| Full Name |
Gimble Undershale |
| Race |
Rock Gnome Male |
| Classes/Levels |
Rogue 3rd NG |HP:22/22 HD:3/3| AC:14|Init:+ P:15 Inv:15 Insgt:13|Saves|Str:+0 Dex:+4 Con:+2 Int:+5 Wis:+1 Cha:+1|Cantrips:3 1st:2/2 |
About Gimble Undershale
Gimble Undershale
Rock Gnome Rogue
Small Humanoid(Gnome) NG
Hgt.3’1” Wgt.45 Age: 44
Init:+1 Perception 15 Investigation 15 Insight 13
XP:
Defense:
Armor: leather
AC:14
HP:22
Offense:
Speed:25ft.
Melee:
Shortshort +4 1d6+2
Dagger +4 1d4+2
Ranged:
Shortbow +4 1d6+2
Dagger +4 1d4+2
Statistics:
Str:11 Dex:15 Con:14 Int:17 Wis:13 Cha:13
Proficiency Bonus:+2
Saving Throws: Str+0 Dex+4 Con+2 Int+5 Wis+1 Cha+1
Skills: Deception +3, Insight +3, Investigation +5, Perception +5*, Stealth +6*, Sleight of Hand +4
]Tools: Tinkers’ Tools, Thieves’ Tools
Language: Common, Gnome, Draconic, Goblin
Gear:
PP: GP:15 SP: CP:
Feat:
Class Features:
Sneak Attack:+2d6
Expertise: Perception and Stealth
Thieves’ Cant: Able to converse with other rogues through a simple conversation, that others without do not know.
Cunning Action: Can as a bonus action Disengage, Dash or Hide
Spellcasting
When you reach 3rd level, you gain the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.
Cantrips
You learn three cantrips: mage hand and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.
Spell Slots
The Arcane Trickster Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level wizard spells of your choice, two of which you must choose from the enchantment and illusion spells on the wizard spell list.
The Spells Known column of the Arcane Trickster Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an enchantment or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level.
Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC =13 [8 + your proficiency bonus + your Intelligence modifier]
Spell attack modifier = +5[your proficiency bonus + your Intelligence modifier]
Mage Hand Legerdemain
Starting at 3rd level, when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:
You can stow one object the hand is holding in a container worn or carried by another creature.
You can retrieve an object in a container worn or carried by another creature.
You can use thieves’ tools to pick locks and disarm traps at range.
You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature’s Wisdom (Perception) check.
In addition, you can use the bonus action granted by your Cunning Action to control the hand.
Spells:
Cantrips:3 Spells: Mage Hand, Prestidigitation, Sword Burst
1st- Slots:2 Spells: Sleep, Charm Person, Disguise Self
Racial Traits:
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 a 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.
Artificers’ Lore: Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.
Tinker: You have proficiency with artisan’s tools (tinker’s tools). Using those tools, you can spend 1 hour and 10 GP worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time.
When you create a device, choose one of the following options:
Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.
Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.
Music Box. When opened, this music box plays a single song at a moderate volume.
The box stops playing when it reaches the song’s end or when it is closed.
Size: Small.
Speed: 25 feet.
Background:Faction Agent[Harper]
Skills:Insight,Investigation
Languages: Draconic, Goblin
Traits:
-I idolize one of my fellow Harpers, and constantly try to live up to my lofty expectations of them.
Ideals:
-I try to strive to adhere to the codes and edicts of the Harper Code. As they must be upheld and preserved to continue doing good throughout the realms
Bonds:
-I seek to preserve the Harpers’ Mission and artifacts that our enemies would use to destroy or control the world.
Flaw:
-I am suspicious of strangers and often think the worst about them.
Background Feature:
Safe Haven:
As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room, and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities.