Samsara

SAMSARA

Gnome Wizard, School of Divination
Hit Points
/ 17
Armor Class
12
Initiative
+2
Strength−1
Dexterity+2
Constitution+1
Intelligence+3
Wisdom+1
Charisma+0

Skills

Acrobatics+2
Animal Handling+1
Arcana+5
Athletics−1
Deception+0
History+5
Insight+3
Intimidation+0
Investigation+5
Medicine+1
Nature+3
Perception+1
Performance+0
Persuasion+0
Religion+3
Sleight of Hand+2
Stealth+2
Survival+1
Roll d20 and add the modifier.
Portent, bend fate
Each morning roll two d20 and note them here: (__) (__). Before your next long rest, swap one of them in for any d20 roll at the table, yours or an enemy's.
NameWhat it doesTo hitDamageType
Attacks & Damage
Fire BoltA small dart of fire shoots from your hand.+51d10 firecantrip
Magic MissileThree glowing darts streak out and always hit.auto1d4+1 each1st level
DaggerA quick stab if something gets too close.+41d4+2weapon
Defend & Escape
ShieldA wall of force guards you for one round.AC 171st level, reaction
Misty StepYou blink to a spot you can see nearby.blink 30 ft2nd level, bonus
Control
SleepEnemies fall into a deep sleep, weakest first.5d8 worth1st level
WebSticky webs fill the area and trap foes.DEX save 13stuck fast2nd level
Mage HandA ghostly hand appears to fetch or move things.30 ft reachcantrip
Minor IllusionYou conjure a small sound or image to fool foes.cantrip
On your turn
Moveup to 25 feet
Actioncast a spell or attack
Bonus Actiona quick extra move
Reactionone quick response
1st-level slots
2nd-level slots
Portent dice
Arcane Recovery
Spells
Fire Bolt. A small dart of fire shoots from your hand. On a hit (roll +5) it deals 1d10 fire damage. Your dependable attack, usable all day. cantrip
Magic Missile. Three glowing darts streak out and strike automatically, with no roll to hit, for 1d4+1 each. Great for finishing a weak or fleeing enemy. 1st level
Shield. As a reaction the instant you are hit, a wall of force flares up and your AC jumps to 17 until your next turn, often turning the hit into a miss. 1st level
Misty Step. You vanish in a puff of silvery mist and reappear up to 30 feet away. A quick escape, used as a bonus action. 2nd level
Sleep. Roll 5d8. That many hit points of creatures drop into a magical sleep, weakest first, with no save. Best early in a fight. 1st level
Web. Thick, sticky webs fill a 20 foot cube. Each creature there makes a Dexterity save (beat 13) or is stuck fast. 2nd level, concentration
Mage Hand. A faint, ghostly hand appears and can fetch, push, or fiddle with objects up to 30 feet away. cantrip
Minor Illusion. You create a small sound or a small image for a short while to fool, distract, or misdirect. cantrip
Features & traits
Portent. Each morning you roll two d20 and note them. Before your next long rest you may replace any one d20 roll at the table, yours or an enemy's, with one of your numbers.
Arcane Recovery. Once a day, on a short rest, you recover some of your spent spell slots.
Gnome Cunning. You have advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
Darkvision. You can see in dim light and in darkness in shades of grey.
Inventory & coins
  • Dagger (last resort)
  • Spellbook (annotated)
  • Crystal lens (spell focus)
  • Fine writing inks
Coins: ____ gp   ____ sp   ____ cp
Notes