Gabriel Locktick

Gritzel Amodeus Bartlby Remiag Indraquel Elliof Lebnut None Scilion (a.k.a. Gabriel Locktick, Gabriel, Gabe, Little Bunny, Bun Bun, Lupin)

Tick tock, theres your lock.

Physical Description

General Physical Condition

Though not terribly skinny, Gabriel borders between average physicallity and slight malnourishment though his somewhat chubby cheeks give him a much more rotund appearance. During his time as a thief, he became very quick on his feet and reactive, being able to evade more guards by quickly ducking behind houses and hiding.

Body Features

At first glance, Gabriel’s baggy and loose fitting clothes make him appear chubbier than he actually is.   Peeling back the cloak and clothes, Gabriel isn’t the most muscular mostly due to his undernourishment and lack of proper physical exercise. His skin reflects a darker white, leaning close to pale with the spots of dirt making him seem darker than he actually is. Now seasoned with his adventures with the Wayfinders and to the Gate, Gabriel is noticeably more nimble and his posture has straightened as his comes out of metaphorical shell.

Facial Features

Gabriel has an unruly head of white hair that keeps growing until it covers half of the back of his neck. He can tell he needs a haircut by how long the strands of his hair fall in front of his eyes. He usually cuts his own hair with Yorkie’s help using a pair of dulled scissors.   His ears peak through his mess of hair, as is common for gnomish ears due to their length, and are pointed, similar to elves.

Identifying Characteristics

Snow White Hair   Short Stature

Physical quirks

Ambidextrous

Special abilities

Magic Abilities (Wizard) and Lepus Renaissance: You have a natural talent in bringing new life to old magic. With some tinkering you can reimbue items without charges to a new item. You get the Mending cantrip for free.   Streams of Emotions: Gabriel can cast Detect Emotions on a person and read their emotional state while also sharing his own emotional state with that person.   Plumes of the Phoenix: Change Scorching Ray to 'Plumes of the Phoenix' as a spell. It does an additional 1d6 fire damage per ray. Gabriel also takes this 1d6 fire damage. When you cast this spell, you gain resistance to fire until the start of your next turn.   Shady Operator: You were born in the streets, surviving the harshness of poverty and the cruelty of society. You learned how to become resourceful, shrewd, and opportunistic. You rose from the ranks of common thieves and thugs. You built a network of spies and informants through extortion, deals, and favors. You are the person to reach out to when someone need information or a job done discreetly.   Benefit: You have 3 Shady Operator points. Whenever you make an ability check that involves the skill Persuasion, Sleight of Hand, Stealth, or Survival (urban areas only), or any Intelligence check to recall local information or identify a source of information, you can spend one Shady Operator point to roll a d12 and add it to the result. You can choose to spend one of your Shady Operator points after you roll the die, but before the outcome is determined. You regain your expended Shady Operator points when you finish a long rest.

Apparel & Accessories

Brown common's clothes equipped with a hood. Carries his spellbook with him and his component pouch.There a small knife strapped underneath his little cloak.

Specialized Equipment

Homemade Wand of Magic Detection, Scrap Made Spellbook, Restoring New Magic to Old Objects, Being able to read the emotions of other people

Mental characteristics

Personal history

Gritzel Amodeus Bartlby Remiag Indraquel Elliof Lebnut, Gabriel for short, is a poor Crystallis born gnome living in the Lower City. He didn't know his parents nor did he ever care to find out as living was a constant struggle for him later in life. As a baby and through his childhood, Gabriel was taken care of by his Grandmother. His fondest memory is cuddling up with her underneath her favorite blanket as she told him stories about where each of his names came from. His grandmother was against him being so unclean after a hard day of scrounging and even more so after she discovered that he was feeding a family of rats that lived in their garbage; however, she couldn't help but smile at his caring personality and inquisitive nature that she believed made him destined for greater things like most grandmother's believe. She would not be able to see Gabriel grow from a boy to a man as one day, when they were traveling towards the local market to buy food, she was stabbed by a random person that shifted through the crowds. Gabriel was broken. He begged for someone, any one, to help him, but they all acted as if nothing had happened. It wasn't their problem after all. Gabriel went home that day, curled up in his grandmother's favorite blanket, and cried himself to sleep. He would never heal from this loss as he later became associated with a more sinister crowd. He was frequently arrested for being an accomplice to robbery. The influence of crime changed him slightly, hardening his heart to the woes of others and making him selfish along with being fearful of the world. Seeing first hand how cruel fate can be. He retreated further into his books and his sole rat companion, Yorkie. The pair were inseparable and after some consideration, and losing the deed to his grandmother's house, Gabriel lived on the streets for a time, stealing the next meal for himself and Yorkie, accumulating a modest collection of spells, and learning more and more each day that passed. Eventually, Gabriel would make his way to Duodecim where he would make his first actually humanoid friends since his grandmother's passing. A mystical fortune teller named Thyme and a wandering monk named Safina. He felt safe for the first time in months and actually enjoyed being around people even if it was only two. Thyme would eventually leave on business of her own, but Gabriel would follow Safina in order to make sure he survived the travels ahead of him. The world is less lonely when you can travel it with a friend.   After his travels with the Wayfinders, Gabriel finds himself in Nexus during a lockdown by the Xan'theril elves. After a series of misadventures and meeting the Relic Hunters, Gabriel found himself with his Alexa, Syn, and Paulo as they were sent to the moment where Elara and Celestian danced over a Starset Lake. The trio stand firm and witness what happened below Starset Lake, Ty's fate, and the birth of Atlas. Paulo lets Gabriel build his first object, a new arm.   After business is settled, the group return to Arhor'ha, immediately after the Wayfinders leave Starset lake, and head to the Aquarius Forge in order to do some research. There, Gabriel discovers the truth about the circumstances surrounding his birth, his given name being Lupin, and the death of his parents. He also learns about the Worshipers of Gigareth and Celestian.

Gender Identity

Heterosexual

Sexuality

Male

Education

Gabriel was taught to read and speak by his grandmother, Maggie Scillion, and self taught himself how to tap into the intricacies of magic. Later on, after his grandmother’s death, he was taught how to use thieves’ tools by the many thugs he assisted in their petty crimes which subsequently lead to Gabriel being arrested. He never had any formal education.   He was somewhat trained by Gig the Creator when he attempted to purify a sample of corrupted dirt. Over time he has picked up many traits from people and places he has encountered. They include the passionate fire of revolution from the Aries Forge, the cool waves of understanding emotions from the Pisces Forge, the business knowledge of trade from Brindle, stealth from the Lazy Mice, the resolve to carry on from Cassandre, the organization skills of Handler Leon, proper note taking from Alexa, the ability to remain faithful from Elara, and many other aspects.

Employment

For a time, Gabriel worked with a thief organization called the Lazy Mice though other than that experience he has been self-taught to wield magic and home schooled by his Grandmother.

Accomplishments & Achievements

-Crafted a Homemade Wand of Magic Detection using magical items once exhausted of their precious magic.   -Raised three generations of rats in the back alley of his home   -Renewed energy into Safina's Compass   -Assisted in Kravor's Rebirth   -Assisted in Reuniting Elara with Celestian   -Battled Sagittarius with help and survived   -Saved Nexus from potential Civil War by stopping the Aries Cannon from charging fully   -Created his very own arm, bag of holding, and Walt, the animated broom

Failures & Embarrassments

-Was helpless when his Grandmother was stabbed to death right beside him   -Blew up Notte   -Failed to save Solsera from dying   -Let an innocent Halfling Die   -Got his arm cut off

Mental Trauma

OCD

At an early age, Gabriel suffered from OCD in the form of his being unable to stand the sight of small objects laid out at random. He preferred that small objects like cups, plates, spoons, and dolls be stacked up into towers. In recent months, this obsession has become a sort of therapy for him and the act of stacking has become so engraved into his mind that he can stack objects without even looking or thinking. Sometimes his hands just stack objects on their own without Gabriel even noticing. This has compulsive disorder has now manifested in Gabriel frantically looking over the notes and goals he keeps in his little book rather than stacking object.  

PTSD and Stutter

After his grandmother’s death, Gabriel developed mild PTSD that is usually triggered when he is reminded of his failure at protecting his family, referencing family, or whenever he recalls a fond memory of his grandmother. Sometimes he may just cry for no apparent reason. In addition, he has developed a stutter for words that start with G, H, and M though he starts to stutter more frequently after crying or when tearing up. As of late his stutter has all but disappeared except in times of extreme stress though even then he may prove virtuous and display an unnatural calm. This is most likely due to his growing confidence in himself and his acceptance of the past.

Intellectual Characteristics

Logical, Analytical, Organized, Inquisitive

Morality & Philosophy

Gabriel used to see the world as grey with deadly shadows in every corner ready to snatch him up. He now just sees everything as grey.   He was willing to help other people out of the goodness of his heart and was not overly charitable, but now he has started to talk to others in order to learn their stories due to the fire within him feeling a need to burn in others with the possibility of sparking revolution if the situation calls for it. He used to ignore those who are less fortunate if he has nothing material to give them as he was hardened by the trauma of his grandmother’s death, making him cold towards others and slow to trust though he is relatively easy to persuade. Now, he tries to better understand people and give them some sort of levity in life as he has become more fortunate due to the monetary wealth that stems from his lifestyle occasionally.   He used to see everyone as stronger than himself and so he tried his best to be unnoticeable. He attempted to stay hidden and inconspicuous whenever he goes yet most times, in his mind, he still caused unrivaled trouble to everything. The siege of Nexus and the golem attack on New Haven are two of the few times he blames himself instead of being in the wrong place at the wrong time. Now, he still tries to keep his anonymous persona as he hasn't truly grown into being a real figure head but also has let go of the reality that he is "a walking disaster." He no longer instinctively runs but will stay close enough to action, waiting for the moment to take a stand and make his position clear.   Recently, he has begun to develop a mob mentality. He will purposely try to act in a good manner in order to gain the approval of those who he considers his friends. As a consequence, Gabriel has started to develop his own since of self that may conflict with the interests of the group. This has grown, and may even be construed as Envy, as Gabriel has taken on aspects of most of the places and people he has encountered in his relatively short life.

Taboos

Killing things just because its fun or hurting other people just in order to further some selfish goal. Being cruel in general   Being entirely biased towards one side of anything.   Taking away someone's free will

Personality Characteristics

Motivation

Hopes to see the Phoenix, the Leviathan, the Elder Tempest, and Zaratan to ask them a simple question: What does it mean to be earth, wind, fire, etc. and how makes up their element? Wants to make friends. Has a low desire to figure out his Lepus Renaissance ability. Strong desire to free the world from oppression. Keep the world going without leaning to one side of the morality scale.   -See the Elder Elementals -Old Goal: Find out where his parents are (Both dead) -New Goal: Keep the Cult of Gigareth in check -New Goal: Rediscover the Followers of Celestian -Free Nexus from the rule of the elves -Bring balance to Crystallis

Savvies & Ineptitudes

Savvies

Extremely knowledgeable of Elementals and has a basic, theoretical understanding about the interconnections of all magic. Has a theory about "Primal Magic" as he calls it, the raw magical essence of the world that takes on the many forms of life such as Divine, Arcane, Nature, Infernal, Etc.   He has had practice in using Disguise Kits and Thieves' Tools while with the Lazy Mice which is also where he developed his proficiency with Stealth and Sleight of Hand tricks.    

Ineptitudes

Gabriel is not very aware of his surroundings if he's not actively looking and is not very wise in general due to a lack of experience.   He also has trouble conveying his thoughts due to him over thinking it and his lacking force of character. Slowly this is being remedied as he grows into the young man he wants to be.

Social

Contacts & Relations

Cassandre - Mother Figure (More like a big sister)   Elara - Sister Figure   Safina - Brother Figure   Brindle - Cool Uncle Figure   Sagittarius - Celestial dude who was doing what he thought was right. No hard feelings even though he did try to kill Elara   Atlas - Cool baby dragon that could end the world. Make sure that doesn't happen   Gig - A Father figure of sorts that Gabriel latched onto in his need for a real connection, but as he started to grow as a person he realized that he assumed Gig cared more for him than he does for Gig. Thus he has made it a point to stop calling him Dad, but he still has faith that ultimately Gig does what is best for the world. In a way, Gabriel admires Gig keeping the world from falling apart and feels he is chained by his nature. Does not entirely blame him for the bad things he does   Syn - A broken sister figure that he feels he could really help if only he could make her understand. He wants to help her not for some reason, alternative goal, or as a weapon. To simply help ease the pain of her life, something that he didn't have immediately until he met the Wayfinders. As someone who has dealt with Gig and the horror of losing someone close, he feels he can be that gust of wind that pushes her on whenever she feels lost.   Alexa - Skeptical acquaintance. He has an odd feeling whenever she tries to act motherly towards him as he has seen her be her "casual" self and finds it kind of sad that she changes herself based on the people she's talking to rather than being upfront. A useful skill in her line of work, but also something he too did in order to fit in with other people. He doesn't just see it as a side effect of her occupation but also a mask she wears throughout her life. He wants to help her realize she can find the answers she seeks even when staying true to herself, but doesn't due to a gap in experience between the two and the fact it most likely would not go over well due to her skepticism of him. With more experience with her, Gabriel has decided to help her for now though he doesn't give her everything he knows. Only what's important for the moment.   Kravor - Handler Leon Piano Lady Dante Leon The Lazy Mice Master Yis Pisces Pisces' Assistant Solsera Alexander Gargax Clyde Mason Alcina Mason Mig Travers Trent Celestian Paulo Pangur Ban Yorkie Roya Trash Ford Jasper Ty Targarius

Family Ties

Maggie Scillion -   Mary Scilion -   Daedalus Scilion -

Religious Views

Agnostic

Social Aptitude

Very Empathetic

Hobbies & Pets

A small, brown rat named Yorkie

Relationships

Maggie Scilion

Grandmother (Vital)

Towards Gabriel Locktick

5

Honest


Gabriel Locktick

Grandson (Vital)

Towards Maggie Scilion

5

Honest


History

Gabriel thinks that his Grandmother, Maggie, took care of him due to his family leaving him in her care. He didn't really care to go look for them because he didn't really know them in the first place and due to the fact that his grandmother was all of the parental comfort he wanted.   For the majority of his life, Maggie took care of Gabriel and tried her best to keep him from getting into trouble. Gabriel's aptitude with magic was something she was amazed of but was unable to help cultivate due to them living in poverty. Gabriel didn't mind though. It gave him more time to raise his family of rats.   Eventually, Maggie was stabbed while walking with Gabriel to buy some food which traumatized the the young gnome potentially for the rest of his life. Since then Gabriel has been trying to live the best he can.

Mig Travers

Mentor (Important)

Towards Gabriel Locktick

3

Honest


Gabriel Locktick

Apprentice (Important)

Towards Mig Travers

2

Honest


Gabriel Locktick

Friend (Important)

Towards Cassandre Avon

4

Honest


Cassandre Avon

Friend

Towards Gabriel Locktick

0

Honest


Gabriel Locktick

Friend (Important)

Towards Elara Dwin'annia

2

Honest


Elara Dwin'annia

Friend

Towards Gabriel Locktick

0

Gabriel Locktick

Little Bunny (Trivial)

Towards Gig The Creator

0

Frank


Gig The Creator

Devil Man

Towards Gabriel Locktick

0

Alignment
True Neutral
Current Location
Species
Gnome
Ethnicity
Year of Birth
585 3E 32 Years old
Circumstances of Birth
Dipped in the Pure Body of Gigareth, dirt, and became a Builder.
Birthplace
Crystallis, Lower City
Spouses
Siblings
Children
Current Residence
Gender
Male
Eyes
Large, Hazel Brown
Hair
Messy, Snow White Hair
Skin Tone/Pigmentation
Pale
Height
3'3"
Weight
50
Known Languages
Common and Gnomish

Gabriel Locktick

Wizard 6 Class & Level
Urchin Background
Neutral Alignment

Strength 10
+0
Dexterity 15
+2
constitution 13
+1
intelligence 20
+5
wisdom 12
+1
charisma 11
+0
Total Hit Dice 6
Hit Die 1d6+1
3 proficiency bonus
11 Passive perception
0 Strength
2 Dexterity
1 Constitution
8 Intelligence
4 Wisdom
0 Charisma
saving throws
2 Acrobatics
1 Animal Handling
11 Arcana
0 Athletics
0 Deception
5 History
1 Insight
0 Intimidation
8 Investigation
1 Medicine
5 Nature
1 Perception
0 Performance
0 Persuasion
5 Religion
5 Sleight of Hands
5 Stealth
1 Survival
skills
12
AC
37
Hit Points
2
Initiative
25 ft
Speed
Languages

Common and Gnomish


Weapon Proficiencies

Daggers, darts, slings, quarterstaffs, light crossbows


Tool Proficiencies

Disguise Kit and Thieves' Kit
Proficiencies
Plumes of the Phoenix Attack: +8 1d20+8 3d6 Damage: 3d6

Ray of Frost Attack: +8 1d20+8 2d8 Damage: 2d8

Ice Knife Attack: +8 1d20+8 1d10 Damage: 1d10 2d6 Damage: 2d6

Magic Missile Damage: 1d4+1 1d4+1

Small Knife: +8 1d20+5 1d4+2 Damage: [1d4+2]

Toll the Dead Damage 2d8 : [2d8] Damage 2d12 : [2d12]

Create Bonfire Damage 2d8: [2d8]

Tidal Wave Damage 4d8: [4d8]

Mel's Minute Meteors Damage 2d6: [2d6] Attacks

Cantrips


At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.

Your Spellbook


At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know.

Adding New Spells


When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level which you can prepare and if you can spare the time to decipher and copy it.

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.

Replacing Your Spellbook


You can copy a spell from your own spellbook into another book. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.

If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal.

Preparing and Casting Spells


The Wizard 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.

You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.

You can change your list of prepared spells when you finish a long rest.

Spellcasting Ability


Intelligence is your spellcasting ability for your wizard spells. You use your Intelligence whenever a spell refers to your spellcasting ability.

In addition, you use your Intelligence modifier and proficiency bonus for the spell save DC of a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier.

Spell Attack modifier = your proficiency bonus + your Intelligence modifier.

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.

Spellcasting Focus


You can use an arcane focus as a spellcasting focus for your wizard spells.

Learning Spells of 1st Level and Higher


Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots. as shown on the Wizard table. On your adventures. you might find other spells that you can add to your spellbook.
Spellcasting
Small Knife, Component Pouch, Spellbook, Potion of Healing, Feather of Sanctuary [Inert], Friendship Stone, Yorkie, Gram Gram's Blanket, Common Clothes, Map of Crystallis, Explorer's Pack, Yorkie's Helmet, Aquarius Library Card

Spells: Mending, Ray of Frost, Prestidigitation, Minor Illusion, Toll the Dead, Create Bonfire, Message

1st: Alarm, Mage Armor, Magic Missile, Tenser's Floating Desk, Comprehend Languages, Feather Fall, Detect Magic, Grease, Identify, Ice Knife

2nd: Flock of Familiars, Misty Step, Plumes of the Phoenix (Scorching Ray), Invisibility

3rd: Tidal Wave, Slow, Mel's Minute Meteors
Equipment
Curious, OCD (Can't stand for small objects not to be stacked in towers), Introverted
Personality Traits
I don't really care about other people unless I know them because I know how mean other people can be.

I believe that there is an order to everything, but I don't always like the rules in place.
Ideals
Grandmother - Deceased and loved dearly

Safina - Met in a bar and grew to become fast friends.
Bonds
Shy, Timid, Uncaring of others unless he knows them personally,
Flaws
Class Features
Spellcasting
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.

Cantrips
At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.

Spellbook
At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice.

The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library.

Copying a Spell into the Book. When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it.
Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.
For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.

Replacing the Book. You can copy a spell from your own spellbook into another book-for example, if you want
to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.
If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.

The Book's Appearance. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.

Preparing and Casting Spells
The Wizard table shows how many spell slots you have to cast your 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.

You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you're a 3rd-level wizard, you have four 1st-1evel and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell Magic Missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantiations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

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 = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

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.

Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your wizard spells.

Learning Spells of 1st Level and Higher
Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook.

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.

For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

Arcane Tradition
When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of the following schools:
• Abjuration
• Bladesinger
• Conjuration
• Divination
• Enchantment
• Evocation
• Illusion
• Invention
• Lore Mastery
• Necromancy
• Theurgy
• Transmutation
• War Magic
Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.


Subclass Features
Conjuration Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Conjuration spell into your spellbook is halved.

Minor Conjuration
Starting at 2nd level when you select this school, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet.

The object disappears after 1 hour, when you use this feature again, or if it takes any damage.

Benign Transportation
Starting at 6th level, you can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places.

Once you use this feature, you can't use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher.


Racial Traits
• Ability Score Increase. Your Intelligence score increases by 2 and your Dexterity score increases by 1.

• Age. Gnomes mature at the same rate as humans, and most are expected to settle into adult life around the age of 40. They can live to 350 years on average, but it's not too uncommon for them to reach 500 years of age.

• Alignment. Gnomes are generally Good. Those who tend towards Law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend towards Chaos are often minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are light-hearted, and even the tricksters amongst them favor harmless pranks over vicious schemes.

• Size. Gnomes are between 3 and 4 feet tall and weigh around 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.

• Natural Illusionist. You know the Minor Illusion cantrip. Intelligence is your spellcasting modifier for it.

• Speak with Small Beasts. Through sound and gestures, you may communicate simple ideas with Small or smaller beasts.

• Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saves against magic.

• Languages. You can read, speak, and write Common and Gnomish.


Background Feature
You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.

Lepus Renaissance: Gain the Mending Cantrip. Can give life to inert/dead magical items. Can also reduce magical items to their core components in the forms of stones/gems. Souls???

Shady Operator: You were born in the streets, surviving the harshness of poverty and the cruelty of society. You learned how to become resourceful, shrewd, and opportunistic. You rose from the ranks of common thieves and thugs. You built a network of spies and informants through extortion, deals, and favors. You are the person to reach out to when someone need information or a job done discreetly.

Benefit: You have 3 Shady Operator points. Whenever you make an ability check that involves the skill Persuasion, Sleight of Hand, Stealth, or Survival (urban areas only), or any Intelligence check to recall local information or identify a source of information, you can spend one Shady Operator point to roll a d12 and add it to the result. You can choose to spend one of your Shady Operator points after you roll the die, but before the outcome is determined. You regain your expended Shady Operator points when you finish a long rest.
Features & Traits

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