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I want to be famous, whatever it takes. I want to be famous, whatever it takes.

Wizard 1 Sage

Forest Gnome Neutral Good 0

13 +3 25 feet
8 +2
-1
8
-1
+3

16  +5
+2

+3  +2
+0

14 1d6
+3
+2 +0
 +5
-1

16  +5
+0
Gnome Cunning. You have advantage on all
Quarterstaff +1 1d6-1 bludgeoning Intelligence, Wisdom, and Charisma saving throws
+3  +2 against magic.
Cantrips. You know Fire Bolt, Mage Hand, Natural Illusionist. You know the minor illusion
+0
Message and Minor Illusion. cantrip.
+3 Spell Slots. You have two 1st-level spell slots you Speak with Small Beasts. Through sounds and
+0 can use to cast spells you have prepared.
10
gestures, you can communicate simple ideas with
Prepared Spells. You prepare four 1st-level spells Small or smaller beasts.
+3
to make them available for you to cast, choosing
Darkvision. You can see in dim light within 60
+0 from your spellbook.
+0 feet of you as if it were bright light, and in darkness
+0 as if it were dim light.
+0 Arcane Recovery. Once per day when you finish
st
a short rest, you can recover one 1 -level spell slot.
 +5
10
Spellcasting. After a long rest, you can prepare 4
+3 spells from your spellbook. You can cast wizard
+3 spells as rituals, if you have them in your spellbook.
+0 +0
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
10 Quarterstaff, an amulet, a learned person or creature. Your GM might rule
spellbook, a bottle of ink, a quill, a
that the knowledge you seek is secreted away in an
small knife, a letter from a dead
almost inaccessible place, or that it simply cannot
colleague with a question you
Armor Proficiencies. — be found.
have not been able to answer yet,
Weapon Proficiencies. Dagger, Dart, Sling,
a set of common clothes, and an
Quarterstaff, Light Crossbow
explorer’s pack containing a
Tool Proficiencies. —
backpack, a bedroll, a mess kit, a
Languages. Common, Draconic, Gnomish,
tinderbox, 10 torches, 10 days of
Undercommon 10 rations, a water skin, and 50 feet
of hempen rope.
Gnome Spells
A gnome’s energy and enthusiasm for living shines through every inch Spells are listed with spell level, casting time, range, duration, and components (voice,
of his or her tiny body. Gnomes average slightly over 3 feet tall and somatic, material).
Burning Hands (1st level, 1 action, self (15-foot cone), instantaneous, VS): Each
weigh 40 to 45 pounds. Their tan or brown faces are usually adorned
creature in a 15-foot cone of fire starting from you must make a Dexterity saving throw,
with broad smiles (beneath their prodigious noses), and their bright taking 3d6 fire damage on a failed save, or half as much damage on a successful one.
eyes shine with excitement. Their fair hair has a tendency to stick out The fire ignites any flammable objects in the area that aren’t being worn or carried.
in every direction, as if expressing the gnome’s insatiable interest in When you cast this spell using a 2nd-level spell slot, the damage increases by 1d6.
everything around. Feather Fall (1st level, 1 reaction, 60 feet, 1 minute, VM): Choose up to five falling
A gnome’s personality is writ large in his or her appearance. A male creatures within range. A falling creature’s rate of descent slows to 60 feet per round
until the spell ends. If the creature lands before the spell ends, it takes no falling damage
gnome’s beard, in contrast to his wild hair, is kept carefully trimmed
and can land on its feet, and the spell ends for that creature.
but often styled into curious forks or neat points. A gnome’s clothing, Find Familiar (1st level, 1 hour, 10 feet, instantaneous, VSM, ritual, costs 10gp of
though usually made in modest earth tones, is elaborately decorated incense which gets consumed by the spell): You summon a familiar (celestial, fey, or
with embroidery, embossing, or gleaming jewels. fiend) in the form of a bat, cat, crab, frog, hawk, lizard, octopus, owl, poisonous snake,
Gnomes make their homes in hilly, wooded lands. They live quipper, rat, raven, sea horse, spider, or weasel (your choice). It has the statistics of the
underground but get more fresh air than dwarves do, enjoying the chosen form. It always obeys your commands. In combat, it gets its own turn. It can’t
attack, but it can take other actions as normal. When it drops to 0 hit points, it
natural, living world on the surface whenever they can. Their homes
disappears until you cast the spell again. You can communicate with it telepathically if
are well hidden by both clever construction and simple illusions. it is within 100 feet. As an action, you can see through its eyes and hear what it hears,
Welcome visitors are quickly ushered into the bright, warm burrows. gaining the benefits of any special senses that it has. During this time, you are deaf and
Those who are not welcome are unlikely to find the burrows in the blind yourself. You can temporarily dismiss your familiar into a pocket dimension where
first place. it awaits you summons. You can then make it reappear within 30 feet of you. You can
only have one familiar. Your familiar can use its reaction to deliver a touch spell that
you cast, if it is within 100 feet of you, using your own attack modifier.

Wizard Fire Bolt (cantrip, 1 action, 120 feet, instantaneous, VS): Make a ranged spell attack
against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by
Wizards are supreme magic-users. Drawing on the subtle weave of this spell ignites if it isn’t being worn or carried.
magic that permeates the cosmos, they cast spells of explosive fire, Invisibility (2nd level, 1 action, touch, concentration up to 1 hour, VSM): A creature
you touch becomes invisible. Anything the target is wearing or carrying is invisible as
arcing lightning, subtle deception, and brute-force mind control. The
well. The spell ends for a target that attacks or casts a spell.
mightiest wizards learn to conjure elementals from other planes of Mage Armor (1st level, 1 action, touch, 8 hours, VSM): You touch a creature who
existence, glimpse the future, or turn slain foes into zombies. isn’t wearing armor, setting its base AC to 13 plus its Dexterity modifier. The spell ends
after 8 hours, if the target dons armor, or if you dismiss it as an action.
Mage Hand (cantrip, 1 action, 30 feet, 1 minute, VS): A floating hand appears,
Background lasting for the duration, until you dismiss it, or until you cast the spell again. It can’t
move more than 30 feet away from you. You can use your action to move the hand and
You spent years learning the lore of the multiverse. You scoured control it, to manipulate an object, open an unlocked door or container, stow or retrieve
manuscripts, studied scrolls, and listened to the greatest experts on an item from an open container, or pour the contents out of a vial. The hand can’t
the subjects that interest you. Your efforts have made you a master in attack, activate magic items, or carry more than 10 pounds.
your fields of study. Magic Missile (1st level, 1 action, 120 feet, instantaneous, VS): 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. The darts all strike simultaneously.

Spellcasting When you cast this spell using a 2nd-level spell slot, the spell creates one more dart.
Message (cantrip, 1 action, 120 feet, 1 round, VSM): You point your finger toward a
Your spellcasting ability is Intelligence, your spell attack bonus is +5, 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
and your saving throw DC is 13. At first level, you have 2 1st-level spell
through solid objects if you are familiar with the target and know it is beyond the
slots and have four 1st-level spells prepared. You know the following barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or
spells (choose four of the 1st-level spells to prepare, but not Find Familiar 3 feet of wood blocks the spell. The spell doesn’t have to follow a straight line and can
as you can cast it as a ritual and only need to cast it once): travel freely around corners or through openings.
Cantrips (spells you can cast without using a spell slot): Fire Bolt, Minor Illusion (cantrip, 1 action, 30 feet, 1 minute, SM): You create a sound or an
Mage Hand, Message, Minor Illusion. image. The illusion ends after 1 minute, if you dismiss it, or if you cast this spell again.
For a sound, the volume can range from a whisper to a scream. An image must be no
1st level: Burning Hands, Find Familiar, Mage Armor, Magic Missile,
larger than a 5-foot cube, and can’t create sound, light, smell, or any other sensory
Shield, Sleep. effect. Physical interaction with the image reveals it to be an illusion because it is
immaterial. If a creature uses its action to examine the illusion, it can determine its

Gaining Levels
nature with a successful Intelligence (Investigation) check against your spell save DC.
Shield (1st level, 1 reaction, self, 1 round, VS): When you are hit by an attack or a
magic missile, you can use your reaction to cast an invisible barrier of magical force
With each level you gain, you gain one additional Hit Die and add 6 which protects you. Until the start of your next turn, you have a +5 bonus to AC,
(1d6+2) to your hit point maximum. including against the triggering attack, and you take no damage from magic missile.
Sleep (1st level, 1 action, 90 feet, 1 minute, VSM): This spell sends creatures into a
slumber. Roll 5d8, the total is how many hit points of creatures this spell affects.
2nd level (300 XP) Conscious creatures, which are not undead or immune to charm, within 20 feet of a
At 2nd level you have 3 1st-level spell slots and can prepare 5 spells. You point you choose within range are affected in ascending order of their current hit points.
receive the spells Feather Fall and Thunderwave in your spellbook. Your Starting with the creature with the lowest current hit points, each creature affected falls
unconscious until the spell ends, the sleeper takes damage, or someone uses an action
Arcane Recovery now allows you to recover two 1 st-level spell slots. You
to wake them up. Subtract each creature’s hit points from the total before moving on to
join the School of Evocation, which gains you the following features: the creature with the next lowest hit points. A creature’s hit points must be equal to or
Evocation Savant. The gold and time you must spend to copy an less than the remaining total for that creature to be affected. When you cast this spell
evocation spell into your spellbook is halved. using a 2nd-level spell slot, roll an additional 2d8.
Sculpt Spells. When you cast an evocation spell (such as Burning Thunderwave (1st level, 1 action, self (15-foot cube), instantaneous, VS): A wave of
Hands or Thunderwave) that affects other creatures that you can see, thunderous force sweeps out from you. Each creature in a 15-foot cube originating from
you must make a Constitution saving throw. On a failed save, a creature takes 2d8
you can choose a number of them equal to 1 + the spell’s level. The
thunder damage and is pushed 10 feet away from you. On a successful save, the
chosen creatures automatically succeed on their saving throws against creature takes half as much damage and isn’t pushed. In addition, unsecured objects
the spell, and they take no damage if they would normally take half that are completely within the area of effect are automatically pushed 10 feet away from
damage on a successful save. you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.
When you cast this spell using a 2nd-level spell slot, the damage increases by 1d8.
Web (2nd level, 1 action, 60 feet, concentration up to 1 hour, VSM): You conjure thick,
3rd level (900 XP) sticky webbing. The webs fill a 20-foot cube. The webs are difficult terrain and lightly
obscuring. If the webs aren’t anchored between two solid masses or layered across a
At 3rd level you have four 1st-level spell slots and two 2nd-level spell slots
floor, wall, or ceiling, they collapse on your next turn. Webs on a flat surface have a
(which you must use to cast 2nd-level spells) and can prepare 6 spells. depth of 5 feet. A creature that starts its turn in the webs or that enters them must
You receive the spells Invisibility and Web in your spellbook. Your Arcane make a Dexterity saving throw. On a failed save, the creature is restrained as long as it
Recovery now allows you to recover three 1st-level spell slots or one remains in the webs or until it breaks free. A restrained creature can use its action to
1st-level and one 2nd-level spell slot. make a Strength check against your spell save DC. If it succeeds, it is no longer
restrained. The webs are flammable. Any 5-foot cube of webs exposed to fire burns away
in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.

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