Lem

Fronar_Gossamar's page

169 posts. Alias of gossamar4.


Full Name

Fronar Gossamar

Race

Forest Gnome - Male

Classes/Levels

Wizard/4: HP (22/22): AC (12): Saves (Str=-1/Dex=2/Con=1/Int=6/Wis=2/Cha=1): Initiative +2: Perception +0 (15 passive)

Size

small

Special Abilities

Proficiency bonus: +2

Alignment

Neutral Good

Languages

Common, Gnomish, Draconic, Elven

Strength 8
Dexterity 15
Constitution 12
Intelligence 18
Wisdom 10
Charisma 13

About Fronar_Gossamar

Background:
[Background=Sage
Personality trait=the common folk love me for my kindness and generosity
Ideal=Family: Blood runs thicker than water
Bond=Nothing is more important than the other members of my family
Flaw=By my words and actions, I often bring shame to my family

Backstory: Average size (for a gnome), Fronar can easily be identified by his deep purple hair. A result of a miscalculation with one of his alchemy studies. He is often disregarded during social interaction due to his tendency to quickly jump topics during the course of a conversation. Fronar has good intentions, but can often find "strange" ways to make them shine. He might just as easily cause more trouble than solve an existing problem.

Fronar was sent to deliver some rare components and a undecipherable scroll to a prominent elf wizard, who resided about a 10 night's travel from his home town. (Unknown to him, the elders chose him in the hopes that it would get Fronar out of their hair for the better part of a month). Upon arrival, there was a gathering of hopeful apprentices that seeking to study under the wizard. As a 1st test of their dedication to the pursuit of magical knowledge they had all been charged to wait until the wizard was ready to see them individually.

Fronar, determined to complete his task, wandered throughout the wizard's keep a while until he stumbled into a vast library. He wandered around, occasionally grabbing a random text and flipping through. He spent 5 days following the same routine of reading, stopping for a snack from his pack, randomly dozing off while reading some more dull texts. On the 6th day, he had finally circled throughout the entire library and came upon the door he originally had entered days earlier. Re-emerging in the gathering hall that had been filled previously with hopeful apprentice applicants, he was annoyed by the untidy state that they had left the room. He began to pick up items and clean the room. Shortly thereafter the great wizard emerged and with a surprised look on his face he congratulated Fronar for his perserverance and invited him into the next room. Thus began his wizard's training.

A few years later... The wizard gave Fronar the task of finding a spell. Approaching the task with his usual enthusiasm, Fronar quickly accepted and darted out the room to complete the challenge. It wasn't until he had closed the door behind him, that he realized the wizard hadn't been provided the opportunity to NAME the spell he was requesting. Not wanting to disappoint the wizard, Fronar decided he would not return until he had found every possible spell the wizard could have been requesting and set out to fill his spellbook.

Offense:
Initiative = +2

Speed = 25'

Spell save DC = 14
Spell attack modifier = +6

Melee

Dagger = +4 (1d4+2)

Ranged

Dagger = +4 (1d4+2)

Defense:
HP = 22

AC = 12

Saves

Str = -1
Dex = 2
Con = 1
Int = 6
*Wis = 2
*Cha = 1

Wizard Class Abilities:
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.

Arcane Tradition: Enchantment
- Enchantment savant
- Hypnotic Gaze

Skills:

Acrobatics +2
Animal Handling +0
*Arcana +5
Athletics -1
Deception +1
*History +5
Insight +0
Intimidation +1
*Investigation +5
Medicine +0
Nature +3
Perception +0
Performance +1
Persuasion +1
*Religion +5
Sleight of Hand +2
Stealth +2
Survival +0

* = trained

Equipment:

Armor =
Weapon = dagger

Backpack

--Scholar's Pack
----book of lore
----bottle of ink
----ink pen
----parchment x10
----bag of sand
----small knife

Coin purse (0gp, 0ep, 0sp, 0cp)

Spells:
Spell save DC = 14
Spell attack modifier = +6

Cantrips

Fire Bolt (wizard):

Evocation
Level: Cantrip
Casting time: 1 Action
Range: 120 feet
Components: V, S
Duration: Instantaneous

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.

At higher level:
This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Mage Hand (wizard):

Conjuration
Casting time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute

. A spectral, floating 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.

Prestidigitation (wizard):

Transmutation
Level: 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 campfire.
-You instantaneously clean or soil an object no larger than 1 cubic foot.
-You chill, warm, or flavor 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 fit 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.

Mending:

Minor Illusion (gnome natural illusionist):

Illusion
Casting time: 1 action
Range: 30 feet
Components: S, M (a bit of fleece)
Duration: 1 minute

. 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 lions 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 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 right through it.
. If a creature uses it's 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.

1st Level (4/4 available)

*Fog Cloud:

Conjuration
Level: 1
Casting time: 1 Action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 hour

You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured, It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

At higher level:
When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.

Grease:

Conjuration
Level: 1
Casting time: 1 Action
Range: 60 feet
Components: V, S, M (a bit of pork rind or butter)
Duration: 1 minute

Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.

When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.

*Magic Missile:

Evocation
Level: 1
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 level:
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.

Mage Armor:

Abjuration
Level: 1
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 modifier. The spell ends it if the target dons armor or if you dismiss the spell as an action.

*Shield:

Abjuration
Level: 1
Casting time: Special
Range: Self
Components: V, S
Duration: 1 round

Reaction trigger: You are hit by an attack or targeted by the magic missile spell

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

Find Familiar:

Conjuration
Level: 1
Casting time: 1 Hour
Range: 10 feet
Components: V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
Duration: Instantaneous

You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk. lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey or fiend (your choice) instead of a beast.

Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.

When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits you summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.

You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

Hideous Laughter:

*Silent Image:

2nd Level (3/3 available)

*Blindness/Deafness:

*Enlarge/Reduce:

*Hold Person:

*Misty Step:

Adventurer's League:
DCI Number: 4317185379

Games Played: