of oil, a tinderbox, 3 torches
  • A set of common clothes
  • A black hair tie


  • A nice inlaid and silvered dagger
  • A very cool and not cringe skull tied around his waist.

  • 0 CP
  • 12 SP
  • 20 GP

  • Equipment
    8/15/13/14/12/10
    Stat Array
    Warcaster feat

    You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:

    You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.

    You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.

    When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.


    Arcane Recovery

    You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.


    Gnome Cunning

    You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.


    Superior Darkvision

    Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 120 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.


    Stone Camouflage

    You have advantage on Dexterity (Stealth) checks to hide in rocky terrain.


    Training in War and Song

    When you adopt this tradition at 2nd level, you gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice.

    You also gain proficiency in the Performance skill if you don't already have it


    Bladesong

    Starting at 2nd level, you can invoke a secret elven magic called the Bladesong, provided you aren't wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus.

    You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss Bladesong at any time you choose (no action required).

    While your bladesong is active, you gain the following benefits:

    You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).
    Your walking speed increases by 10 feet.
    You have advantage on Dexterity (Acrobatics) checks.
    You gain a bonus to any Constitution saving throws you make to maintain concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).
    You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

    Class/Racial Features & Traits

    The statblocks of your Weapons, armor and other important/magical equipment

    Statblocks for your familiars, mounts etc.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Statblocks for your Trinkets, businesses, building, castles, empires.


    Created by

    KillerOfCake.

    Statblock Type

    Verum Character Sheet

    Link/Embed