Nubbly Nubkins
Strength Dexterity Constitution Intelligence Wisdom Charisma
14 [+2] 14 [+2] 17 [+3] 19 [+4] 13 [+1] 9 [-1]

Gnome, Wizard, Sage


Neutral Good

  • Size: Medium [3’4”, 38 lb]
  • Speed: 25
  • Exp: 0 [Next at -]
  • HP:9 (6 + Con Modifier) [+D6 (4) + Con].
  • Level Proficiency: +2 [Level 1].
  • Saving Throws: Intelligence, Wisdom
  • Passive Perception: 13
  • AC: 12 (15 with mage armor)
  • Spell Save: 8 + proficiency + int (14)
  • Spell Attack: proficiency + int (+6)


  • Weapon Proficiency: Quarterstaves, daggers, darts, slings
  • Armour Proficiency: None
  • Tool Proficiencies: None
  • Languages: Common, Elvish, Dwarven, Gnomish
  • Skills: Arcana (Int), History (Int), Insight (Wis), Investigation (Int)

Traits and Features:

  • 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.
  • 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.


  • None

Spells: Spells in bold are prepared spells

Spell School:

  • None


  • Shocking Grasp: 1 action, touch, V, S Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn.
    • The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
  • Acid Splash: 1 action, 60ft, V, S. You hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.
    • This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
  • Mage Hand: 1 action, 30ft, V, S. Creates a spectral floating hand lasting for 1 minute. Use action to control the hand. If it moves out of range it disappears. Can use it for manipulating objects, opening doors etc. but it can’t attack, activate magical items or carry more than 10 pounds.

Level 1:

  • Identify (ritual): 1 minute (10), touch, V, S, M (pearl worth at least 100gp and an owl feather). Learn the properties of a magical item, if it requires attunement, how many charges it has etc. If it was created by a spell, you learn what spell it is. If cast on a creature you discover what spells are affecting it.
  • Detect Magic: 1 action (ritual), Concentration, up to 10 minutes, V, S. 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.
  • Mage Armour: (abj) 1 action, touch, V, S, M. 8 hours. Gives a creature not wearing armour an AC of 13+Dex
  • Magic Missile: 1 action. 120ft, V, S, M. 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. At Higher Levels. 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: 1 action, 90ft, V, S, M. Diamond worth at least 50gp. Choose acid, cold, fire, lighting, poison or thunder damage and make ranged spell attack. On hit, target takes 3d8 of chosen damage, increasing by 1d8 for each slot above 1st.
  • Sleep:
  • Shield: 1 reaction, self, V, S. Until start of next turn, +5 AC including against triggering attack.


  • Quarterstaff
  • Arcane focus
  • Scholar’s pack:
    • backpack
    • book of lore
    • bottle of ink
    • ink pen
    • 10 sheets of parchment
    • bag of sand
    • small knife
  • Spellbook
  • Bottle of black ink
  • Quill
  • Small knife
  • Letter from a dead colleague posing an unanswered question
  • Common clothes
  • Trinket:

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


Gnome wizard at college. Thinks knowledge should be had by all and is willing to share it. Gets kicked out for sharing secrets with gnome living in the sewers. Looking for a way to share the gift of magic with everyone.

Specialty: Discredited Academic
Feature: Researcher
Trait: I use polysyllabic words that convey the impression of great erudition.
Trait: There’s nothing I like more than a good mystery.
Ideal: No Limits. Nothing should fetter the infinite possibility inherent in all existence. (Chaotic)
Bond: My life’s work is a series of tomes related to a specific field of lore.
Flaw: I am easily distracted by the promise of information.

Feature: Researcher
When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.

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