
Some values and concepts for Dungeons & Dragons 5th Edition:
Suggested Name: Willow "Stardust" Fimblewick
Race: Woodland Gnome
Class: Wizard
Level: 1 (You can adjust this based on your campaign)
Skill Values (Example, using the Standard Array method):
Strength: 8 (-1)
Dexterity: 14 (+2)
Constitution: 13 (+1)
Intelligence: 15 (+2 racial = 17 (+3)) - This is your primary skill!
Wisdom: 12 (+1)
Charisma: 10 (+0)
Woodland Gnome Racial Traits:
Ability Score Increase: Your Dexterity increases by 1. Your Intelligence increases by 2.
Speed: 25 ft.
Darkvision: You can see in dim light up to 60 feet as if it were bright light, and in darkness as if it were dim light.
Gnomish Cunning: You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Minor Illusion: You know the Minor Illusion cantrip. Intelligence is your magical ability for it.
Speak with Small Beasts: Through sounds and gestures, you can communicate simple ideas to small beasts such as squirrels, badgers, birds, or moles.
Class Features (Wizard):
Hit Points: 6 (1d6 + Constitution modifier) at 1st Level.
Proficiencies:
Armor: None
Weapons: Daggers, darts, slings, staves, light crossbows
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, or Religion. (Suggestion: Arcana, Investigation.)
Starting Equipment:
A staff
A reagent pouch or arcane focus (the model's staff could be a focus)
A spellbook
A scholar's pack
Two daggers
Spellcasting: You use Intelligence as your magical ability. Your spell save DC is 8 + your proficiency bonus + your Intelligence modifier. Your spell attack bonus is your proficiency bonus + your Intelligence modifier.
Spellbook: You start with 6 1st-Level wizard spells in your spellbook.
Prepare Spells: You can prepare a number of spells equal to your Wizard level + your Intelligence modifier.
Spell Slots: At 1st Level, you have two 1st-Level spell slots.
Arcane Recovery: Once per day when you finish a short rest, you may select expended spell slots to recover. Spell slots can have a sum of levels equal to half your Wizard level (rounded up).
Skills (with your example values):
Acrobatics (Dex): +2
Arcana (Int): +5 (Proficient)
Athletics (Str): -1
Deception (Cha): +0
History (Int): +3
Insight (Wis): +1
Intimidation (Cha): +0
Investigation (Int): +5 (Proficient)
Medicine (Wis): +1
Nature (Int): +3
Perception (Wis): +1
Performance (Cha): +0
Persuasion (Cha): +0
Religion (Int): +3
Sleight of Hand (Dex): +2
Stealth (Dex): +2
Survival (Wis): +1
Spells (Suggestions for a Level 1 Wizard):
Cantrips (You Know 3):
Minor Illusion (racial)
Light (a gnome wizard often has a warm aura)
Firebolt (for damage)
Hand of Wizard (utility)
1st Level Spells (6 in your spellbook):
Wizard Shield (essential defense)
Magic Missile (reliable damage)
Disguise Self (fun and useful for a gnome)
Sleep (low-level crowd control)
Language Comprehension (research utility)
Detect Magic (critical for a wizard)
Background (Suggested: Sage/Scholar):
Skill Proficiencies: Arcana, History.
Languages: Choose two additional languages (perhaps Elvish and Draconic).
Equipment: A small book on a subject of your choice, a bag of sand, a common robe, 10 gp.
Trait: Investigator: When trying to learn or remember a piece of lore, if you don't know the information, know where or from whom you could learn it.
Suggested Personality Traits:
Personality: "I tend to ramble and go off on a tangent when discussing my favorite subject." or "I prefer the smell of old books and magic to any perfume or flower."
Ideal: "Knowledge. The path to power and self-improvement is through knowledge."
Bond: "An ancient tome of magic that holds the key to a great mystery is my most valuable possession."
Flaw: "My ramblings are too complicated for ordinary people, and sometimes my experiments have unexpected consequences." or "I am easily distracted by new ideas or discoveries."
wizard gnome for dungeons and dragons DND
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Tabletop Miniatures / Characters & Monsters
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