Name: Warryn Garrick
Race: Deep Gnome (+2 INT, +1 DEX)
Class: Lv6 Wizard (School of Illusion)
Description
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Age: 71
Height: 3'4''
Weight: 40lbs
Alignment: Neutral Evil
Background: Criminal (Burglar)
Personality: "I am incredibly slow to trust. Those who seem the fairest often have the most to hide." & "I blow up at the slightest insult."
Ideal: "I will do whatever it takes to become wealthy."
Bond: "IÔÇÖm trying to pay off an old debt I owe to a generous benefactor."
Flaw: "When faced with a choice between money and my friends, I usually choose the money."
Backstory: Warryn left the Underdark when he was barely a toddler, taken to the Surface by his parents after their hometown was raided by Drow. Settling in a predominantly human city, they made a modest living as magi-for-hire. But Warryn hated the surface. He hated the bright lights, and oppressive crowds. Bullied for his height, skin colour, and even lack of hair, he grew into a bitter, angry recluse. The only companionship he could find was with other outcasts - orphans, criminals, and charlatans. By day his parents taught him the history and magic of his people. But by night, he learned the darker arts of thievery.
By the time he came of age, Warryn was already an accomplished burglar, aided greatly by his magic abilities. And he's only improved over the years, becoming a well-known expert in infiltration amongst his little corner of the criminal underworld. His parents still think he's a scholar, unaware of his true identity. This most recent job, to steal the painting, was supposed to be a final favour to an old friend - a local crime boss who'd given the young Gnome a chance, way back in the past, and now wanted to be paid back.
Physical Description: Of average height (for a Gnome), he stands out by his dark, ashen skin and craggy bald head. He usually hides his colour and lack of hair with a hood, mostly just to avoid the strange looks from those taller than him. Those who look closely might see his Weasel Familiar, Erik, hiding within the folds of his cloak.
STR: 8 | Save -1 | Athletics -1
DEX: 16 | Save +3 |
Stealth +6, Acrobatics/Sleight of Hand +3
CON: 13 | Save +1
INT: 16 |
Save +6 |
Arcana +6, Religion/Investigation/History/Nature +3
WIS: 10 |
Save +3 |
Insight +3, Perception/Animal Handling/Medicine/Survival +0
CHA: 12 | Save +1 |
Deception +4, Persuasion/Performance/Intimidation +1
HP: 37/37Hp
AC: 16 (13 + 3 DEX) [Mage Armour]
Speed: 25ft
Prof. Bonus: +3
Languages: Common, Gnomish, Undercommon
Armour Proficiencies: None
Weapon Proficiencies: Daggers, Darts, Slings, Quarterstaffs, Light Crossbows
Tool Proficiencies: Gaming Set (Dice), Thieves Tools
Carrying Capacity: 120lbs
Racial Abilities/Skills:
- Superior Darkvision: 120ft range
- Gnome Cunning: You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
- Stone Camouflage: You have advantage on Dexterity (Stealth) checks to hide in rocky terrain.
Feats:
- Criminal Contact: You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
- Svirfneblin Magic: You have inherited the innate spellcasting ability of your ancestors. This ability allows you to cast Nondetection on yourself at will, without needing a material component. You can also cast each of the following spells once with this ability: Blindness/Deafness, Blur, and Disguise Self. You regain the ability to cast these spells when you finish a long rest. Intelligence is your spellcasting ability for these spells.
- Arcane Recovery: 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.
- Improved Minor Illusion: Learn Minor Illusion for free. When you cast Minor Illusion, you can create both a sound and an image with a single casting of the spell.
- Malleable Illusion: When you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spellÔÇÖs normal parameters for the illusion), provided that you can see the illusion.
Attacks:
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Firebolt:
- Ranged spell attack, 120ft, VS
- 2d10 fire damage
- +6 to hit
Dagger:
- Melee attack, Finesse, Thrown 20/60ft
- 1d4+3 piercing damage
- +6 to hit
Light Crossbow:
- Ranged attack, Ammo 80/320ft, Loading, Two-Handed
- 1d8+3 piercing damage
- +6 to hit
Spellbook:
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Cantrips (4):
- Minor Illusion (SM, free cantrip)
- Mage Hand (VS)
- Firebolt (VS)
- Dancing Lights (VSM, Conc)
- Prestidigitation (VS)
1st Level (8):
- Mage Armor (VSM)
- Shield (VS)
- Magic Missile (VS)
- Expeditious Retreat (VS, Conc)
- Fog Cloud (VS, Conc)
- Detect Magic (VS, Ritual, Conc)
- Find Familiar (VSMgp, Ritual)
- Alarm (VSM, Ritual)
2nd Level (4):
- Mirror Image (VS)
- Misty Step (V)
- Invisibility (VSM, Conc)
- Dragon Breath (VSM, Conc)
3rd Level (4):
- Dispel Magic (VS)
- Fireball (VSM)
- Major Image (VSM, Conc)
- Leomund's Tiny Hut (VSM, Ritual)
Racial Spells:
- Nondetection (At-Will, Self-only, No Cost)
- Blindness/Deafness (1/long rest)
- Blur (1/long rest, Conc)
- Disguise Self (1/long rest)
Equipment:
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Equipped:
- Dagger
- Component Pouch
- Set of dark common clothes, including a hood
- Bag of Holding
- Belt pouch containing 15gp
Bag of Holding (131/500lb limit):
Weaponry Items
- Light Crossbow (25gp, 5lbs)
- Crossbow bolts [x40] (2gp, 3lbs)
- Case, holds 20 crossbow bolts [x2] (2gp, 2lbs)
Scholarly Items
- Book of Lore (5lbs)
- Bottle of ink [1 ounce]
- Ink pen
- Sheets of parchment [x10]
- Little bag of sand
- Small knife
Thievery Items
- Lamp (0.5gp, 1lb)
- Oil [3 flasks] (0.3gp, 3lbs)
- Steel Mirror (5gp, 0.5lbs)
- Sack [x3] (0.03gp, 1.5lbs)
- Thieves Tools (25gp, 1lb)
- Crowbar (5lbs)
- Shovel (2gp, 5lbs)
- Hammer (1gp, 3lbs)
- Grappling Hook (2gp, 4lbs)
- Hempen Rope [150ft] (3gp, 30lbs)
- Ball Bearings [3 bags] (3gp, 6lbs)
Wizardry Items
- Spellbook (3lbs)
- Charcoal, incense, and herbs for "Find Familiar" Spell [needs Brass Brazier] [x2] (20gp, --)
- Brass Brazier [for Ritual spellcasting] (50gp, 5lbs)
Other Items
- Bedroll (1gp, 7lbs)
- Blanket (0.5gp, 3lbs)
- Dice set (0.1gp, --)
- Mess Kit (0.2gp, 1lb)
- Jug (0.02gp, 4lbs)
- Waterskin [4 pints] (0.2gp, 5lbs)
- Rations [14 days] (7gp, 28lbs)
- An old childhood storybook [Trinket]
[150.15gp left]
Erik the Fiendish Weasel Familiar:
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STR: 3
DEX: 16
CON: 8
INT: 2
WIS: 12
CHA: 4
Armor Class: 13
Hit Points: 1 (1d4 - 1)
Speed: 30 ft
Type: Fiend
Skills: Perception +3, Stealth +5
Passive Perception: 13
Keen Hearing and Smell: Has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Appearance: Erik looks just like a regular weasel at first glance. His fur is a pitch black, allowing him to blend into the shadows with ease. Those who look closer will notice that his eyes are not black, but actually a shade of dark blood-red.