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Nohay

Monk 2 Class & Level
Sage Background
Forest Gnome Race
Alignment

Strength 14
+2
Dexterity 16
+3
constitution 13
+1
intelligence 10
+0
wisdom 10
+0
charisma 12
+1
Total Hit Dice 1
Hit Die
1d8+1
+2 proficiency bonus
+4 Strength
+5 Dexterity
+1 Constitution
+0 Intelligence
+0 Wisdom
+1 Charisma
saving throws
+5 Acrobatics
+0 Animal Handling
+2 Arcana
+4 Athletics
+1 Deception
+2 History
+0 Insight
+1 Intimidation
+0 Investigation
+0 Medicine
+0 Nature
+0 Perception
+1 Performance
+1 Persuasion
+0 Religion
+3 Sleight of Hands
+3 Stealth
+0 Survival
skills Languages:
Common
Gnomish
Dwarf(reading)
(Free slot)
(Free slot)
proficiencies

 
14
Armor Class
15
Hit Points
+3
Initiative
25+10
Speed
WeaponAttackDamage
Fist Clubs 1d20+2+3 1d4+3
Unarmed strike 1d20+2+3 1d4
Attacks
Dark vision

Gnome Cunning:You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Proficiences
DC = 8 + Int mod
Spellcasting
Explorers backpack.

spider silk

Equipment
Hyperactive
Personality Traits
Chase the new horizon
Ideals
Unrequited love
Bonds
Acts before thinking.
Flaws

Heroes Enabled

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Forest Gnome

Ability Score Increase +1 Dex, +2 Int
Size Small
Speed 25 ft

As a forest gnome, you have a natural knack for illusion and inherent quickness and stealth. In the worlds of D&D, forest gnomes are rare and secretive. They gather in hidden communities in sylvan forests, using illusions and trickery to conceal themselves from threats or to mask their escape should they be detected. Forest gnomes tend to be friendly with other good-spirited woodland folk, and they regard elves and good fey as their most important allies. These gnomes also befriend small forest animals and rely on them for information about threats that might prowl their lands.   Age Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.   Alignment Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are good-hearted, and even the tricksters among them are more playful than vicious.   Size Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small.   Speed Your base walking speed is 25 feet.   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.   Natural Illusionist You know the minor illusion cantrip. Intelligence is your spellcasting ability for it.   Speak with Small Beasts Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.

Languages. You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Minor Illusion

0-level (Cantrip) Illusion

Casting Time 1 action
Range 30ft
Duration 1 minute
Components S, M
Materials A bit of fleece

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.

Class(es): Bard, Sorcerer, Warlock, Wizard

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Created by

potip13.

Statblock Type

Character Sheet (Legacy)

Link/Embed