Table of Contents

General

Names: Torros
Gnomes bliver givet mange navne igennem deres ungdom, og derfor har Torros også flere navne, (Boddynock, Eldon, Gimble, Jebeddo, Nafoodle, Sindri, Torros.)
Clan Name: Nineten
Nicknames: Stumbleduck
Background: Sage
- Stumbleduck is a druidic sage, he tries to investigate and learn all the secrets of life, all the secrets that Raya put in the world.

Height: ~ 120 cm han er højere end en gennemsnits phb gnome
Speed: 25 Ft
Race: Rock Gnome
Class: Druid

Languages: Common, Druidic, Gnomish, Elven, Dwarven.

Background:

Sage
Torros Stumbleduck Ningel har gennem sit unge liv fundet stor glæde ved at opdage omverdenen, dette tog specielt form da han lærte den lokale visman at kende, han tog hurtigt I lære og lærte at bygge ting, og glæde sig ved at få mere viden fra bøger og fortællinger.
Speciality: Researcher, inventor of odd gadgets
Personality Trait: I am horribly, horribly awkward in social situations
Ideal: No Limits: Nothing should fetter the infinite possibility inherent in all existence.
Bond: I've been searching my whole life for the answer to a certain question.
- How do you communicate with a dead. (A specific dead, which remains have vanished)
Flaw: I overlook obvious solutions in favor of complicated ones.
Flaw: I can’t keep a secret to save my life, or anyone else’s.

Guden Raya:
Torros blev opdraget med at Raya skabte verdenen, så det ligger dybt ind i hans personlighed at selvfølgelig skal vi følge Raya.
Det Torros finder ved Raya's prædkner er strukturen og lærdommen, og det er grunden til at han er nysgerrig.
Raya har skabt hvad han nu kigger på med et formål, og med forskellige funktioner, og han bliver nødt til at kende dem alle sammen.

Attributes:

Total Mod Save
STR 10
DEX 8 -1
CON 16 +3
INT 17 +3 Prof
WIS 16 +3 Prof
CHA 8 -1
HP: 59
Proficiency Bonus: +3
Attack (Spear): Tohit:+3 Dam:1d6
AC: With leather armor:10, (+2 with shield.)
Skill Total Attr Proficiency
Acrobatics -1 -1 (DEX)
Animal Handling -1 -1 (CHA)
Arcana +6 +3 (INT) +3 (Sage)
Athletics 0 (STR)
Deception -1 -1 (CHA)
History +6 +3 (INT) +3 (Sage)
Insight +3 +3 (WIS)
Intimidation -1 -1 (CHA)
Investigation +6 +3 (INT) +3 (Skilled)
Medicine +6 +3 (WIS) +3 (Story)
Nature +6 +3 (INT) +3 (Druid)
Perception +6 +3 (WIS) +3 (Druid)
Performance -1 -1 (CHA)
Persuasion -1 -1 (CHA)
Religion +6 +3 (WIS) +3 (Skilled)
Sleight of Hand -1 -1 (DEX)
Stealth -1 -1 (DEX)
Survival +6 +3 (WIS) +3 (Skilled)

Abilities:

Ritual Casting: You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spell Casting Focus: You can use a druidic focus (found in chapter 5) as a spellcasting focus for your druid spells.
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.
Artificer’s Lore: Whenever you make an Intelligence (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.
Researcher: When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information com es from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.
Wildshape: You shape into a wild animal, and wild stuff happens, seriously, look in players handbook, tons of text.

Druid Circle: Druid of the Moon.
Combat Wild-Shape:
You gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action. Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended. Circle Forms: You can use your Wild Shape to transform into a beast with a challenge rating as high as 2.


Tinker:
You have proficiency with artisan’s tools (tinker’s tools).
Using those tools, you can spend 1 hour and 10 gp 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
Fire Starter
Music Box

Equipment

Spear, Dam: 1d6 pierce, Weight: 3 lb., Qual: Thrown (range 20/60), versatile (1d8)
Wooden Shield, AC: +2 Weight: 6 lb.
Druidic focus
Leather, AC: 11 + Dex modifier, Weight: 10 lb.
Explorer’s Pack (10 gp). Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

A bottle of black ink
a quill
a small knife
a letter from a dead colleague posing a question you have not yet been able to answer
a set of common clothes
a belt pouch containing 10 gp
58 GP as group gold

Proficiencies:

Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Tools: Herbalism kit

Feat

Skilled: (Gain proficiency in 3 skills: Investigation, Religion, Survival)
Spell Sniper:
• When you cast a spell that requires you to make an attack roll, the spell’s range is doubled.
• Your ranged spell attacks ignore half cover and three-quarters cover.
• You learn one cantrip that requires an attack roll. Shocking Grasp, Your spellcasting ability for this cantrip is Intelligence.

Spellcasting:

Druid Spells
Hokus Pokus/Day: 4/day Level 1 spells
3/day Level 2 spells
3/day Level 3 spells
1/day Level 4 spells
Save DC: 14
Druidcraft: Cantrip
Produce Flame: Cantrip
Guidance: Cantrip
Shocking Grasp: Wizard Cantrip (Uses INT)
Create/Destroy Water: Level 1
Faerie Fire: Level 1
Goodberry: Level 1
Speak With Animals: Level 1
Lesser Restoration: Level 2
Moon beam: Level 2
Spike growth: Level 2
Call Lightning: Level 3
Plant Growth: Level 3
Polimorph: Level 4
Icestorm: Level 4

Known spells: WisdMod + Druid level
Spell save DC = 8 + your proficiency bonus + WisMod
Spell attack modifier = your proficiency bonus + WisMod

Can Druidcraft
Can Guidance
Can Produce Flame
Shocking Grasp
1st Create or Destroy Water
1st Faerie Fire
1st Goodberry
1st Speak With Animals
2nd Lesser Restoration
2nd Moon Beam
2nd Spike Growth
3nd Call Lightning
3nd Plant Growth
4th Polymorph
4th Ice Storm