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Gnomenguard:

The N is silent.

Puppet: the most talkative and outgoing of the group. Stories tend to spring up of Puppets
deeds - this actually started BEFORE he started adventuring. Wild green hair. Very prone to
shapeshifting. I would not do his voice, but picture him acting a bit like Russel Brand
Octavius Jacopo VII (aka Jack): Forest Gnome with a shaved head covered in winding
tattooes drawn to resemble seafoam and a beard nearly worthy of a dwarf. He also has a
smallish burlap sack that is a modified bag of
holding, capable of sustaining any aquatic life
indefinitely (its extradimensional space is a
pocket of the plane of water). His Octopus
familiar, Otto, lives in this sack. No one really
ever sees Jack blink, and he has a creepy,
fixed smile. He was a sailor until the night he
nearly drowned, and an extraplanar being
saved his life in exchange for his service

Grubblesink Shinewarden: A white-haired rock gnome in Chainmail with a warhammer and


shield strapped to his back. A retired merchant turned Paladin. Ostensibly the leader of the
group.

Beldin the Harp: A dodgy, dark-haired rock gnome who wont meet anyones eyes. Think Emo
Kid. He plays a Nickelharpa (Pictured above) and uses his gnomish tinkering ability to craft
music grenades (essentially thrown music boxes), which can be used for ranged inspiration.
Name Race Class Background

Beldin the Harp Rock Gnome Bard 4 Urchin

Personality Trait 1 I hide scraps of food and trinkets away in my pockets.

Personality Trait 2 I ask a lot of questions.

Ideal People. I help people who help me - thats what keeps us all alive.

Bond No one else should have to endure the hardships Ive been through.

Flaw If Im outnumbered, I will run away from a fight.

STR DEX CON INT WIS CHA

8 10 14 17 12 14

Acrobatics Arcana (+5) Perception Deception


(+2), Sleight (+3), Insight (+6),
of Hand (+2), (+3) Performance
Stealth (+4) (+4)

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.
Artificers Lore. Whenever you make an INT (History) check related to magic items, alchemical
objects, or technological devices, you can add twice your proficiency bonus, instead of any
proficiency bonus you normally apply.
Tinker. You have proficiency with artisan's tools (tinker's tools) Using those tools, you can
spend 1 hour and 10gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp).
The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the
device functioning), or when you use your action to dismantle it; at that time, you can reclaim
the materials used to create it. You can have up to three such devices active at a time.
When you create a device, choose one of the following options:
Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog,
mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the
ground on each of your turns in a random direction. It makes noises appropriate to the creature
it represents
Fire Starter. The device produces a miniature flame, which you can use to light a candle,
torch, or campfire. Using the device requires your action.
Music Box. When opened, this music box plays a single song at a moderate volume.
The box stops playing when it reaches the song's end or when it is closed.

Spellcasting.
Cantrips: Blade Ward, Mending
Cure Wounds, Disguise Self, Feather Fall, Healing Word
Enhance Ability, Invisibility
4 1st level slots
2 2nd level slots
Bardic Inspiration. Bonus action inspires ally, add 1d6 to one skill check, save, or attack roll
Jack of All Trades. Half proficiency bonus to untrained skills
College of Lore:
Bonus Proficiencies (3 skills)
Cutting Words
Song of Rest
Expertise: Stealth, Deception
Feat: Lucky
Proficiencies

Armor Weapons Tools Languages

Light Armor Simple Weapons, Musical Instruments Common, Gnomish


Hand Crossbows, (Nyckelharpa,
Longsword, Rapier, Harpsichord, Hurdy
Shortsword Gurdy), Disguise Kit,
Thieves Tools,
Tinkers Tools
Rapier, Diplomats Pack, Nyckelharpa, Leather Armor, Dagger, Small knife, map of city he grew
up in, a pet mouse, a token to remember your parents by, a set of common clothes, belt pouch,
three music balls10gp
Name Race Class Background

Grubblesink Rock Gnome Paladin 4 Guild Merchant


Shinewarden

Personality Trait 1 I believe that anything worth doing is worth doing right. I cant help it -
Im a perfectionist.

Personality Trait 2 I take great pains to always look my best and follow the latest fashions.

Ideal Generosity. My talents were given to me so that I could use them to


benefit the world. (Good)

Bond I pursue wealth to secure someones love.

Flaw Theres no room for caution in a life lived to the fullest.

STR DEX CON INT WIS CHA

15 (+2) 10 (0) 14 (+2) 10 (0) 12 (+1) 14 (+2)

Religion (+2) Insight (+3) Persuasion


Medicine (+3) (+2)
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.
Artificers Lore. Whenever you make an INT (History) check related to magic items, alchemical
objects, or technological devices, you can add twice your proficiency bonus, instead of any
proficiency bonus you normally apply.
Tinker. You have proficiency with artisan's tools (tinker's tools) Using those tools, you can
spend 1 hour and 10gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp).
The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the
device functioning), or when you use your action to dismantle it; at that time, you can reclaim
the materials used to create it. You can have up to three such devices active at a time.
When you create a device, choose one of the following options:
Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog,
mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the
ground on each of your turns in a random direction. It makes noises appropriate to the creature
it represents
Fire Starter. The device produces a miniature flame, which you can use to light a candle,
torch, or campfire. Using the device requires your action.
Music Box. When opened, this music box plays a single song at a moderate volume.
The box stops playing when it reaches the song's end or when it is closed.
Divine Sense.
Lay on Hands. 15 points
Fighting Style: Dueling. +2 damage to single handed weapon attacks, no dual wield
Spellcasting: 3 slots Compelled Duel, Cure Wounds, Searing Smite
Divine Smite. add 2d8 radiant damage by spending spell slot
Divine Health. Immune to Disease
Oath of Devotion:
Oath Spells. protection from evil and good, sanctuary
Channel Divinity
Sacred Weapon: Add CHA bonus to attack rolls
Turn the Unholy. As Turn Undead, but also works on fiends
Feat: Magic Initiate - Cantrips Sacred Flame, Spare the Dying, 1st level (1/day) Healing Word

Proficiencies

Armor Weapons Tools Languages

All Armor, Shields Simple Weapons, Tinkers Tools Common, Gnomish,


Martial Weapons Dwarvish, Elvish
Warhammer, Shield, Five Javelins, a Priests Pack, Chain Mail, Holy Symbol, Mule and Cart,
sealed papers of membership in merchants guild, set of fine traveling clothes, belt pouch, 15gp
Name Race Class Background

Octavius Jacopo VII Forest Gnome Warlock 4 Sailor (Modified)


(Jack)

Personality Trait 1 Theres nothing I like more than a good mystery.

Personality Trait 2 I dont pay attention to the risks in a situation. Never tell me the odds.

Ideal No limits. Nothing should fetter the infinite possibility inherent in all
existence.

Bond In a harbor town, I have a paramour whose eyes nearly stole me from
the sea.

Flaw I tend to make people uncomfortable. Very uncomfortable.

STR DEX CON INT WIS CHA

10 (0) 14 (+2) 14 (+2) 10 (0) 12 (+1) 17 (+3)

Athletics (+2) Investigation Perception Intimidation


(+2) (+3) (+5)
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.
Patron: Great Old One
Patron Spells: dissonant whispers, Tasha's hideous laughter
Awakened Mind. Telepathy, range 30 feet, any creature with language
Spellcasting:
Cantrips: Chill Touch, Friends
Arms of Hadar, Hellish Rebuke, Hex, Cloud of Daggers
2 spell slots, 2nd level max
Eldritch Invocations: Eldritch Sight (Detect Magic at will), Eyes of the Rune Keeper (read any
writing)
Pact of the Chain - Otto the Octopus
Proficiencies

Armor Weapons Tools Languages

Light Armor Simple Weapons Navigators Tools, Common, Gnomish


Vehicles (Water)
Light Crossbow and 20 bolts, Spell component pouch(es), dungeoneers pack, leather armor,
harpoon (spear stats), two daggers, a belaying pin (club), 50 feet of silk rope, lucky charm,
common clothes, belt pouch, 10gp

Name Race Class Background

Otto Octopus Familiar Ocotopus

STR DEX CON INT WIS CHA

4 (-3) 15 (+2) 11 (0) 3 (-4) 10 (0) 4 (-3)

Stealth (+2) Perception


(+2)

Darkvision 30ft
Hold Breath (stay out of water 30 minutes)
Underwater Camouflage (Adv. on Stealth when under water)
Waterbreathing (can only breathe underwater)
Tentacles +4 to hit, 1 damage, grapple on hit (cannot use while grappling)
Ink Cloud 5 ft heavily obscured while underwater (lasts 1 minute)
Name Race Class Background

Puppet Forest Gnome Druid 4 Folk Hero


43 Years Old, 36, 38 lbs, Blue Eyes, Bronze Skin, White Hair (Dyed Blue)
Personality Trait 1 If someone is in trouble, Im always ready to lend help.

Personality Trait 2 I get bored easily, when am I going to get on with my destiny?

Ideal Respect. People deserve to be treated with dignity and respect. (Good)

Bond I protect those who cannot protect themselves.

Flaw I have a weakness for vices of the city, especially hard drink.

STR DEX CON INT WIS CHA

10 (0) 14 (+2) 13 (+1) 13 (+1) 16 (+3) 13 (+1)

Nature (+3) Animal


Handling (+5)
Medicine (+5)
Survival (+5)
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.
Spellcasting. 2 Cantrips, 4 1st, 2 2nd
Wild Shape
Combat - Shift as bonus action
Circle Forms - CR 1 or lower creatures
Bear, Dire Wolf
Feat: Observant - +1 to WIS, Read lips, +5 to passive Perception and investigation rolls
Proficiencies

Armor Weapons Tools Languages

Light Armor, Medium Clubs, Daggers, Herbalism Kit Common


Armor, Shields, (No Darts, Javelins, Gnomish
metal Armor or Maces, Quarterstaffs, Druidic
shields) Scimitars, Sickles,
Slings, Spears
Equipment: Wooden Shield, Scimitar, Leather Armor, Explorers Pack, Druidic Focus

Bear Form
AC11
HP34 (4d10+12)
Speed 40, Climb Speed 30
STR DEX CON INT WIS CHA

19 (+4) 10 (0) 16 (+3) 13 (+1) 16 (+3) 13 (+1)

Nature (+3) Animal


Handling (+5)
Medicine (+5)
Perception
(+5)
Survival (+5)
Keen Smell: Adv. on Perception checks involving smell
Multiattack (One bite, one claw, each turn)
Bite +5 to hit, 8 (1d8+4) Piercing
Claw +5 to hit, 11 (2d6+4) Slashing

Direwolf Form
AC14
HP37 (5d10+10)
Speed 50
STR DEX CON INT WIS CHA

17 (+3) 15 (+2) 15 (+2) 13 (+1) 16 (+3) 13 (+1)

Stealth +4) Nature (+3) Animal


Handling (+5)
Medicine (+5)
Perception
(+5)
Survival (+5)
Keen Hearing and Smell: Adv. on Perception checks involving sound or smell
Pack Tactics: Adv. on attack rolls when an ally is adjacent to the target
Bite +5 to hit, 10 (2d6+3) piercing. On hit, DC 10 STR check or go prone.

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