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Thimble Goldinose

Forest Gnome Race
Criminal Origin
Scholar (Politician) 6 Class & Level
Neutral Good Alignment
Deity
Camp Vengeance(?) Faction
Lieutenant(?) Rank/Position
Loyalty
Company

Strength 8
-1
Dexterity 16
+3
constitution 12
+1
intelligence 18
+4
wisdom 13
+1
charisma 10
+0
Total Hit Dice 6
Hit Die
1d8+1
+3 proficiency bonus
-1 Strength
+6 Dexterity
+1 Constitution
+7 Intelligence
+1 Wisdom
+0 Charisma
saving throws
+3 Acrobatics
+1 Animal Handling
+4 Arcana
-1 Athletics
+3 Deception
+10 History
+1 Insight
+2 Intimidation
+7 Investigation
+1 Martial
+1 Medicine
+10 Nature
+1 Perception
+2 Performance
+6 Persuasion
+7 Religion
+3 Sleight of Hands
+6 Stealth
+1 Survival
skills

 

MV

Prestige
3
Attunement Slots
17
Armor Class
34
Hit Points
+4
Initiative
25
Speed
NameAttackDamage & TypeCrit AnlyRange
Light Crossbow 1d20+6 1d8+6 P 1d20+7 1d8+7 80ft/320ft, 20 ammo
Shortsword 1d20+6 1d8+6 P 1d20+7 1d8+7 5ft
Attacks
Skills & Saves

Saves

Dexterity, Intelligence
If magic: Intelligence 1d20+7 , Wisdom 1d20+4 , Charisma 1d20+3

Skills

Deception, Stealth, Persuasion, Nature, History, Investigation, Religion
Weapons & Armour
  • Simple weapons
  • Hand crossbow
  • Shortsword
  • Light armour
Tools & Vehicles
  • Dragonchess
  • Thieves' tools
  • Poisoner's Kit
  • Forgery Kit
Languages
Common (Halfling script), Gnomish (Script: Dwarvish, Giant, Goblin, Orc, Primordial), Chultan

Proficiences
Minor Illusion Act (INT cast; 30ft; 1min; no ©; 5ft cube/sound; Investigation(INT) vs DC15(?)

Academic Superiority

Save DC15
Superiority Dice5d8 1d8

NameUseEffect
Administer AidAct; Touch 1d8+4 Heal
As an action, you can expend a superiority die to tend to a creature you can touch. The creature regains a number of hit points equal to the number rolled + your Intelligence modifier.
Evasive FootworkMove 1d8 +AC
When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
Inspiring Defence30ft; ally sav > Reac 1d8 Roll +> ally sav
As a reaction when an ally you can see within 30 feet who can see or hear you, makes a saving throw, you can expend a superiority die. Add the number rolled to the targets saving throw. You can use this maneuver before or after making the saving throw, but before any effects of the saving throw are determined.
RallybA 1d8+4 Temp HP
On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to your superiority die + your Intelligence modifier.
Reasoned DefenceReac v sav 1d8 +Sav
As a reaction when you are forced to make a saving throw against an effect you can see, you can expend a superiority die and add the number rolled to your saving throw. You can use this maneuver before or after making the saving throw roll, but before any effects of the saving throw are determined.
Measured ActionReac; contested skil chk 1d8 +Skil
As a reaction when you make a roll for a contested skill check, you can expend a superiority die to add to the roll. You can use this maneuver before or after making the contested skill check roll, but before any effects of the contested skill check are determined.

Spellcasting
CurrencyAmount
GP15
Thieves' Tools
Components: Thieves' tools include a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers.
History: Your knowledge of traps grants you insight when answering questions about locations that are renowned for their traps.
Investigation & Perception: You gain additional insight when looking for traps, because you have learned a variety of common signs that betray their presence.
Set a Trap: Just as you can disable traps, you can also set them. As part of a short rest, you can create a trap using items you have on hand. The total of your check becomes the DC for someone else's attempt to discover or disable the trap. The trap deals damage appropriate to the materials used in crafting it (such as poison or a weapon) or damage equal to half the total of your check, whichever the DM deems appropriate.
crowbar
Advantage on Strength checks where leverage can be applied.
Dragonchess
Components: A gaming set has all the pieces needed to play a specific game or type of game, such as a complete deck of cards or a board and tokens.
History: Your mastery of a game includes knowledge of its history, as well as of important events it was connected to or prominent historical figures involved with it.
Insight: Playing games with someone is a good way to gain understanding of their personality, granting you a better ability to discern their lies from their truths and read their mood.
Sleight of Hand: Sleight of Hand is a useful skill for cheating at a game, as it allows you to swap pieces, palm cards, or alter a die roll. Alternatively, engrossing a target in a game by manipulating the components with dexterous movements is a great distraction for a pickpocketing attempt.
Poisoner's Kit
A poisoner's kit is a favored resource for thieves, assassins, and others who engage in skulduggery. It allows you to apply poisons and create them from various materials. Your knowledge of poisons also helps you treat them.

Components: A poisoner's kit includes glass vials, a mortar and pestle, chemicals, and a glass stirring rod.
History: Your training with poisons can help you when you try to recall facts about infamous poisonings.
Investigation & Perception: Your knowledge of poisons has taught you to handle those substances carefully, giving you an edge when you inspect poisoned objects or try to extract clues from events that involve poison.
Medicine: When you treat the victim of a poison, your knowledge grants you added insight into how to provide the best care to your patient.
Nature & Survival: Working with poisons enables you to acquire lore about which plants and animals are poisonous.
Handle Poison: Your proficiency allows you to handle and apply a poison without risk of exposing yourself to its effects.
Spot a poisoned object: DC10
Determine the effects of a poison: DC20
Forgery Kit
A forgery kit is designed to duplicate documents and to make it easier to copy a person's seal or signature.

Components: A forgery kit includes several different types of ink, a variety of parchments and papers, several quills, seals and sealing wax, gold and silver leaf, and small tools to sculpt melted wax to mimic a seal.
Arcana: A forgery kit can be used in conjunction with the Arcana skill to determine if a magic item is real or fake.
Deception: A well-crafted forgery, such as papers proclaiming you to be a noble or a writ that grants you safe passage, can lend credence to a lie.
History: A forgery kit combined with your knowledge of history improves your ability to create fake historical documents or to tell if an old document is authentic.
Investigation: When you examine objects, proficiency with a forgery kit is useful for determining how an object was made and whether it is genuine.
Other Tools: Knowledge of other tools makes your forgeries that much more believable. For example, you could combine proficiency with a forgery kit and proficiency with cartographer's tools to make a fake map.
Quick Fake: As part of a short rest, you can produce a forged document no more than one page in length. As part of a long rest, you can produce a document that is up to four pages long. Your Intelligence check using a forgery kit determines the DC for someone else's Intelligence (Investigation) check to spot the fake.
Mimic Handwriting: DC15
Duplicate a wax seal: DC20
, a set of dark common clothes including a hood, backpack, book of lore, bottle of ink, ink pen, sheet of parchment x10, little bag of sand, small knife; Leather Armour
keep, just in case of cool shield; 10gp; AC11+Dex

Equipment
Camp Vengeance(?)
Faction
Discovery
As you adventure, your studies have helped you discover new practices you can apply to your skills.
At 2nd level, you master two discoveries of your choice. Your discovery options are detailed at the end of the class description. When you gain certain scholar levels, you gain additional discoveries of your choice, as shown in the Discoveries column of the Scholar table.
Additionally, when you gain a level in this class, you can choose one of the discoveries you know and replace it with another discovery that you could learn at that level.
ASI
Dex +1, Int +1
Expertise
History, Nature
At 3rd level, choose two of your skill proficiencies, or one of your skill proficiencies and one of your tool proficiencies, or two of your tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 10th level, you can choose another two proficiencies (in skills or tools) to gain this benefit.
Lifelong Learning
Level 2; Discovery; Investigation; Religion
Unarmoured Defence
Level 2; Discovery; TBD
Sound Reasoning
Level 5; Discovery; TBD
Size
Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small.
Size = Small; Darkvision
"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."
60ft

  • Gnome Cunning
    You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
    sav (magic) int/wis/cha = adv

  • Speak with Small Beasts
    Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.
    Comm simpl ideas w/ sml beasts

  • Criminal Contact
    You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
    Can message people

  • Academic Superiority
    Beginning at 1st level, you know how to apply your studies in practical ways known as maneuvers. Your maneuvers are fueled by special dice called superiority dice.
    Maneuvers. You know 2 maneuvers of your choice, which are detailed under “Maneuvers” below. You may only use a particular maneuver once per turn. Many of your maneuvers enhance an attack in some way, you can use only one maneuver per attack. You learn two additional maneuvers of your choice at 3rd, 6th, 11th, and 17th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
    Superiority Dice. You have a number of superiority dice as shown in the Superiority Dice column of the Scholar class table which are d6s. This die changes as you gain Scholar levels, as shown in the Academic Superiority column of the Scholar table. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.
    Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:
    Maneuver save DC = 8 + your proficiency bonus + your Intelligence modifier
    Superiority dice, S/L rest rchge

  • Critical Analysis
    At 1st level, you are able to analyze a target, develop a plan on how to best overcome any potential obstacle, and execute that plan with ruthless efficiency. As a bonus action on your turn, you can analyze a target you can see within 60 feet of you. For the next minute, or until you analyze another target, attack rolls and damage rolls made with a finesse or ranged weapon may use your Intelligence modifier instead of Strength or Dexterity.
    Additionally, once per turn when you use a maneuver targeting your analyzed target, you can roll an additional d4 and add the number rolled to the total.
    The die increases to a d6 at 5th level, a d8 at 10th level, and a d10 at 15th level.
    bA 1trgt 60ft 1min; rng/fin wep = INT; 1pTurn = Mnvr on tgt + 1d6

  • Sage Advice
    When you reach 2nd level, you can spend 1 minute advising spread your knowledge and experience to those around you. When you do so, choose a skill or tool you are proficient with and a number of friendly creatures up to your Intelligence modifier within 30 feet of you who can hear you and who can understand you. Once within the next hour, the next time each creature would make an ability check with the chosen skill or tool, they may add their proficiency modifier to the roll, or double their proficiency if they are already proficient. A creature may only benefit from this feature once, if a creature is targeted by this feature again before using it, they can choose to retain the first benefit or replace it with the new skill or tool instead.
    Once you’ve used this feature, it cannot be used again until you complete a short or long rest. Starting at 13th level, you can use it twice before a rest.
    S/L rst; 1min; 30ft; cn ndrstnd; skil/tool w/ prof > 4 cretures > 1hr, +prof (*2 if prof) to chsn chk

  • Force of Personality
    Language: Chultan
    TBD
    S/L rst; Act; 1 or 2 reasonable sentences = WIS sav (24hrs slf/aly DAM = end erly


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

Nijoloblob.

Statblock Type

Verum Character Sheet

Link/Embed