Male Rock Gnome Transmuter Wizard/3 HP 20/20 AC 12 Prof+2 init+2 sav[str+0,dex+2,con+2,int+5,wis+2,cha-1]
Strength
10
Dexterity
15
Constitution
14
Intelligence
17
Wisdom
10
Charisma
8
About Glyph Harny
Story
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Glyph, was smart among his people. Some, He, might say the smartest. Glyph love crafting and has made everything from water pumps to machines of war. Glyph also loved the academic strategy of war the moving the piece around the board to win victory. Problem is Glyph's family would give him "problems" to solve a machines to build, then sell them to mercenary groups and rebel armies.
Glyph saw the devastation that his solutions were creating. His reaction was a strange feeling of shame with the things he made. Unable to cope with the abuse of his knowledge Glyph locked himself away in the library seeking knowledge without more moral ramifications to weigh on his conscious.
Gylph spent years studying soon discovering the wondering of Alchemy taking on the mantle of a transmuter. With new power and some research, the curiosity about what alchemy can hold for the world at large, Glyph sets out again from the library. He will be no ones agent. He will be all about the research and solving problems that build a brighter future for people.
Glyph Male rock gnome wizard 3
Medium humanoid, lawful good
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Armor Class 12
Hit Points 20 (3d6+6)
Speed 25 ft.
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STR 10 (+0), DEX 15 (+2), CON 14 (+2), INT 17 (+3), WIS 10 (+0), CHA 8 (-1)
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Saving Throws Int +5 (Advantage vs. magic), Wis +2 (Advantage vs. magic)
Advantage Abilities (Race)Con +4, (Background)Int +5, (Class)Wis +2
Senses darkvision 60 ft., passive Perception 10
Languages Common, Draconic, Dwarvish, Gnomish
Explain - I am patient when explaining things to those less knowledgable than myself
Social - I tend to come across as incredibly awkward in social situations.
Ideal
No Limits - The infinite possibility inherent in all existance should be restrained by nothing.
Bond
Life’s work - I have created a series of tomes related to a specific field or lore, it is my life's work.
Flaw
Insulting - I quite often speak my mind prior to thinking about the impact of those words. Others often find this to be insulting.
Background Features
Library Access
Wizard Abilites:
Wizard School of Transmutation
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Ritual Casting
You can cast a wizard spell as a ritual if that spell has
the ritual tag and you have the spell in your spellbook.
You don't need to have the spell prepared.
Arcane Recovery
You have learned to regain some o f 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 o f 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 o f spell slots. You can recover either
a 2nd-level spell slot or two 1st-level spell slots.
Minor Alchemy
Starting at 2nd level when you select this school, you
can temporarily alter the physical properties o f one
nonmagical object, changing it from one substance into
another. You perform a special alchemical procedure
on one object composed entirely o f wood, stone (but not
a gemstone), iron, copper, or silver, transforming it into
a different one o f 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.
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.
Gnome Abilities:
Gnome Abilities
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Artificer’s 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 o f any proficiency bonus you
normally apply.
Darkvision 60
Tinker
You have proficiency with artisan’s tools
(tinker’s tools). Using those tools, you can spend 1
hour and 10 gp worth o f 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 o f 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 m oves
5 feet across the ground on each o f 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.