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Gabriel Locktick


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Played by
timmytime10

Other Characters by timmytime10


Gabriel Locktick

Wizard 6 Class & Level
Urchin Background
Neutral Alignment

Strength 10
+0
Dexterity 15
+2
constitution 13
+1
intelligence 20
+5
wisdom 12
+1
charisma 11
+0
Total Hit Dice 6
Hit Die 1d6+1
3 proficiency bonus
11 Passive perception
0 Strength
2 Dexterity
1 Constitution
8 Intelligence
4 Wisdom
0 Charisma
saving throws
2 Acrobatics
1 Animal Handling
11 Arcana
0 Athletics
0 Deception
5 History
1 Insight
0 Intimidation
8 Investigation
1 Medicine
5 Nature
1 Perception
0 Performance
0 Persuasion
5 Religion
5 Sleight of Hands
5 Stealth
1 Survival
skills
12
AC
37
Hit Points
2
Initiative
25 ft
Speed
Languages

Common and Gnomish


Weapon Proficiencies

Daggers, darts, slings, quarterstaffs, light crossbows


Tool Proficiencies

Disguise Kit and Thieves' Kit
Proficiencies
Plumes of the Phoenix Attack: +8 1d20+8 3d6 Damage: 3d6

Ray of Frost Attack: +8 1d20+8 2d8 Damage: 2d8

Ice Knife Attack: +8 1d20+8 1d10 Damage: 1d10 2d6 Damage: 2d6

Magic Missile Damage: 1d4+1 1d4+1

Small Knife: +8 1d20+5 1d4+2 Damage: [1d4+2]

Toll the Dead Damage 2d8 : [2d8] Damage 2d12 : [2d12]

Create Bonfire Damage 2d8: [2d8]

Tidal Wave Damage 4d8: [4d8]

Mel's Minute Meteors Damage 2d6: [2d6] Attacks

Cantrips


At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.

Your Spellbook


At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know.

Adding New Spells


When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level which you can prepare and if you can spare the time to decipher and copy it.

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.

Replacing Your Spellbook


You can copy a spell from your own spellbook into another book. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.

If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal.

Preparing and Casting Spells


The Wizard table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells. 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 wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.

You can change your list of prepared spells when you finish a long rest.

Spellcasting Ability


Intelligence is your spellcasting ability for your wizard spells. You use your Intelligence whenever a spell refers to your spellcasting ability.

In addition, you use your Intelligence modifier and proficiency bonus for the spell save DC of a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier.

Spell Attack modifier = your proficiency bonus + your Intelligence modifier.

Ritual Casting


You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.

Spellcasting Focus


You can use an arcane focus as a spellcasting focus for your wizard spells.

Learning Spells of 1st Level and Higher


Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots. as shown on the Wizard table. On your adventures. you might find other spells that you can add to your spellbook.
Spellcasting
Small Knife, Component Pouch, Spellbook, Potion of Healing, Feather of Sanctuary [Inert], Friendship Stone, Yorkie, Gram Gram's Blanket, Common Clothes, Map of Crystallis, Explorer's Pack, Yorkie's Helmet, Aquarius Library Card

Spells: Mending, Ray of Frost, Prestidigitation, Minor Illusion, Toll the Dead, Create Bonfire, Message

1st: Alarm, Mage Armor, Magic Missile, Tenser's Floating Desk, Comprehend Languages, Feather Fall, Detect Magic, Grease, Identify, Ice Knife

2nd: Flock of Familiars, Misty Step, Plumes of the Phoenix (Scorching Ray), Invisibility

3rd: Tidal Wave, Slow, Mel's Minute Meteors
Equipment
Curious, OCD (Can't stand for small objects not to be stacked in towers), Introverted
Personality Traits
I don't really care about other people unless I know them because I know how mean other people can be.

I believe that there is an order to everything, but I don't always like the rules in place.
Ideals
Grandmother - Deceased and loved dearly

Safina - Met in a bar and grew to become fast friends.
Bonds
Shy, Timid, Uncaring of others unless he knows them personally,
Flaws
Class Features
Spellcasting
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.

Cantrips
At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.

Spellbook
At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice.

The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library.

Copying a Spell into the Book. When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it.
Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.
For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.

Replacing the Book. You can copy a spell from your own spellbook into another book-for example, if you want
to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.
If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.

The Book's Appearance. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.

Preparing and Casting Spells
The Wizard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, 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 wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you're a 3rd-level wizard, you have four 1st-1evel and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell Magic Missile, you can cast it using a 1st-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 wizard spells requires time spent studying your spellbook and memorizing the incantiations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting
You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.

Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your wizard spells.

Learning Spells of 1st Level and Higher
Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook.

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.

Arcane Tradition
When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of the following schools:
• Abjuration
• Bladesinger
• Conjuration
• Divination
• Enchantment
• Evocation
• Illusion
• Invention
• Lore Mastery
• Necromancy
• Theurgy
• Transmutation
• War Magic
Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.


Subclass Features
Conjuration Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Conjuration spell into your spellbook is halved.

Minor Conjuration
Starting at 2nd level when you select this school, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet.

The object disappears after 1 hour, when you use this feature again, or if it takes any damage.

Benign Transportation
Starting at 6th level, you can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places.

Once you use this feature, you can't use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher.


Racial Traits
• Ability Score Increase. Your Intelligence score increases by 2 and your Dexterity score increases by 1.

• Age. Gnomes mature at the same rate as humans, and most are expected to settle into adult life around the age of 40. They can live to 350 years on average, but it's not too uncommon for them to reach 500 years of age.

• Alignment. Gnomes are generally Good. Those who tend towards Law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend towards Chaos are often minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are light-hearted, and even the tricksters amongst them favor harmless pranks over vicious schemes.

• Size. Gnomes are between 3 and 4 feet tall and weigh around 40 pounds. Your size is Small.

• 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.

• Natural Illusionist. You know the Minor Illusion cantrip. Intelligence is your spellcasting modifier for it.

• Speak with Small Beasts. Through sound and gestures, you may communicate simple ideas with Small or smaller beasts.

• Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saves against magic.

• Languages. You can read, speak, and write Common and Gnomish.


Background Feature
You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.

Lepus Renaissance: Gain the Mending Cantrip. Can give life to inert/dead magical items. Can also reduce magical items to their core components in the forms of stones/gems. Souls???

Shady Operator: You were born in the streets, surviving the harshness of poverty and the cruelty of society. You learned how to become resourceful, shrewd, and opportunistic. You rose from the ranks of common thieves and thugs. You built a network of spies and informants through extortion, deals, and favors. You are the person to reach out to when someone need information or a job done discreetly.

Benefit: You have 3 Shady Operator points. Whenever you make an ability check that involves the skill Persuasion, Sleight of Hand, Stealth, or Survival (urban areas only), or any Intelligence check to recall local information or identify a source of information, you can spend one Shady Operator point to roll a d12 and add it to the result. You can choose to spend one of your Shady Operator points after you roll the die, but before the outcome is determined. You regain your expended Shady Operator points when you finish a long rest.
Features & Traits

The major events and journals in Gabriel Locktick's history, from the beginning to today.

The list of amazing people following the adventures of Gabriel Locktick.

Played by
timmytime10

Other Characters by timmytime10