Name: Irwyn Bomberson
Race: Gnome
Class: Wizard
Gender: Male
Background: Sage
Alignment: Good
Specialty: Apothecary/Alchemist
Here is the character sheet.
Brought to you by @impleiadic
Spells:
Cantrips (Cast as many times a day as you want)
Acid Splash
Conjuration cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You hurl a bubble of acid. Choose one creature within
range, or choose two creatures within range that are
within 5 feet of each other. A target must succeed on a
Dexterity saving throw or take 1d6 acid damage.
This spellās damage increases by 1d6 when you reach
5th level (2d6), 11th level (3d6), and 17th level (4d6).
Fire Bolt
Evocation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You hurl a mote of fire at a creature or object within
range. Make a ranged spell attack against the target. On a
hit, the target takes 1d10 fire damage. A flammable object
hit by this spell ignites if it isnāt being worn or carried.
This spellās damage increases by 1d10 when you reach
5th level (2d10), 11th level (3d10), and 17th level (4d10).
Mage Hand
Conjuration cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute
A spectral, floating hand appears at a point you choose
within range. The hand lasts for the duration or until
you dismiss it as an action. The hand vanishes if it is
ever more than 30 feet away from you or if you cast this
spell again.
You can use your action to control the hand. You can
use the hand to manipulate an object, open an unlocked
door or container, stow or retrieve an item from an open
container, or pour the contents out of a vial. You can
move the hand up to 30 feet each time you use it.
The hand canāt attack, activate magic items, or carry
more than 10 pounds.
Level 1 spells
Burning Hands
1st-level evocation
Casting Time: 1 action
Range: Self (15-foot cone)
Components: V, S
Duration: Instantaneous
As you hold your hands with thumbs touching and fingers
spread, a thin sheet of flames shoots forth from your
outstretched fingertips. Each creature in a 15-foot cone
must make a Dexterity saving throw. A creature takes
3d6 fire damage on a failed save, or half as much damage
on a successful one.
The fire ignites any flammable objects in the area that
arenāt being worn or carried.
At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, the damage increases by
1d6 for each slot level above 1st.
Mage Armor
1st-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (a piece of cured leather)
Duration: 8 hours
You touch a willing creature who isnāt wearing armor,
and a protective magical force surrounds it until the spell
ends. The targetās base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
Magic Missile
1st-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You create three glowing darts of magical force. Each
dart hits a creature of your choice that you can see within
range. A dart deals 1d4 + 1 force damage to its target.
The darts all strike simultaneously, and you can direct
them to hit one creature or several.
At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, the spell creates one
more dart for each slot level above 1st.
Thunderwave
1st-level evocation
Casting Time: 1 action
Range: Self (15-foot cube)
Components: V, S
Duration: Instantaneous
A wave of thunderous force sweeps out from you. Each
creature in a 15-foot cube originating from you must
make a Constitution saving throw. On a failed save, a
creature takes 2d8 thunder damage and is pushed 10 feet
away from you. On a successful save, the creature takes
half as much damage and isnāt pushed.
In addition, unsecured objects that are completely
within the area of effect are automatically pushed 10 feet
away from you by the spellās effect, and the spell emits a
thunderous boom audible out to 300 feet.
At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, the damage increases by
1d8 for each slot level above 1st.
Level 2 spells
Invisibility
2nd-level illusion
Casting Time: 1 action
Range: Touch
Components: V, S, M (an eyelash encased in gum arabic)
Duration: Concentration, up to 1 hour
A creature you touch becomes invisible until the spell
ends. Anything the target is wearing or carrying is
invisible as long as it is on the targetās person. The spell
ends for a target that attacks or casts a spell.
At Higher Levels. When you cast this spell using
a spell slot of 3rd level or higher, you can target one
additional creature for each slot level above 2nd.
Knock
2nd-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous
Choose an object that you can see within range. The
object can be a door, a box, a chest, a set of manacles, a
padlock, or another object that contains a mundane or
magical means that prevents access.
A target that is held shut by a mundane lock or that is
stuck or barred becomes unlocked, unstuck, or unbarred.
If the object has multiple locks, only one of them
is unlocked.
If you choose a target that is held shut with arcane lock,
that spell is suppressed for 10 minutes, during which
time the target can be opened and shut normally.
When you cast the spell, a loud knock, audible from as
far away as 300 feet, emanates from the target object.
These spells are property of Wizards of the Coast. Found in the Basic Rules free PDF, here.
what if they were a gnome with perpetually singed hair and clothes who actually came from a family of miners - when they started out, they'd have been surrounded mostly by supplies for mining explosives, discovering antidote-like side effects?
@impleiadic I love it! Can you give this Gnome a name? I didnāt want to use Gnomeās because they arenāt in the free basic rules but oh well. I use them in my home game just hope others can follow along.
Also I rolled stats for this guy. Want me to fill out stats or would you like to? You are now officially in charge of the wizard. Stats are here
An apothecarist with a knack for mixing antidotes that are explosive. Their potions work better than anyone else's, always doing exactly what is wanted but often with some large side effects.
The wizard itself has breath of sulfur by drinking a potion to heal burns on their body. Healed up quick but now has sulfur breath forever.
Race:
Class: Wizard
Gender:
Background:
Alignment: Good