Wizard 2

Sage

Rock Gnome

INSPIRATION

STRENGTH

8

12 +2

ARMOR CLASS

PROFICIENCY BONUS

+2

25

INITIATIVE

SPEED

I'm used to helping out those who aren’t as smart as I am, and I patiently explain anything and everything to others.

-1

PERSONALITY TRAITS -1

Strength

+2

Dexterity

+2

Constitution



+5

Intelligence



+2

Wisdom

+1

Charisma

DEXTERITY

14 +2 CONSTITUTION

Hit Point Maximum 14

Knowledge. The path to power and self-improvement is through knowledge.

I've been searching my whole life for the answer to a certain question.

SAVING THROWS TEMPORARY HIT POINTS

14 +2 ●

INTELLIGENCE

17

+2

Acrobatics (Dex)

+0

Animal Handling (Wis)

+5

Arcana (Int)

-1

Athletics (Str)

+1

Deception (Cha)

+5

History (Int)



10 ●

+0



+1

2d6

FAILURES HIT DICE

Dagger

I overlook obvious solutions in favor of complicated ones.

DEATH SAVES

FLAWS

ATK BONUS DAMAGE/TYPE

+4

1d4+2 piercing

Darkvision 60 feet.

Insight (Wis)

+1

Intimidation (Cha)

+5

Investigation (Int)

+0

Medicine (Wis)

+3

Nature (Int)

+2

Perception (Wis)

+1

Performance (Cha)

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

+1

Persuasion (Cha)

Specialty - Researcher

+5

Religion (Int)

+2

Sleight of Hand (Dex)

+2

Stealth (Dex)

+0

Survival (Wis)

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.

Gnome Cunning - You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

*You can throw a dagger 20 feet, or up to 60 feet with disadvantage on the attack roll.

SKILLS

12

SUCCESSES

BONDS

+0

CHARISMA

12

Total

NAME ●

+3

WISDOM

IDEALS

CURRENT HIT POINTS

ATTACKS & SPELLCASTING

PASSIVE WISDOM (PERCEPTION)

A quarterstaff, an arcane focus, a scholar's pack, a spellbook, a bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes.

CP

SP

Proficiencies: Daggers, darts, slings, quarterstaffs, light crossbows.

EP

GP

10

PP

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. Arcane Tradition - Transmutation

Languages: Common, Gnomish, Draconic OTHER PROFICIENCIES & LANGUAGES

EQUIPMENT TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

FEATURES & TRAITS

CHARACTER NAME

AGE

HEIGHT

WEIGHT

EYES

SKIN

HAIR

NAME

SYMBOL

CHARACTER APPEARANCE

ALLIES & ORGANIZATIONS

Transmutation Savant - Beginning when you select this school at 2nd level, the gold and time you must spend to copy a transmutation spell into your spellbook is halved. Minor Alchemy - Starting at 2nd level when you select this school, you can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot o f material. After 1 hour, or until you lose your concentration (as if you w ere concentrating on a spell), the material reverts to its original substance.

ADDITIONAL FEATURES & TRAITS

CHARACTER BACKSTORY

TREASURE TM & © 2014 Wizards of t he Coast LLC. Permission is grant ed t o phot ocopy t his document for personal use.

Wizard SPELLCASTING CLASS

0

CANTRIPS

3

Intelligence

13

+5

SPELLCASTING ABILITY

SPELL SAVE DC

SPELL ATTACK BONUS

6

Acid Splash Mage Hand Prestidigitation

SPELL LEVEL

SLOTS TOTAL

1

3

PR

ED

EPAR

SPELLS KNOWN

SLOTS EXPENDED



Disguise Self



Mage Armor



Magic Missile



Silent Image



Sleep

7 SPELL NAME

4

8

2

5 9

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

Spell Descriptions ACID SPLASH Conjuration cantrip Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous 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). DISGUISE SELF 1st-level illusion Casting Time: 1 action Range: Self Components: V, S Duration: 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 u se 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 o f 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 outit, objects pass through the hat, and anyone w ho 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. LONGSTRIDER 1st-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a pinch of dirt) Duration: 1 hour You touch a creature. The target’s speed increases by 10 feet until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. MAGE ARMOR 1st-level abjuration Casting Time: 1 action Range: Touch Components: V, S, M (a piece of cured leather) Duration: 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 modiier. The spell ends if the target dons armor or if you dismiss the spell as an action.

MAGE HAND Conjuration cantrip Casting Time: 1 action Range: 30 feet Components: V, S Duration: 1 minute A spectral, loating 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.

MAGIC MISSILE 1st-level evocation Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous 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. PRESTIDIGITATION Transmutation cantrip Casting Time: 1 action Range: 10 feet Components: V, S Duration: Up to 1 hour This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range: • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. • You instantaneously light or snuff out a candle, a torch, or a small campire. • You instantaneously clean or soil an object no larger than 1 cubic foot. • You chill, warm, or lavor up to 1 cubic foot of nonliving material for 1 hour. • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. • You create a nonmagical trinket or an illusory image that can it in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. SLEEP 1st-level enchantment Casting Time: 1 action Range: 90 feet Components: V, S, M (a pinch of ine sand, rose petals, or a cricket) Duration: 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.

Wizard - Rock Gnome - Transmuter - Level 2.pdf

SYMBOL. TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use. Transmutation Savant - Beginning when you select this school at 2nd level, the gold and. time you must spend to copy a transmutation spell into your spellbook is halved. Minor Alchemy - Starting at 2nd ...

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