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Spunch Baahb

Gnome? (Rock) Race
Hermit Origin
Wizard 3 Class & Level
Lawful Good Alignment
Deity
Homelessness Faction
High Ranking, That's For Sure Rank/Position
Loyalty
Company

Strength 10
+0
Dexterity 14
+2
constitution 14
+2
intelligence 18
+4
wisdom 16
+3
charisma 10
+0
Total Hit Dice 1
Hit Die
1d6+2
+2 proficiency bonus
+0 Strength
+2 Dexterity
+2 Constitution
+6 Intelligence
+5 Wisdom
+0 Charisma
saving throws
+2 Acrobatics
+3 Animal Handling
+6 Arcana
+0 Athletics
+0 Deception
+4 History
+3 Insight
+4 Intimidation
+6 Investigation
+3 Martial
+5 Medicine
+4 Nature
+2 Perception
-4 Performance
-4 Persuasion
+6 Religion
+2 Sleight of Hands
+2 Stealth
+3 Survival
skills

 
4
MV
0
Prestige
1
Attunement Slots
12
Armor Class
21
Hit Points
+2
Initiative
25
Speed
Dagger[1d20+4][1d4+2]
Attacks
Background: Medicine, Religion, Herbalism Kit

Class: Arcana, Investigation
Daggers, Darts, Slings, Quarterstaffs, Light Crossbows

Race: Tinker’s tools

Languages: Common, Gnomish,
Proficiences
Spell Save DC: 13
Spell Attack Mod: +5

Cantrips:
Infestation
Message
Prestidigitation

1st Level:
Magic Missile - Prepared
Detect Magic - Ritual
Tasha's Hideous Laughter - Prepared
Grease - Prepared
Alarm - Ritual
Shield - Prepared
Mage Armor - Prepared
Find Familiar - Ritual

2nd Level:
Hold Person
Spider Climb
Spellcasting
Arcane Focus
A Scholar's Pack
Haversack
Membership Card
Spellbook

A scroll case stuffed full of notes from your studies
A winter blanket
A set of common clothes
A herbalism kit

811gp
149sp
101cp
Equipment
Homelessness
Faction
Rock Gnome
Ability Score Increase: Your Intelligence score increases by 2.

Age: Gnomes mature at the same rate Humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.

Alignment: Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are good-hearted, and even the tricksters among them are more playful than Vicious.

Size: Gnomes are between 3 and 4 feet tall and average about 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.

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.

As a rock gnome, you have a natural inventiveness and hardiness beyond that of other gnomes. Most gnomes in the worlds of D&D are rock gnomes, including the tinker gnomes of the Dragonlance setting.

Ability Score Increase
Your Constitution score increases by 1.

Artificer’s Lore
Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.

Tinker
You have proficiency with artisan’s tools (tinker’s tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time.


School of Conjuration
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.


Swarm of Fleas (Xantharanthus Prime)

Swarm of Fleas
AC: 12
Hit Points: 1
Speed: 20’ Climb. 20’ Walk
STR: 2 (-4)
DEX: 14 (+2)
CON: 10 (+0)
INT: 1 (-5)
WIS: 8 (-1)
CHA: 1 (-5)
Condition Immunities: Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
Senses: 10’ Blindsight
Languages: ---
Challenge: 0

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.
Swarm’s Remnants: The cost to re-summon this familiar through casting Find Familiar is halved.

Bites. Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: (1d4) Poison

Lord of the Fleas
Lord of the Fleas

In your time with the fleas, you've been locked in constant struggle as they try to hold you back from achieving your devious goals and mischievous schemes. In an effort to reel them in, you have devised a way to make them subservient, and their power your own.

Mutant. A fusion of two organics has created something more disgusting than thought possible, your emaciated skin and flea-bearing sacks are a horrific visage. You have a -4 to Persuasion and Performance, but +4 to Intimidation.

Fleabound. Fleas crawl all over and within your skin, becoming both a home and a prison. As a final act of defiance, they found a way into your mind where they bite and dig in an attempt to wrest back control. When making a moral decision, roll a 1d4. On a 1, the fleas succeed and push for a lawful good choice. On a 2 or 3, make a decision as normal. On a 4 the irritation forces the most chaotic choice at your disposal.

Two Minds Are Better Than One, Sometimes. From time to time you can get the fleas to cooperate, even if it’s simply out of self-preservation. When making an Intelligence ability check or save, roll a 1d100. On a 20 or lower, you gain advantage on that check or save. On a 21 through 79, you roll as normal. On an 80 or above, you have disadvantage on that roll.

Curse of the Flea-Queen. Your abuse and misuse of fleas will draw the Ire of the Flea-Queen. The fleas constantly multiply and fight against the onslaught of the flesh that threatens to reclaim their subcutaneous colonies. Your mind will warp into something entirely different, vestiges of your own and the fleas' wills eternally at constant struggle. At 12th level, a severe and entirely irreversible mutation will occur - superseding all previous mutations.


Madnesses

Quixotism:
Impracticality in pursuit of ideals, especially those ideals manifested by rash, lofty and romantic ideas or extravagantly chivalrous action. It also serves to describe an idealism without regard to practicality.

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

DankShamwow.

Statblock Type

Verum Character Sheet

Link/Embed