Brewdin
Experience
Level
Inspired
Proficiency
Armor Class
Initiative
Temporary Hit Points
Hit Die
Speed
Max Hit Points
Current Hit Points
Le Skills
Equipment
Wealth
Platinum
Gold
Silver
Copper
Weapons
The Story of Brewdin
Brewdin is from a large metropolitan city and has been working as a city watch guard for the last couple years. He helps with maintenance of the technological aspects of the watch, such as fixing mechanical gates. Most of his time he does standing watch duty with the other guards.
He is young in Gnome years and has finished much of his Wizard school training, including specializing in the school of Illusion.
On his days off, he often goes to the local market to try and sell his tinkered inventions and toys.
He rarely uses his magic nor talks about his Wizard schooling, hoping his small illusions will be believed as real and not attributed to magic.
When not in his city watch uniform, he wears a long fleece coat with many pinch sized holes. He has white hair, making him appear older than he is and thick mutton chop facial hair. He can always be seen wearing goggle type eye protection either over his eyes, on his forehead or dangling around his neck.
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HP
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9 + (9*7) = 72
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Gnome traits
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Darkvision
Advantage on Int, Wis, Cha saves vs magic
2x proficiency bonus on Arcana (was History) checks related to magic, tech, alchemy items or objects
Proficient with Tinker's Tools - can create tiny clockwork devices
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Background
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City Watch / Soldier
Knack for finding crime dens and constabularies
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Languages
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Common
Gnomish
Dwarvish
Intermediate / Conversational Goblin
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Trinkets
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- A four-leaf clover pressed inside a book discussing manners and etiquette
- Talisman, shaped like a shield. Portable pillar to hide behind. Twice per long or short rest, as a reaction, can cause enemy to target another ally creature. Brewdin picks. If no one is around, the attack fizzles.
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Items
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- Healer Kit
- Set of Manacles
- Horn
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Spellbook
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25 spells (cantrips not included) = 6 spells at level 1 + 2*9 for levels + (1 found spells)
Cantrips:
Fire Bolt
Light
Mage Hand
Mending
Minor Illusion (included with Illusion school) - can create both sound and image with single casting.
First-Level:
Burning Hands
Detect Magic
Identify
Magic Missile
Shield
Silent Image
Second-Level:
Phantasmal Force
Mirror Image
Invisibility
Suggestion
Enlarge/Reduce
Scorching Ray
Misty Step (bought)
Third-Level:
Counterspell
Fireball
Fly
Major Image
Dispel Magic
Haste
Fourth-Level:
Greater Invisibility
Hallucinatory Terrain
Wall of Fire
Dimension Door
Fifth-Level:
Cone of Cold
Bigby's Hand
Prepared Spells max = wizard level + int modifier = 15
Cantrips always known / prepared
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Spell Slots
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First Level: 4
Second Level: 3
Third Level: 3
Fourth Level: 3
Fifth Level: 2
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Improved Minor Illusion
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When you choose this school at 2nd level, you learn the minor illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn't count against your number of cantrips known. When you cast minor illusion, you can create both a sound and an image with a single casting of the spell.
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Malleable Illusions
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Starting at 6th level, when you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell's normal parameters for the illusion), provided that you can see the illusion.
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Illusory Duplicate
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Beginning at 10th level, you can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates.
Once you use this feature, you can't use it again until you finish a short or long rest.
Quick Stats
Saving Throws
Spell Casting
Prepared Spells
