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Hufflinhoffle Boofinboffle

Gnome/Mark of Scribing Race
Origin
Wizard/Void Mage 6 Class & Level
True Neutral Alignment
Deity
Faction
Rank/Position
Loyalty
Company

Strength 10
+0
Dexterity 11
+0
constitution 14
+2
intelligence 18
+4
wisdom 16
+3
charisma 12
+1
Total Hit Dice 1d6
Hit Die
1d+2
+3 proficiency bonus
+0 Strength
+0 Dexterity
+2 Constitution
+4 Intelligence
+3 Wisdom
+1 Charisma
saving throws
+0 Acrobatics
+3 Animal Handling
+3 Arcana
+0 Athletics
+1 Deception
+3 History
+3 Insight
+1 Intimidation
+4 Investigation
+3 Martial
+3 Medicine
+4 Nature
+3 Perception
+1 Performance
+1 Persuasion
+4 Religion
+0 Sleight of Hands
+0 Stealth
+3 Survival
skills

 

MV

Prestige

Attunement Slots
0
Armor Class
38
Hit Points
+0
Initiative
25
Speed
Attacks
Armor: none,
Weapons: daggers, darts, slings, quarterstaffs, light crossbows,
Tools: none,
Saving Throws: Intelligence, Wisdom,
Skills: Choose 2 from Arcana, History.

Proficiences
quarterstaff.
spellbook.
an arcane focus, orb.
Scholar's Pack,
a backpack.
a book of lore.
a bottle of ink.
an ink pen.
10 sheets of parchment.
a little bag of sand.
a small knife.


Equipment
The Mad Man
Stat Array
Ability Score Improvement (lvl 4): int +1, wiz +1

Gnome (Mark of Scribing)

Ability Scores: Int +2; Cha +1
Size: Small
Speed: 25 ft.

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.

Languages.
You can speak, read, and write Common and Gnomish.
The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world.

Gifted Scribe.
When you make an Intelligence (History) check or an ability check using calligrapher's supplies, you can roll a d4 and add the number rolled to the ability check.

Scribe's Insight.
You know the message cantrip.
You can also cast comprehend languages once with this trait, and you regain the ability to cast it when you finish a short or long rest.
Starting at 3rd level, you can cast the magic mouth spell with this trait, and you regain the ability to cast it when you finish a long rest.
Intelligence is your spellcasting ability for these spells.

Spells of the Mark.
If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Scribing Spells table are added to the spell list of your spellcasting class.

Mark of Scribing Spells
1st comprehend languages, illusory script
2nd animal messenger, silence
3rd sending, tongues
4th arcane eye, confusion
5th dream

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Proficiencies:

Armor: none
Weapons: daggers, darts, slings, quarterstaffs, light crossbows,
Tools: none,
Saving Throws: Intelligence, Wisdom,
Skills: Arcana, History.

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Level: 4, Proficiency Bonus: +2, Cantrips Known: 4, 1st spell slots:4, 2nd spell slot: 3.

----------

Cantrips,

Fire Bolt:
Casting Time: 1 action,
Range: 120 feet,
Components: V, S,
Duration: Instantaneous,
You hurl a mote of fire at a creature or object within range.
Make a ranged spell attack against the target.
On a hit, the target takes 1d10 fire damage.
A flammable object hit by this spell ignites if it isn’t being worn or carried.

Minor Illusion:
Casting Time: 1 action,
Range: 30 feet,
Components: S, M (a bit of fleece),
Duration: 1 minute,
You create a sound or an image of an object within range that lasts for the duration.
The illusion also ends if you dismiss it as an action or cast this spell again.
If you create a sound, its volume can range from a whisper to a scream.
It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose.
The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube.
The image can’t create sound, light, smell, or any other sensory effect.
Physical interaction with the image reveals it to be an illusion, because things can pass through it.
If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC.
If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

Mage Hand:
Casting Time: 1 action,
Range: 30 feet,
Components: V, S,
Duration: 1 minute,
A spectral, floating hand appears at a point you choose within range.
The hand lasts for the duration or until you dismiss it as an action.
The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand.
You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.
You can move the hand up to 30 feet each time you use it.
The hand can’t attack, activate magical items, or carry more than 10 pounds.

Prestidigitation:
Casting Time: 1 action,
Range: 10 feet,
Components: V, S,
Duration: Up to 1 hour,
This spell is a minor magical trick that novice spellcasters use for practice.
You create one of the following magical effects within range:
• You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
• You instantaneously light or snuff out a candle, a torch, or a small campfire.
• You instantaneously clean or soil an object no larger than 1 cubic foot.
• You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
• You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
• You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

(Bonus Cantrips wizard/gnome spells)

Eldritch Blast:
Evocation cantrip,
Casting Time: 1 action,
Range: 120 feet,
Components: V, S,
Duration: Instantaneous,
A beam of crackling energy streaks toward a creature within range.
Make a ranged spell attack against the target.
On a hit, the target takes 1d10 force damage.
The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level.
You can direct the beams at the same target or at different ones.
Make a separate attack roll for each beam.

Message:
Transmutation cantrip,
Casting Time: 1 action,
Range: 120 feet,
Components: V, S, M (a short piece of copper wire),
Duration: 1 round,
You point your finger toward a creature within range and whisper a message.
The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier.
Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell.
The spell doesn't have to follow a straight line and can travel freely around corners or through openings.

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Spells:

lvl 1,

Burning Hands:
1st-level evocation,
Casting Time: 1 action,
Range: Self (15-foot cone),
Components: V, S,
Duration: Instantaneous,
As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips.
Each creature in a 15-foot cone must make a Dexterity saving throw.
A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.
The fire ignites any flammable objects in the area that aren't being worn or carried.
When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Magic Missile:
1st-level evocation,
Casting Time: 1 action,
Range: 120 feet,
Components: V, S,
Duration: Instantaneous,
You create three glowing darts of magical force.
Each dart hits a creature of your choice that you can see within range.
A dart deals 1d4 + 1 force damage to its target.
The darts all strike simultaneously, and you can direct them to hit one creature or several.
When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

Chromatic Orb:
1st-level evocation,
Casting Time: 1 action,
Range: 90 feet,
Components: V, S, M (a diamond worth at least 50 gp),
Duration: Instantaneous,
You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range.
You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target.
If the attack hits, the creature takes 3d8 damage of the type you chose.
When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Mage Armor:
1st-level abjuration,
Casting Time: 1 action,
Range: Touch,
Components: V, S, M (a piece of cured leather),
Duration: 8 hours,
You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends.
The target's base AC becomes 13 + its Dexterity modifier.
The spell ends if the target dons armor or if you dismiss the spell as an action.

(Bonus lvl 1 wizard/gnome spells)

Comprehend Languages,
1st-level divination (ritual),
Casting Time: 1 action,
Range: Self,
Components: V, S, M (a pinch of soot and salt),
Duration: 1 hour,
For the duration, you understand the literal meaning of any spoken language that you hear.
You also understand any written language that you see, but you must be touching the surface on which the words are written.
It takes about 1 minute to read one page of text.
This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.

lvl 2,

Misty Step:
2nd-level conjuration,
Casting Time: 1 bonus action,
Range: Self,
Components: V,
Duration: Instantaneous,
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

Invisibility:
2nd-level illusion,
Casting Time: 1 action,
Range: Touch,
Components: V, S, M (an eyelash encased in gum arabic),
Duration: Concentration, up to 1 hour,
A creature you touch becomes invisible until the spell ends.
Anything the target is wearing or carrying is invisible as long as it is on the target's person.
The spell ends for a target that attacks or casts a spell.
When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Magic Weapon:
2nd-level transmutation,
Casting Time: 1 bonus action,
Range: Touch,
Components: V, S,
Duration: Concentration, up to 1 hour,
You touch a nonmagical weapon.
Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2.
When you use a spell slot of 6th level or higher, the bonus increases to +3.

(Bonus lvl 2 wizard/gnome spells)

lvl 2,

Magic Mouth,
2nd-level illusion (ritual),
Casting Time: 1 minute,
Range: 30 feet,
Components: V, S, M (a small bit of honeycomb and jade dust worth at least 10 gp, which the spell consumes),
Duration: Until dispelled,
You implant a message within an object in range, a message that is uttered when a trigger condition is met.
Choose an object that you can see and that isn't being worn or carried by another creature.
Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes.
Finally, determine the circumstance that will trigger the spell to deliver your message.
When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke.
If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that the words appear to come from the object's mouth.
When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs.
The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object.
For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.

lvl 3,

Haste,
3rd-level transmutation,
Casting Time: 1 action,
Range: 30 feet,
Components: V, S, M (a shaving of licorice root),
Duration: Concentration, up to 1 minute,
Choose a willing creature that you can see within range.
Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns.
That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.

Fireball,
3rd-level evocation,
Casting Time: 1 action,
Range: 150 feet,
Components: V, S, M (a tiny ball of bat guano and sulfur),
Duration: Instantaneous,
A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame.
Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw.
A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.
The fire spreads around corners.
It ignites flammable objects in the area that aren't being worn or carried.
At Higher Levels.
When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Counterspell,
3rd-level abjuration,
Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell,
Range: 60 feet,
Components: S,
Duration: Instantaneous,
You attempt to interrupt a creature in the process of casting a spell.
If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect.
If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability.
The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.
At Higher Levels.
When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

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At lvl 2 gain,
Void Mage:
There is a structure of magic that lies on the other side, a sort of aetheric nothingness, that moves into shape and form.
Although it is difficult to manipulate, some mages focus on this intriguing and mysterious force.
Spellbook Augmentation:
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a spell that deals force damage into your spell book is halved.
Forceful Magic:
Starting at 2nd level when you choose this school, you gain Eldritch Blast as a cantrip, and it counts as a wizard cantrip for you.
Whenever you cast a spell that deals force damage, that spell deals an additional point of damage for each target equal to the level of the spell.

At lvl 4 gain,
Ability Score Improvement:
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.

At lvl 6 gain,
Void Mage:
Grasp of the Void,
At 6th level, you can use a bonus action to choose an enemy you can see within 30 feet and pull on its existence from the void.
This causes them to have disadvantage on all attack rolls, saving throws and ability checks for 1d4 rounds.
While the enemy is affected by this feature, you also have disadvantage on such rolls.
If the enemy is defeated while under this effect, you gain advantage to these rolls equal to the number of rounds you suffered the disadvantage in this way (minimum of 1 round).
Once you use this feature, you cannot do so again until you finish a short or long rest.

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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

mattmattmatt.

Statblock Type

Verum Character Sheet

Link/Embed