Gnomish alchemist and mage
Character Name: William Popsprocket
Sex: Male Race: Rock Gnome Background: Alchemist Class: Mage/Cleric 2/2
Alignment: Neutral Good Arcane Tradition: Evocation Domain: Life
Size: Small Speed: 25 feet
Height: 3’ 5" Weight: 43 lb
Eyes: Blue Hair: Black Skin: Pale
Experience Points: 2,870
Description: William is a male Rock Gnome with long black hair tied off in a pony tail and sky blue eyes he stands about 3 foot 5. He wears a white cotton dress shirt with the sleeves rolled up, faded and well worn blue breeches held up by a work belt with a belt sheath for his dagger on one hip, a wand sheath at the other and holders for tools. A long brown leather duster. Upon his feet are a pair of short black leather work boots and on his hands are a pair of his fingerless black leather gloves.
Strength 10 (2)
Constitution 13 (4)
Wisdom 15 (1)
Hit Points: 24 =
Armor Class: 12 = 10 + 2 [dexterity] (Or 15 with Mage Armor)
Initiative modifier: + 2 = + 2 [dexterity]
Attack (handheld / thrown): + 2 = + 2 [proficiency]
Attack (missile / finesse): + 4 = + 2 [proficiency] + 2 [dexterity]
Dagger 2 piercing]
Light Crossbow 2 piercing, Range 80/320, loading, two handed]
Strength save: + 0
Dexterity save: + 2 = + 2 [dexterity]
Constitution save: + 1 = + 1 [constitution]
Intelligence save: + 6 = + 2 [proficiency] + 4 [intelligence]
Wisdom save: + 4 = + 2 [proficiency] + 2 [wisdom]
Charisma save: + 3 = + 2 [proficiency] + 1 [charisma]
Carry: 100 lb or less unencumbered
Languages: Common Draconic, Dwarven, Elven, Gnome, Goblin, Sylvan, and Celestial.
Proficiency bonus: +2
Acrobatics Dex 2 = +2
Animal Handling Wis 2 = +2
Arcana Wis 6 = +4 + 2
Athletics Str 0 = +0
Deception Cha 1 = +1
History Int 8 = +4 +4
Insight Wis 4 = +2 +2
Intimidation Cha 1 = +1
Medicine Wis 4 = +2 +2
Nature Int 8 = +4 +4
Perception Wis 4 = +2 +2
Performance Cha 1 = +1
Persuasion Cha 3 = +1 +2
Religion Int 6 = +4 +2
Search Int 4 = +4
Sleight of Hand Dex 2 = +2
Stealth Dex 2 = +2
Survival Wis 2 = +2
List your Wizard Cantrip(s) here: DC 12/14
Light: Duration 1 hr, 20ft radius, any color
Ray of Frost [+6, 1d8 cold damage, speed is reduced 10ft; Range: 50ft.]
List your Wizard First Level spells here: [3 per day] DC: 12/14 -2
*Magic Missile: Range 100ft, 3 blue darts of magic force, each deals 1d4+1 damage
*Burning Hands: 15ft, Dex DC 13, 3d6 or half
Mage Armor: Duration 8 hours, AC becomes 13 + Dex mod
List your Cleric Cantrip(s) here: DC 12/14
Spare the Dying
List your Cleric First Level spells here: [3 per day] DC: 12/14
Cure Wounds 1d8+4 healed
+ 1 intelligence (already included)
Advantage on all intelligence, wisdom and charisma saves against magic
Rock Gnome (subrace)
Rock Gnomes receive +1 constitution (already included).
Rock Gnomes have advantage on intelligence checks related to alchemy, magic items, and technology.
Rock Gnomes can make clockwork toys, fire starters and music boxes.
Proficient with Healer’s kit, Herbalist kit, and Poisoner’s Kit.
The DC to resist your spells is 8 + your intelligence modifier; add your proficiency bonus to DC and attacks if you are using a wizardly focus.
Once per day, recover expended spell slots (level 6 or under) up to half your wizard level.
Level 18: Choose a 1st level and 2nd level wizard spell. Cast these at the lowest level at will.
Holy Symbol [amulet]
Healer kit (8 uses left)
Rations (1 day) x8
Rope (50’, hempen)
Silver bar worth 10gps