5th Edition Character Sheet
Skills
[+] | Name | Bonus | Damage / Type | Range |
---|---|---|---|---|
Quarterstaff | +2 | 1d6+0 bludgeoning | 5 |
Racial
Darkvision 60ft
Gnome Cunning: Advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Artificer's Lore: 2x proficiency to Intelligence (History) checks related to magic items, alchemy objects, or technological devices.
Tinker: Proficiency with artisan's tools (tinker's tools). Spend 1 hour and 10 gp to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function if you dismantle it or after 24 hours unless you spend an hour repairing it. You can reclaim the materials used to create it. You can have up to three such devices active at a time. Can be a Clockwork Toy (moves randomly with sounds), Fire Starter (light flames), or Music Box (play music).
Class
Spellbook: Your spellbook is the repository of the wizard spells you know. It takes 2 hours and costs 50 gp per level of the spell to add it to your book.
Ritual Casting: You can cast wizard spells as rituals.
Spellcasting Focus: Arcane Focus
Arcane Recovery: Once per day after a short rest, you can choose expended spell slots to recover. The combined level of spell slots must be equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
Runic Empowerment2nd-Level Runecrafter Feature
When you choose this subclass, you learn how to amplify your magic through the application of various runes. Your knowledge of these runes is stored in your spellbook, though you determine the runes’ cosmetic appearance. For example, your runes could be engraved into the cover of your spellbook, glowing whenever you cast a spell, or you could work the shape and meaning of the runes directly into a spell’s somatic and verbal components.
When you cast a spell using a spell slot, you can invoke one of the following runes:
Life Rune. When you invoke this rune, choose one creature you can see within 30 feet of you (you can choose yourself). The chosen creature gains temporary hit points equal to 5 times the level of the spell slot expended.War Rune. When you invoke this rune, choose one creature you can see within 30 feet of you. Until the end of your next turn, attack rolls that target the chosen creature gain a bonus equal to half the level of the spell slot expended (rounded up, minimum of +1).
Wind Rune. When you invoke this rune, your speed increases by a number of feet equal to 5 times the level of the spell slot expended, and your movement doesn’t provoke opportunity attacks. These benefits last until the start of your next turn.
You can invoke no more than one rune per spell. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
[b]Darkvision[/b] 60ft
[b]Gnome Cunning:[/b] Advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
[b]Artificer's Lore:[/b] 2x proficiency to Intelligence (History) checks related to magic items, alchemy objects, or technological devices.
[b]Tinker:[/b] Proficiency with artisan's tools (tinker's tools). Spend 1 hour and 10 gp to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function if you dismantle it or after 24 hours unless you spend an hour repairing it. You can reclaim the materials used to create it. You can have up to three such devices active at a time. Can be a Clockwork Toy (moves randomly with sounds), Fire Starter (light flames), or Music Box (play music).
[b]Class[/b]
[b]Spellbook:[/b] Your spellbook is the repository of the wizard spells you know. It takes 2 hours and costs 50 gp per level of the spell to add it to your book.
[b]Ritual Casting:[/b] You can cast wizard spells as rituals.
[b]Spellcasting Focus:[/b] Arcane Focus
[b]Arcane Recovery:[/b] Once per day after a short rest, you can choose expended spell slots to recover. The combined level of spell slots must be equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
Runic Empowerment
2nd-Level Runecrafter Feature
When you choose this subclass, you learn how to amplify your magic through the application of various runes. Your knowledge of these runes is stored in your spellbook, though you determine the runes’ cosmetic appearance. For example, your runes could be engraved into the cover of your spellbook, glowing whenever you cast a spell, or you could work the shape and meaning of the runes directly into a spell’s somatic and verbal components.
When you cast a spell using a spell slot, you can invoke one of the following runes:
Life Rune. When you invoke this rune, choose one creature you can see within 30 feet of you (you can choose yourself). The chosen creature gains temporary hit points equal to 5 times the level of the spell slot expended.
War Rune. When you invoke this rune, choose one creature you can see within 30 feet of you. Until the end of your next turn, attack rolls that target the chosen creature gain a bonus equal to half the level of the spell slot expended (rounded up, minimum of +1).
Wind Rune. When you invoke this rune, your speed increases by a number of feet equal to 5 times the level of the spell slot expended, and your movement doesn’t provoke opportunity attacks. These benefits last until the start of your next turn.
You can invoke no more than one rune per spell. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Languages: Common, Gnomish
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