Small Humanoid (Gnome), Lawful Good
Armor Class 16 Chainmail
Hit Points 54 (4d10 + 16)
Speed 25 ft.
STR
17 (+3)
DEX
15 (+2)
CON
18 (+4)
INT
18 (+4)
WIS
15 (+2)
CHA
12 (+1)
Saving Throws STR +5, CON +6
Skills Athletics +3, History +4, Intimidation +1, Perception +2
Senses Darkvision 60 ft., Passive Perception 12
Languages Common, Gnomish
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Gnome Cunning. Astrid has advantage on all Intelligence, Wisdom, and Charisma saves against magic.

Artificer's Lore. Whenever Astrid makes an Intelligence (History) check related to magical, alchemical, or technological items, you can add +4 to the roll.

Tinker. Astrid has proficiency with artisan tools (tinker's tools). Using those tools, she 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 Astrid spend 1 hour repairing it to keep the device functioning), or when she use her action to dismantle it; at that time, she can reclaim the materials used to create it. Astrid can have up to three such devices active at a time. When she creates 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 as 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.

Feat: Mage Slayer.

  • When a creature within 5 feet of Astrid casts a spell, she can use her reaction to make a melee weapon attack against the caster.
  • When Astrid damages a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
  • Astrid has advantage on saving throws against spells cast by creatures within 5 feet of her.

Second Wind (1/Short Rest). As a bonus action, Astrid can recover 1d10 + 4 hit points.

Action Surge (1/Short Rest). Astrid can take one additional action this turn.

Fighting Style: Two-Weapon Fighting. When Astrid attacks with both her melee weapons, she can add her ability modifier to the second attack (included in the attack).

Weapon Bond. Astrid knows a ritual that creates a magical bond between herself and one weapon. She performs the ritual over the course of 1 hour. The weapon must be within her reach throughout the ritual, at the conclusion of which she touches the weapon and forges the bond. Once Astrid has bonded a weapon to herself, she can’t be disarmed of that weapon unless she is incapacitated. If it is on the same plane of existence, Astrid can summon that weapon as a bonus action on her turn, causing it to teleport instantly to her hand. Astrid can have up to two bonded weapons, but can summon only one at a time with her bonus action. If Astrid attempts to bond with a third weapon, she must break the bond with one of the other two.

Spellcasting. Astrid is a 4th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Astrid has the following Wizard spells prepared:
Cantrips (at will): Mage Hand, Ray of Frost
1st level (3 slots): Burning Hands, Expeditious Retreat, Shield

Actions

Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: (1d8 + 3) bludgeoning damage. This weapon is versatile (1d10).

Morningstar. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: (1d8 + 3) piercing damage. 

Handaxe x2. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: (1d6 + 3) slashing damage. 

Previous Versions

Name Date Modified Views Adds Version Actions
3/22/2019 6:05:48 PM
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