Ertix Crystalmind
Strength Dexterity Constitution Intelligence Wisdom Charisma
7 [-2] 8 [-1] 15 [+2] 18 [+4] 11 [+0] 8 [-1]

Deep Gnome, Wizard [1], Hermit

Svirfneblin.jpg
  • Size: Small [3'4", 110 lb]
  • Speed: 25
  • HP: 8
  • Level Proficiency: +2 [Level 1].
  • Saving Throws: Intelligence, Wisdom.
  • Passive Perception: 10 (Wisdom [+0])
  • AC: 9/12 (Mage Armour)

Traits and Features:
Superior Darkvision:

  • Darkvision 120ft.

Gnome Cunning:

  • Advantage on all Int, Wis, and Cha saving throws against magic.

Stone Camouflage:

  • Advantage on Dex (stealth) checks to hide in rocky terrain.

Svirfneblin Magic

  • You have inherited the innate spellcasting ability of your ancestors. This ability allows you to cast nondetection on yourself at will, without needing a material component. You can also cast each of the following spells once with this ability: blindness/deafness, blur, and disguise self. You regain the ability to cast these spells when you finish a long rest. Intelligence is your spellcasting ability for these spells, and you cast them at their lowest possible levels.

Discovery:

  • You discovered a ruined banner in some tunnels that you don't recognise. The piece you have is quite large (1m x 0.5m) and looks to be of an overcast night's sky.

Abilities:

  • 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.
  • 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.

Proficiencies:

  • Weapon Proficiency: Daggers, darts, slings, quarterstaffs, light crossbows,
  • Armour Proficiency: None
  • Tool Proficiencies: Herbalism kit

Skills:

  • Languages: Common, Dwarven, Gnomish, Undercommon.
  • Proficient: Arcana, Investigation, Medicine, Religion

Equipment: /x /x /x

  • Common Clothes 3lb
  • Quarterstaff
  • Arcane Focus - Black Opal on neck chain
  • Spellbook
  • Wrapped Cake
  • Flask (emits enchantment magic)
  • Herbs (5c)
  • Charcoal (2c)
  • Wooden box with carving of badger, with something sealed inside
  • Scholar's pack: Backpack, book of lore, bottle of ink, ink pen, 10x parchment, bag of sand, small knife.
  • Herbalism Kit
  • Winter Blanket
  • Scroll case full of notes on magical resonance, arcana, and beasts.
  • x lbs of backpack stuff

Currency:
Platinum: 0
Gold: 10
Silver: 0
Copper: 0


Spellcasting

Spell Save DC = (+14), 8 + your proficiency bonus + your Int modifier.
Spell attack modifier = (+6), Proficiency bonus + your Int modifier

Spells Prepared: 5 (Wizard Level + Int Modifier)
Spell Slots:
1st Level: 2

Racial Spells:

  • Nondetection:
    • VSM. Action. Touch
    • 8 hours
    • For the duration, you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can’t be targeted by any divination magic or perceived through magical scrying sensors.
  • Blindness Deafness:
    • V. Action. 30ft
    • 1 minute
    • You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends. At Higher Levels. 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.
  • Blur:
    • V. Action. Self
    • 1 minute, Concentration
    • Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight, or can see through illusions, as with truesight.
  • Disguise Self:
    • VS. Action. Self
    • 1 hour
    • You make yourself – including your clothing, armor, weapons, and other belongings on your person – look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

Cantrips:

  • Minor Illusion:
    • SM. Action. 30ft
    • 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:
    • VS. Action. 30ft
    • 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 magic items, or carry more than 10 pounds.
  • Message:
    • VSM. Action. 120ft
    • 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.

1st Level Spells Known:

  • Mage Armour:
    • VSM. Action. Touch
    • 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.
  • Shield:
    • VS. Reaction. Self
    • 1 Round
    • An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
owl-familiar.jpg
  • Find Familiar [RITUAL]:
    • VSM - (10gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier). 1 hour. 10ft
    • Instantaneous
    • You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your action modifier for the roll.
  • Comprehend Languages [RITUAL]:
    • VSM. Action. Self
    • 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.
  • Sleep:
    • VSM. Action. 90ft
    • 1 minute
    • This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
  • Detect Magic [RITUAL]:
    • VS. Action. Self.
    • 10 minutes - Concentration
    • For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Reclusion: I was living by the ways of my people, we do our best to remain hidden.
Personality: I feel tremendous empathy for all who suffer.
Personality: I am utterly serene, even in the face of disaster.
Ideal: Live and Let Live. Meddling in the affairs o f others only causes trouble. (Neutral)
Bond: Nothing is more important than the other members of my clan.
Flaw: I am dogmatic in my thoughts and philosophy.

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