Deon
Deon
                                     INSPIRATION
 STRENGTH                                                                                                                                           I like to read and memorize poetry. It
                                                                          11                                           fl:25ft wa:25ft
                                                                                                                                                    keeps me calm and brings me
     8               4           PROFICIENCY BONUS
                                                                          ARMOR
                                                                           CLASS               INITIATIVE                SPEED
                                                                                                                                                    fleeting moments of happiness.
                                                                                                                                                    I live for the thrill of the hunt.
     -1                                                                                                                                                                                   PERSONALITY TRAITS
  11                      1
                                Dexterity
                                Constitution
                                                                                                44                                                  me above the law. (Chaotic)
                                                                                         CURRENT HIT POINTS                                                                                             IDEALS
                     ●    9     Intelligence
                     ●    4     Wisdom
                          -1    Charisma
                                                                                                                                                    I would sacrifice my life and my
                                                                                                                                                    soul to protect the innocent.
CONSTITUTION                   SAVING THROWS
                                                                                       TEMPORARY HIT POINTS                                                                                             BONDS
  12                                                                   Total 10
                                Acrobatics (Dex)                                                         SUCCESSES
     1                                                                                                                                              I assume the worst in
                     ●    9
                                Animal Handling (Wis)
                                Arcana (Int)
                                                                                 10                         FAILURES
                                                                                                                                                    people.
                                                                                HIT DICE                       DEATH SAVES                                                                              FLAWS
INTELLIGENCE              -1    Athletics (Str)
20 -1
                          5
                                Deception (Cha)
                                History (Int)
                                                                      NAME                      ATK BONUS DAMAGE/TYPE                           ### Deep Gnome (Elemental Evil Player's Companion) ###
                                                                                                                                                A gnome’s energy and enthusiasm for living shines through every inch of his or her tiny body.
                                                                                                                                                Racial Traits+2 Intelligence, @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{Darkvision}, Gnome Cunning
                                Insight (Wis)
                                                                      Unarmed Strike
                                                                                 +3                             [object Object]                 Forest gnomes and rock gnomes are the gnomes most commonly encountered in the lands of the surface world. There is
                                                                                                                                                another subrace of gnomes rarely seen by any surface-dweller: deep gnomes, also known as svirfneblin. Guarded, and
     5               ●    4                                                                                                                     suspicious of outsiders, svirfneblin are cunning and taciturn, but can be just as kind-hearted, loyal, and compassionate as
                                                                                                                                                their surface cousins.
                                                                                                                                                When you create a gnome character, you may choose the deep gnome as an alternative to the subraces in the Player’s
                                                                                                                                                Handbook.
                          -1    Intimidation (Cha)                    Dagger                    +4             1d4[piercing] [object Object]    Gnome Cunning
                                                                                                                                                You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
                                                                                                                                                Ability Score Increase
                                                                                                                                                Your Intelligence score increases by 2.
                                Medicine (Wis)
                                                                      Staff of Defense
                                                                                   +3                          1d6-1 [object Object]            Speed
                                                                                                                                                Your base walking speed is 25 feet.
                                                                                                                                                Superior @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{Darkvision}
  10                      5     Nature (Int)
                                                                                                                                                Your @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{darkvision} has a radius of 120 feet.
                                                                                                                                                Stone Camouflage
                                                                                                                                                You have advantage on Dexterity (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Stealth}) checks to hide in rocky
                                                                                                                                                terrain.
                                                                                                                                                Ability Score Increase
                                                                                                                                                Your Dexterity score increases by 1.
                                                                                                                                                Languages
                                Perception (Wis)                                                                                                You can speak, read, and write Common, Gnomish, and Undercommon. The svirfneblin dialect is more guttural than
                                                                                                                                                surface Gnomish, and most svirfneblin know only a little bit of Common, but those who deal with outsiders (and that
                                                                                                                                                includes you as an adventurer) pick up enough Common to get by in other lands.
                                                                                                                                                Age
                          -1    Performance (Cha)                                                                                               Deep gnomes are short-lived for gnomes. They mature at the same rate humans do and are considered full-grown adults
                                                                                                                                                by 25. They live 200 to 250 years, although hard toil and the dangers of the Underdark often claim them before their time.
                                                                                                                                                Alignment
                                                                                                                                                Svirfneblin believe that @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{survival} depends on avoiding entanglements
                                Persuasion (Cha)
                                                                                                                                                with other creatures and not making enemies, so they favor neutral alignments. They rarely wish others ill, and they are
                          -1                                                                                                                    unlikely to take risks on behalf of others.
 CHARISMA                                                                                                                                       Size
                                                                                                                                                A typical svirfneblin stands about 3 to 3½ feet tall and weighs 80 to 120 pounds. Your size is Small.
     8
                                                                                                                                                You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
     -1              ●    4     Survival (Wis)
                                                                                                                                                ### Spellcasting (Wizard) ###
                                                                                                                                                As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.
                                                                                                                                                See Spells Rules for the general rules of spellcasting and the Spells Listingfor the wizardspell list.
                                                                                                                                                CantripsAt 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.
                                                                                                                                                SpellbookAt 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, except your cantrips, which are fixed in your mind.
                                   SKILLS                                              ATTACKS & SPELLCASTING                                   Preparing and Casting SpellsThe 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.
                                                                                                                                                For example, if you’re a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16,
10
                                                                                                                                                your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you
                 PASSIVE WISDOM (PERCEPTION)                                                                                                    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
                        Dagger, Staff of                                                                                                        Spellcasting AbilityIntelligence 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.
                    50
                                                                                                                                                On your adventures, you might find other spells that you can add to your spellbook (see the “Your Spellbook” sidebar).
                EP
Languages:              Teleportation, Ring                                                                                                     YOUR SPELLBOOK
                                                                                                                                                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 @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{nature} of the
                                                                                                                                                multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil
                        of Spell Storing,
                                                                                                                                                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
Common,Gnomish,Goblin,Infernal,Undercommon
                                                                                                                                                a spell level you can prepare and if you can spare the time to decipher and copy it.
                GP
                   244 Belt of                                                                                                                  Copying that 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.
                PP
                        Dwarvenkind, Ring                                                                                                       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.
                        of Air Elemental
                                                                                                                                                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
                        Command                                                                                                                 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.
          OTHER PROFICIENCIES & LANGUAGES                                                      EQUIPMENT                                        ### Arcane Recovery ###                  FEATURES & TRAITS
                                                                                                                                                Once per day when you finish a short rest, you can choose expended spell slots to recover - up to a combined level of 2,
                                                                                                                                                and none of the slots can be 6th level or higher.    More Details
                                                                                                                                                You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short
                                                  TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
                                                                                                                                                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.
                                                             AGE                                         HEIGHT                     WEIGHT
                 Deon
CHARACTER NAME                                               EYES                                        SKIN                       HAIR
NAME
SYMBOL
                         TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
                                                          Wizard                                                               Int                                    17                               +9
                                                                                                                           SPELLCASTING                           SPELL SAVE DC                     SPELL ATTACK
                                       SPELLCASTING                                                                           ABILITY                                                                  BONUS
                                       CLASS
                        0                             CANTRIPS                                    3             3                         2                              6
                         Fire Bolt - VS                                                       ●   Animate Dead - VSM                                                       Chain Lightning - VSM
                SPELL
                LEVEL
                             SLOTS TOTAL                  SLOTS EXPENDED
                        1           4                            4                                                                                                       7
                EPAR
                                                   SPELL NAME
                        ED
               PR
● Charm Person - VS
Inflict Wounds - VS
Magic Missile - VS
                         New Spell -
                                                                                                                                                                         8
                    ●
Sleep - VSM
                        2           3                            3
                    ●    Aganazzar's Scorcher - VSM
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.