A stout deep gnome of old age. While he looks fearsome and dour, his years have softened him and revealed an easy going nature.
I was found dead with two slashes and a stab wound. I don't know who killed me exactly. Well, let me rephrase that. I do know who killed me - a giant bugbear with a halberd. But he was just a minion. The true culprit - the mastermind - is someone I never got to meet.
My Brothers and I were off on an adventure of discovery when I met my doom. One got away and the other was captured. I was slain. Or so I thought.
Instead I was awakened by the spirits long past and put into this new body. They gave me a mission and I'm going to see it through.
|Attack||Area of Effect||Mod||Dmg|
|Attack||Area of Effect||Mod||Dmg|
|Earthen Grasp||vs STR||2d6|
|Shocking Grasp (familiar)||+6||1d8+2|
|Sling (Magic Stone)||+4||1d6+4|
Stone Camouflage. The gnome has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
Gnome Cunning. The gnome has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
Svirfneblin Magic. The gnome's innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no material components:
At will: nondetection (self only)
1/day each: blindness/deafness, blur, disguise self
Prerequisite: Gift of Soothsaying feature
Whenever you use your familiar to deliver a spell with a range of touch, you may add your Wisdom modifier to all rolls you make as part of casting the spell.
Prerequisite: The Ancestors guide
Whenever you finish a long rest, you have learned some secrets of the past from your spirit guide. Pick one friendly creature within 30 feet of you. Pick one skill or tool, that neither of you are proficient with. Both of you can add your proficiency bonus to checks made with the chosen skill or tool until you finish a long rest.
Starting at 1st level, you walk among your ancestors as equal. You learn the spare the dying cantrip, which counts as a shaman cantrip for you, but doesn't count against your number of cantrips known. You also have advantage on saving throws against any disease.
Additionally, you may harness the experience of the ancestors to aid you or a willing creature. You learn the Guidance cantrip, which counts as a shaman cantrip for you, but doesn't count against your number of cantrips known.
When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.
Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.
Additionally, you learn the find familiar spell, which doesn't count against your number of spells known.
You can cast any shaman spell you know as a ritual if that spell has the ritual tag.
You can use a ritual totem as a spellcasting focus for your shaman spells.
After being reincarnated, I spent my time in the wilds, far from civilization and the comforts of town and technology. While I spent years pursing my killer, overall I've enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in my blood but my ancestors usually lead me to areas with mountains and caverns.
Skill Proficiencies: Athletics, Survival Tool Proficiencies: Stone Flute
I see omens in every event or action. The spirits speak to us.. we must just try to listen.
Faith: I trust that the spirts will guide my actions.
I will someday get revenge against my true killer and find justice for my slain brothers.
I am too enamored with ale and gemstones. Especially rubies and jade.