x - Flora (Florence) Greenburrow (Retired)

Lvl 2 Forest Gnome Wizard

Description:

2nd Level Forest Gnome Wizard

Background: Cabbage Farmer
AC (10 + dex mod): 7
Passive Perception: 11
Proficiency Bonus: 2
Size: Small
Speed: 25 ft

BASIC STATS

STR: 9 (- 1)
DEX: 4 (- 3)
CON: 11 ( 0 )
INT: 16 (+ 3)
WIS: 13 (+ 1)
CHA: 10 ( 0 )

Permanent injuries: 1 lost con, 6 lost dex, lost her left leg.

GP/XP
88 GP
XP: 940

HIT POINTS

Hit Points:14
Hit Dice: 1d6 per wizard level
Hit Points at Higher Levels: 1d6 + con mod per wizard level after 1st

PROFICIENCIES

Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: Farming tools, cooking utensils
Saving Throws: Intelligence, Wisdom
Skills: Insight, Investigation, Survival, Nature
Advantage on saving throws: Int, Wis, Cha
Disadvantage on acrobatics and sleight of hand checks.

SPELLCASTING

3 known cantrips, 3 1st lvl spell slots
Prepared spells: (int mod + wizard lvl) = 5
Spell attack mod: (prof bonus + int mod) = 5
Spell save DC: 8 + prof bonus + int mod = 13

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 (found in chapter 5) as a spellcasting focus for your wizard spells.

COOL SHIT

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 colour in darkness, only shades of gray.

Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Languages. You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world.

Natural Illusionist. You know the minor illusion cantrip. Intelligence is your spellcasting ability for it.

Speak with Small Beasts. Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.

Arcane Recovery: (one spell) 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-leveI 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: SCHOOL OF ABJURATION

Beginning when you select this school at 2nd level, the gold and time you must spend to copy an abjuration spell into your spellbook is halved.

Arcane Ward: (lvl x 2) 4 + (int mod) 3 = 7 HP

Starting at 2nd level, you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell’s magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.

While the ward has 0 hit points, it can’t absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.

Once you create the ward, you can’t create it again until you finish a long rest.

ANIMAL FRIENDS

Fluffikins (Mr. Fluffy), the squirrel (familiar)
Henrietta, an owl (familiar)
Adeline, a woebegotten donkey (rescued from the Goblin Mines of 17A)

BACKGROUND

Cabbage Farmer
Skills: Survival, nature
Tools: Farming, cooking
Feature: “But I have a family!” If Flora would die, she instead wakes up in Sila, surrounded by her loved ones. Roll on the permanent injury table with disadvantage twice.

SPELLS

Cantrips (0 Level)

Fire BoltEvocation cantrip
Casting Time: I 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 isn’t being worn or carried.
This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Mending -Transmutation cantrip
Casting Time: 1minute
Range: Touch
Components: V, S, M (two lodestones)
Duration: Instantaneous

This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.

Minor IllusionIllusion cantrip
Casting Time: 1 action
Range: 30 feet
Components: S, M (a bit of fleece)
Duration: 1 minute

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object – such as a chair, muddy footprints, or a small chest – it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

Ray of FrostEvocation cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous

A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.

The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

1ST LEVEL SPELLS

Alarmabjuration – ritual
Casting time: 1 Minute
Range: 30 feet
Components: V, S, M (a tiny bell and a piece of fine silver wire)
Duration: 8 hours

You set an alarm against unwanted intrusion.
Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is mental or audible.
A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.
An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.

Colour Sprayillusion
Casting Time: 1 action
Range: Self (15-foot cone)
Components: V, S, M (a pinch of powder or sand that is colored red, yellow, and blue)
Duration: 1 round
A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can’t see).
Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the spell ends. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.

Comprehend Languagesdivination – ritual
Casting Time: 1 action
Range: Self
Components: V, S, M (a pinch of soot and salt)
Duration: 1 hour
For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.

Detect Magicdivination – ritual
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
For the duration, you sense the presence of magic within 30 feet of you. ]f you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Expeditious Retreattransmutation
Casting time: 1 Bonus Action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes

This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.

Find Familiarconjuration – ritual
Casting time: 1 Hour
Range: 10 feet
Components: V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
Duration: Instantaneous

You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk. lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey or fiend (your choice) instead of a beast.

Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.

When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits you summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.

You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

Mage Armourabjuration
Casting time: 1 Action
Range: Touch
Components: V, S, M (a piece of cured leather)
Duration: 8 hours

You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends it if the target dons armor or if you dismiss the spell as an action.

Magic Missileevocation
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.
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.

Protection from Evil and Goodabjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (holy water or powdered silver and iron, which the spell consumes) Duration: Concentration up to 10 minutes
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.
The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

Shieldabjuration
Casting time: 1 reaction, which you take when you are hit by an attach or targeting by the magic missile spell
Range: Self
Components: V, S
Duration: 1 round

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

Sleepenchantment
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a pinch of fine sand, rose petals, or a cricket)
Duration: 1 minute

This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren’t affected by this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

Bio:

Flora (short for Florence) Greenburrow: a cabbage farmer and gnomish wizard. She grew up with her future husband, Clarence (see below), the children of competing cabbage farmers. After manning stalls side-by-side in the market of their small gnomish village for several years, Flora and Clarence bonded (first over cabbages – his stock was better, but she was the more effective salesperson, as she doesn’t have a penalty to charisma – and then over everything else). They eventually grew up to marry and merge their cabbage farms.

They were very content, running their small farm and raising their half-dozen tiny adorable gnomish babies. Flora kept busy, in the dark winter evenings when she couldn’t work the fields and the children were in bed, by reading the book of spells that her great-grandmother had happened to own (afterall, while she wasn’t especially interested in magic – when you own two books, you end up reading them each quite a few times. The other book was a cookbook and she is an excellent jam-maker). Thus went their lives – until one day, Clarence suggested a relocation to Sila, to seek a slightly larger cabbage-related fortune. Flora was quick to support him – afterall, it was so rare for Clarence to show any initiative… After several years of saving up money and preparing their finest cabbage seeds, the Greenburrow family made the voyage to Silanya.

Upon arriving in Silanya, Flora quickly realized that Sila did not have the soil necessary for a bountiful cabbage crop and that their farm would never be what they had hoped for. While her husband and children continue to live in town and maintain their incredibly humble cabbage farm, Flora – never being one to shirk her part of the work – joined the guild and intends to make the best of a not-quite-ideal situation.

Clarence Greenburrow (8 7 6 10 7 9) came to Silanya with big dreams – a humble cabbage seller by trade on the mainland, he hoped that the soil in Silanya would prove more fertile to cabbages and he could become a more successful cabbage seller. The soil in Silanya is inimical to cabbages, and now he labours over a poor crop, too poor to afford a trip home.

x - Flora (Florence) Greenburrow (Retired)

Silanya James_Elcombe ShonaDeahl