Rock Gnome - Mage 2
HP: 16 (1d6)
Speed: 25 feet
Melee Attack: Quarterstaff (1d4 Damage)
Ranged Attack: Illegal Light Crossbow (1d8 Damage)
Ray of Frost
Wizardry: School of Evocation
lev.2: Sculpt spells
Proficiency bonus: +1
Weapons: Daggers, darts, slings, quarterstaffs and light crossbows.
Tools: Artisan’s tools
Saving Throws: Intelligence, Wisdom
Skills: Arcana, History, Search and Religion
Arcane Recovery: Once per day during a short rest you can regain some of your magical energy by studying your spellbook.
Low-Light Vision: Can see in dim light as well as you do in bright light.
Gnome Cunning: Advantage on all Intelligence, Wisdom and Charisma saving throws against magic.
Artificier’s lore: Advantage on Intelligence checks related to alchemy, magic items and technological devices.
Tinker: in 10 minutes can construct a Tini clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours. Up to 3 devices active at a time. Devices: Clockwork Toy, Fire Starter, Music Box
Languages: Common, Gnomish, +3 languages.
Tome of spiritual teaching
10 Sheets of paper
Lady Rose’s diary pages
Necklace of Protection from Evil
30 Dumdum Darts