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Clootie McToot

Wrestler 11 Class & Level
Pro-Wrestler Background
Forest Gnome Race
C/G Alignment

Strength 8
-1
Dexterity 15
+2
constitution 10
+0
intelligence 15
+2
wisdom 12
+1
charisma 17
+3
Total Hit Dice 11
Hit Die
1d8+0
+4 proficiency bonus
-1 Strength
+6 Dexterity
+0 Constitution
+2 Intelligence
+1 Wisdom
+7 Charisma
saving throws
+13 Acrobatics
+1 Animal Handling
+6 Arcana
+10 Athletics
+3 Deception
+2 History
+1 Insight
+3 Intimidation
+2 Investigation
+1 Medicine
+2 Nature
+1 Perception
+6 Performance
+6 Persuasion
+2 Religion
+2 Sleight of Hands
+6 Stealth
+1 Survival
skills Acrobatics Stealth Arcana Performance Persuasion proficiencies

 
18
Armor Class
67
Hit Points
+2
Initiative
25
Speed
DescriptionAttackDamageNotes
Kulog (Basic) 1d20+7 1d4+3 BludgeoningThrown 60-120, Light, Finesse
Kulog (Malaki) 1d20+4 2d6 BludgeoningTwo Handed
Kulog (Killiat) 1d20+7 1d4+3 Bludegoning + 1d6 LightningThrown 60-120, Light, Finesse
Kulog (Malaki + Killiat) 1d20+7 2d6+3 Bludgeoning + 2d6 LightningThrown 60-120, Light, Finesse
Unarmed Attack 1d20+7 1d4+2 Bludgeoning
Attacks
Athletics
Acrobatics
Stealth
Arcana
Performance
Persuasion
Proficiences
Custom studded leather kneepads, shoulder pad and single bladed leather gauntlet.
Crystal Elbow Pads.
Bagpipes
Kazoo (Golden)
Washboard (Bone)
Varkesh - Disc shaped harmonica (Crystal)
Bijali
Equipment
I would rather make a new friend, than a new enemy.
Personality Traits
Creativity. The world is in need of new ideas and bold actions!
Ideals
Those who fight bedside me are worth fighting for.
Bonds
I once satirised a noble and he still wants my head!
Flaws
Darkvision
Gnome Cunning
Speak with Small Beasts

Features & Traits

Heroes Enabled

The statblocks of your Weapons, armor and other important/magical equipment

Kulog

Weapon Finesse Light Thrown Legendary (this item requires attunement)

Kulog is an ancient dwarven +1 light hammer


Kulog has four runic abilities:
Kulog (Thunder): When the hammer is struck against a solid surface (stone/metal) it emits a deafening crack of thunder in a 300ft range; coupled with a wave of force in a 10ft cube. Any creature in range must make a DC12 Constitution save, or take 1d8 additional Thunder damage and be pushed back 10ft. On a successful save the creature takes half damage and is not pushed back. This ability recharges during a short rest
Babalik (Return): As a free action, the user can recall the hammer to their hand. This ability only works for the character the hammer is attuned to.
Malaki (Grow): As a free action, the user can cause Kulog to grow into a two handed warhammer. The hammer no longer counts as a finesse weapon, can no longer be thrown (although if it is already in the air, it will continue to fly). In this form, Kulog must be wielded two handed. Damage in this form increases to 2d6+1 + STR (or DEX if charged using Kiliat - see below)
Kiliat (Lightning): As a bonus action, the character can charge Kulog with lightning. The next attack deals an additional 1d6 lightning damage
Rune Combinations
  • Charging (using Kiliat) the two handed warhammer form (through Malaki) removes the additional weight of the hammer. While charged the hammer regains its Light, Finesse and Thrown properties. In this state, the additional Lightning damage increases to 2d6
  • While charged (using Kiliat) using Babalik while holding the hammer, causes Kulog to lift the wielder off the ground, and gives the wielder 20ft fly speed.
  • Using Kiliat to charge the hammer recharges the Kulog effect, allowing the hammer to be used to produce a thunder strike multiple times in succession.

Unlocked Form By combining the hammer's runes in a particular order, the full power of Kulog can be unlocked.
The wielder can use Malaki to enlarge the hammer, then Kiliat to charge it. Utterting Babalik causes the hammer to lift the wielder high into the air. A blast of lightning arcs from the clouds into the hammer's head, burning away all of the rust. Kulog and the wielder then plummet to the ground. As it hits the ground, it produces a massive thunderstrike in a 20ft radius. Any creatures in the blast radius must make a DC12 Constitution saving throw or take 3d8 Thunder damage and be knocked back 10ft. A successful save causes them to take half as much damage and avoid the knockback effect.
When the dust clears, the hammer has vanished and the wielder has grown to Large size (~10ft tall).
Alternatively - Kulog's power can be unlocked as a bonus action, and the Thunderwave explosion produced is optional.
  • The wielder's Strength and Constitution scores both increase by 8 (this may increase the scores beyond 20).
  • Unarmed attacks (including wrestling moves) deal an additional 1d8 Bludgeoning damage and 1d6 Lightning damage.
  • The wielder gains 20ft Fly speed
  • The effect can be sustained for 10 minutes, before the wielder's body is unable to contain the hammer's power any longer. The wielder returns to normal and gains a level of Exhaustion. Kulog reappears in the wielder's hand.
  • Alternatively - the user can elect to voluntarily return to their natural form.  When voluntarily returning, roll a d6.  On a 4 or higher, the user does NOT gain a level of Exhaustion

Type Damage Damage Range Properties
Simple Melee 1d4+1 + STR / DEX / 2d6+1 + STR / {DEX} (Malaki) / 1d6 Lightning (Kiliat) / 2d6 Lightning (Kiliat & Malaki) Bludgeoning 60/120ft Finesse Light Thrown


 

Golden Kazoo

Instrument

Legendary Requires Attunement

The Golden Kazoo is a beautifully crafted golden kazoo, containing powerful enchantments.


Inspiring Melody

The kazoo plays a beautiful melody, which bolsters and inspires allies.

Make a DC15 Performance Check. On a success, provides 1d10 Temporary Hit Points to all allies who hear the tune.

Temporary HP lasts until the next Short or Long Rest


Intimidating Melody

Any enemies who can succeed on a Wisdom saving throw or become frightened.

Make a Performance Check to set the DC of the Wisdom Save

Affected creatures can use their action to repeat the save.

Otherwise, the effect lasts for an hour.


Healing Melody

Allied creatures who can hear this song on their turn regain
1d4 hit points.

This melody can be sustained each turn by using an action.

All attacks against the user have advantage while the tune is being played.


Weight: 1/2lb

Clootie's Leather Wrestling Pads

Armor (Light)

Very Rare

Custom studded leather kneepads, shoulder pad and a single bladed leather gauntlet.  These pieces of armour provide a +1 bonus to AC without negating the Unarmoured Defence class ability


In addition, they provide an addition +1 damage to Gun Stun, Shining Wizard or Hidden Blade attacks

Type AC STR Req. Stealth Dis.
Light +1 bonus to AC No

Cost: 10GP
Weight: 10lb

Washboard of Illusion

Adventuring Gear

Uncommon

An intricately carved bone washboard. As the user plays it, she can make illusions appear around her


Clootie's Crystal Elbow Pads

Armor (Light)

Very Rare

Custom made crystalline elbow pads of Verani design.  These provide a small amount of additional protection to a nimble fighter; but more importantly their jagged surface can be used to cause additional damage when the wrestler uses their elbows.


Provide an additional +2 bludgeoning damage to Hidden Blade attacks

Type AC STR Req. Stealth Dis.
Light +1 bonus to AC No


Bijali

Armor Legendary (this item requires attunement)

Bijali is a companion to Kulog. It was designed as a forearm bracer for a dwarf - and is likely a full blown forearm mounted shield for Clootie.
Passive Abilities
+1 to AC
Active Abilities
Kulog Strike: You can strike Kulog against Bijali (as a free action) to instantly charges Kulog and transform it to enhanced warhammer form (2d8 Bludgeoning + 1d6 Lightning)
Kinetic Redirection (Reaction): as a reaction, you can try to intercept a physical attack against you on the shield. Applicable to slashing/bludgeoning/piercing damage only. Make a Dex Save vs Attack Roll. If successful, reduces damage by half. A successful intercept charges the shield (up to a maximum of 1 charge)
Charged Strike: You can channel the shield charge through Kulog. Expend charge to deal additional 3d6 Lightning damage.
Thunderwave You can expend the shield charge to cast Thunderwave from the shield


Unleashed Kulog Enhancement
When in unleashed form, the wielder of Kulog has a new 100HP health pool. When this pool is depleted, it forces the wielder to reverts to standard form. Any excess damage is dealt to the user's natural health pool, and they suffers a level of exhaustion
This health pool regenerates during a long rest.


 

The statblocks of your class features

Wrester


Hit Points

Hit Dice: d8 per Wrester level
Hit Points at first Level:
Hit Points at Higher Levels: 1d8 + Constitution Modifier

Proficiences

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Overview & Creation

The Wrestler is a charismatic melee fighter who uses their body as their weapon of choice, executing feats of incredible power and athleticism to wow the crowds that gather to watch their exploits.


Class Features

Unarmoured Defence
When wearing no armour, and not using a shield, your AC equals 10 + Dexterity Modifier + Charisma Modifier.
Unarmed Combat
You gain the following benefits while using unarmed attacks:

  • You can use Dexterity instead of strength for the attack and damage rolls of your unarmed strikes.
  • You can roll a d4 in place of the normal damage of your unarmed strike.
  • When you make an unarmed strike against a target, you can make one additional unarmed attack as a bonus action.
  • When you successfully grapple a target, you can make one unarmed attack with advantage as a bonus action.
 
Heat
The Wrestler uses Heat from the (often imaginary) crowd to build adrenaline and fuel some of their more improbable abilities. The size of the Wrestler's Heat Pool increases with each level, and replenishes on a Long Rest.  
Signature Moves
As an action, on your turn, you can execute a signature move by expending Heat points.  
Flurry of Blows
Immediately after you take the Attack action on your turn, you can spend 1 Heat point to make two unarmed strikes as a bonus action  
Nimble Defence
Spend 1 Heat Point to take the Dodge action as a bonus action  
Talking Smack
Learn the cantrip VIcious Mockery  
Leap to Your Feet
Whenever you're about to end up Prone, make an Acrobatics check to roll to your feet immediately. Can spend 1 Heat Point to avoid needing to roll  
Redirect Attack
When a creature misses you with a melee attack roll, you can spend 1 Heat point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.  
Unleash a Can of WhoopAss!
Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn  
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature  
Taking Bumps
No one knows how to fall like a wrestler! Knowing how to take a bump and injure yourself is a skill needed for a long career. Beginning at 5th level, you can ignore 10 points of falling damage  
Persona
After a Short Rest you can choose to assume either a Babyface or Heel persona, giving access to different abilities  
Cutting the Promo
Babyface Persona: Gain advantage on Persuasion checks
Heel Persona: Gain advantage on Intimidation checks  
Evasion
When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, but full damage if you fail  
Cheap Shot
Heel Persona: When you hit with an attack, you can spend a Heat point to make an additional free attack against another target within melee range. This second attack has advantage  
Reversal
Babyface Persona: When you miss with an attack roll, you can spend 1 to 3 Heat points to increase your attack roll by 2 for each points you spend, potentially turning the miss into a hit  
The Show Must Go On
Heel Persona: Never let them know you’re hurt! As an action, you can spend 2 Heat points and and regain hit points equal to 1d10 + your wrestler level  
Big Comeback
Babyface Persona: While you are below 20HP, you have Advantage on all attack rolls  
Cena's Luck
You always seem to get a lucky bounce at the right moment. When you make an ability check, an attack roll, or a saving throw and have disadvantage, you can spend 2 Heat points to cancel the disadvantage for that roll  
Stylin' and Profilin'
Heel Persona: On a successful hit, you can spend a Heat point and make a contested Deception vs Insight roll. On a successful hit, you deal 5d6 additional damage, knock the target prone, and Blind the target for 3 turns  
Hulkamania Running Wild
Babyface Persona: You gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five Flurry of Blows attacks)


LevelProficiency BonusHeat PointsLeap to Your Feet DCCore AbilitiesHeel AbilitiesBabyface Abilities
1+2-----
2+22-Flurry of Blows, Nimble Defence, Talking Smack--
3+2320Leap to Your Feet, Redirect Attack, Unleash a Can of Whoopass!--
4+2419Ability Score Improvement--
5+3518Taking Bumps--
6+3617Persona, Cutting the Promo--
7+3716EvasionCheap ShotReversal
8+3815Ability Score Improvement--
9+4914---
10+41013-The Show Must Go OnBig Comeback
11+41112Cena's Luck--
12+41211Ability Score Improvement--
13+51310---
14+5149---
15+5158---
16+5167Ability Score Improvement--
17+6176-Stylin' and Profilin'Hulkamania Running Wild
18+6185---
19+6194Ability Score Improvement--
20+6203---

Shining Wizard

Wrestler Class

The Shining Wizard can be used as a reaction move whenever a prone opponent attempts to stand within range.
The Shining Wizard is delivered to an opponent down on one knee. The wrestler steps off the opponent's raised knee with one foot, and swings the other leg to strike the opponent's head.

  • Make an unarmed attack roll.
  • On a successful hit, the target takes 2d4 + STR bludgeoning damage and is knocked prone.
  • The target must also make a DC10 Constitution saving throw, or become Stunned for one turn.
  • Whether the attack hits or not, the wrestler drops prone.

 

Gun Stun

Wrestler Class

The Gun Stun is used as an unarmed attack against a standing humanoid opponent between size Small and Large.
The wrestler jumps at the opponent, grabbing the creature's head from behind and pulling it onto the wrestler's shoulder while parallel to the ground. As the wrestler drops, they slam the opponent's face into the ground.

  • Make an Acrobatics check, contested by the target's Dexterity saving throw
  • On a successful hit, the target is knocked prone and takes 1d6 + DEX bludgeoning damage
  • The target must also make a DC10 Constitution saving throw, or become Stunned for one turn.
  • Whether the attack hits or not, the wrestler drops prone.

 

Reverse Inverted Hurricanrana

Wrestler Class

Inverted Hurricanrana is used as an unarmed attack against a standing humanoid opponent, between size Small and Large, who is facing away from you.
The wrestler leaps onto the target's shoulders, wrapping their legs around it's neck. The wrestler then flips backwards, throwing the target over their head into the ground.

  • Make an Acrobatics check, contested by the target's Dexterity saving throw
  • On a successful hit, the target is moved to the space behind the wrestler, knocked prone and takes 1d10 + DEX bludgeoning damage
  • The target must also make a DC10 Constitution saving throw, or become Stunned for one turn.
  • Whether the attack hits or not, the wrestler drops prone.

 

Coquina Clutch

Wrestler Class

The Coquina Clutch is used as a grapple move against a standing humanoid opponent, between size Small and Large who is facing away from you and against whom you have advantage
The wrestler leaps on the target's back, pulling them to the ground, grabbing their head and neck in a choke hold, and pinning their body between their legs. The wrestler can maintain this hold and attempt to render the target unconscious.

  • Make an Athletics check, contested by the target's Athletics
  • On a successful hit both the wrestler and the target are knocked prone and their movement speed is reduced to 0.
  • Each turn the target may repeat the Athletics contest to try to break the hold.
  • On each subsequent turn of the wrestler, the target must make a Constitution saving throw or be rendered unconscious. The DC of this saving throw increases with each turn (see table below). This effect does not apply to creatures who do not breathe.

 


RoundConstitution Save DC
2DC 5
3DC 15
4+DC 25

Superkick

Wrestler Class

A Superkick is used as a bonus action to make an unarmed attack against a standing opponent, medium sized or smaller, within melee attack range.
The wrestler performs a high side thrust kick, using the sole of their foot to strike the opponent's head or chin. The wrestler will sometimes slap their thigh or chest at the moment the kick makes contact to create an appropriate sound effect.

  • Make an unarmed attack roll
  • On a successful hit the target takes 1d4  + DEX bludgeoning damage and is knocked prone
  • The wrestler can choose to spend a full action and make a Performance check to add extra theatricality to the move (i.e. thigh slap, flash of magical light, mystical theme music). Compare the result to the table below:

 


Performance CheckEffect
>15The wrester whips the crowd (or more likely, just themselves) into a frenzy. ‌Gain a Finisher Point rather than expending one
10 - 14The move does not consume a Finisher Point
<5The wrestler tries to be too flamboyant in their theatricality and overbalances. The attack automatically misses and the wrestler is knocked prone.

Red Arrow

Wrestler Class

The Red Arrow is an acrobatic unarmed attack used against a prone opponent.
The wrestler leaps off an elevated surface, performing an elaborate flip in mid air before dropping onto their opponent. The wrestler can then pin the opponent.
The wrestler must be at least 3ft higher than their opponent.

  • Make an Acrobatics check, contested by the target's Dexterity Saving Throw. 
  • On a successful hit, the target takes 1d6 bludgeoning damage per every 5ft of drop height. See table below
  • If the Wrestler fails to meet the minimum required Acrobatics check DC (see table below), the wrestler takes the damage instead.
  • In both cases the wrestler is left prone
  • The wrestler can also choose to use a bonus action before making their attack to "work the crowd". If they then successfully perform the Red Arrow, they regain all spent Finisher Points. If they fail, they lose all remaining Finisher Points
  • On completion of a successful Red Arrow, the opponent is grappled by the wrestler

 


Drop HeightAcrobatics DCDamage
3ft - 5ftDC 10 1d6
6ft - 10ftDC 15 2d6
11ft - 15ftDC 20 3d6
16ft - 20ftDC 25 4d6
21ft+DC 30 5d6

Hidden Blade

Wrestler Class

A quick elbow strike against the opponents face. If the enemy is stunned, the wrestler can take the opportunity to strike them on the back of the neck, dealing massive damage.
The wrestler delivers a sudden elbow strike against an opponent's face, or a precisely targeted swinging back elbow to pressure points on the back of a stunned opponent's neck

  • Make an unarmed attack roll
  • On a successful hit, the attack deals 2d4 + STR bludgeoning damage
  • This quick attack form does not consume a Finisher Point
  • If the opponent is Stunned, the wrestler can choose to spend a Finisher Point to deal extra damage on a hit. In this case, the attack deals a total of 8d4 + STR bludgeoning damage

 

Tag Team: Toss Me

Wrestler Class, Practice with Party Member(s)

The wrestler is thrown into the air by their partner

  • On the wrestler's turn, they move into their partner's space
  • The tag team partner uses their reaction to throw the wrestler upwards.
  • The partner makes an Athletics check to determine the throw height. See table below
  • Failure to meet DC10 minimum results in the partner dropping the wrestler
  • The wrestler must make an Acrobatics check to land safely. See table below

 


Athletics RollThrow HeightAcrobatics DC
<10DroppedDC5
10-1910ftDC10
20-2915ftDC15
30+20ftDC20

Last of the Dragon

Wrestler Class; Kulog Energised

A powerful finishing move against a grappled opponent.  This move can be performed against creatures up to the same size class as the wrestler. The wrestler hoists their opponent onto their shoulders and then plants them face first into the ground, then pinning them.

  • Target must be grappled
  • Make a contested Athletics check
  • Dropped target takes bludgeoning damage based on it's size.  Tiny  1d4 ; Small 1d6 ; Medium 1d8 ; Large 1d10
  • Target remains grappled.  Both wrestler and opponent's movement speeds are reduced to 0; and the target is Restrained.
  • Basic move does not expend a Finisher Point.  However the wrestler can choose to spend a Finisher Point to electrocute the target while they are held overhead.  In which case, deal an additional 1d8 Lightning damage to the target

 

The Painmaker

Wrestler Class

A quick move which helps to set up the target for further attacks The wrestler grabs the opponent by the arm, then quickly pulls them into a knee strike to the face.

  • Make an unarmed attack roll against the target
  • On a successful hit, target takes 1d4 + Strength Bludgeoning damage
  • Target must make a DC15 Constitution Saving Throw. If they fail, they either become Staggered (see below) or the Wrestler can choose to Combo directly into a Finisher Move (see below)

Staggered
Staggered enemies are susceptible to further attacks. Until the end of their next turn, any attack against them gains Advantage.
Combo
The Wrestler can link directly into another Finisher Move. This Finisher Move must consume a Finisher Point. The Wrestler gains Advantage on any Attack or Ability rolls required as part of this Finisher Move.

Statblocks for your familiars, mounts etc.

Monster Manual (p.133)

Faerie Dragon (Younger) CR: 1

Tiny dragon, chaotic good
Armor Class: 15
Hit Points: 14
Speed: 10 ft , fly: 60 ft

STR

3 -4

DEX

20 +5

CON

13 +1

INT

14 +2

WIS

12 +1

CHA

16 +3

Skills: Arcana +4, Perception +3, Stealth +7
Senses: Darkvision 60ft., Passive Perception 13
Languages: Draconic, Sylvan
Challenge Rating: 1 ( 200 XP)
Proficiency Bonus: +2

The dragon’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components. As the dragon ages and changes color, it gains additional spells as shown below.

1/day: Red: Dancing Lights, Mage Hand, Minor Illusion   Orange: Color Spray   Yellow: Mirror Image


Superior Invisibility. As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it.   Limited Telepathy. Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it.   Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects.

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.   Euphoria Breath (Recharge 5–6). The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can’t take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn:

  • 1–4. The target takes no action or bonus action and uses all of its movement to move in a random direction.
  • 5–6. The target doesn’t move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success.

A faerie dragon is a cat-sized dragon with butterfly wings. It wears a sharp-toothed grin and expresses its delight by the twitching of its tail, its merriment fading only if it is attacked.   Invisible Tricksters. The only warning of a faerie dragon’s presence is a stifled giggle. The dragon stays out of sight, watching invisibly as its victims contend with its pranks. When its fun is done, the dragon might reveal itself, depending on the disposition of its “prey.”   Friendly and Bright. A faerie dragon has a sharp mind, a fondness for treasure and good company, and a puckish sense of humor. Travelers can play to a faerie dragon’s draconic nature by offering it “treasure” in the form of sweets, baked goods, and baubles in exchange for information or safe passage through its territory.   The Colors of Age. A faerie dragon’s scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature.                    
Dragon ColorAge Range
Red 5 years or younger
Orange 6-10 years
Yellow 11-20 years
Green 21-30 years
Blue 31-40 years
Indigo 41-50 years
Violet 51 years or more

Statblocks for race/species of the character.

Forest Gnome

Ability Score Increase +1 Dex, +2 Int
Size Small
Speed 25 ft

As a forest gnome, you have a natural knack for illusion and inherent quickness and stealth. In the worlds of D&D, forest gnomes are rare and secretive. They gather in hidden communities in sylvan forests, using illusions and trickery to conceal themselves from threats or to mask their escape should they be detected. Forest gnomes tend to be friendly with other good-spirited woodland folk, and they regard elves and good fey as their most important allies. These gnomes also befriend small forest animals and rely on them for information about threats that might prowl their lands.   Age Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.   Alignment Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are good-hearted, and even the tricksters among them are more playful than vicious.   Size Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small.   Speed Your base walking speed is 25 feet.   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 color in darkness, only shades of gray.   Gnome Cunning You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.   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.

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.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

PHB

Vicious Mockery

0-level (Cantrip) Enchantment

Casting Time 1 Action
Range 60 feet
Duration Instantaneous
Components V

You unleash a string of insults laved with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d8 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
At higher levels: This spell's damage increase by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Class(es): Bard

Saving ThrowWisdom
1d8 Psychic Damage

Level 5 Spells

PHB

Legend Lore

5-level Divination

Casting Time 10 minutes
Range Self
Duration Instantaneous
Components V, S, M (incense worth at least 250 gp, which the spell consumes, and four ivory strips worth at least 50 gp each)

Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn’t of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is.
The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: “Woe to the evildoer w hose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips.”

Class(es): Bard, Cleric, Wizard

Statblocks for your Trinkets, businesses, building, castles, empires.

Bag of Holding

Wondrous Item Uncommon

This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.

If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.

Placing a bag of holding inside an extradimensional space created by a Handy Haversack, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.

Weight: 15lb


 

Created by

ClootieMcToot.

Statblock Type

Character Sheet (Legacy)

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