Gimble Vanark

Adventure Date: TBD, 2025
Last Updated: November 11, 2025

Campaign: 	Bunch of Random Dudes - Chapter 2
class:		fighter				species:	forest gnome		
level:		2				alignment: 	chaotic good	
xp:		0				deity:		Garl Glittergold
Background: 	soldier				Home Region: 	

size: medium		age:	40		gender:	male		height:	3'6"	
eyes: green	hair:	earth brown	skin:	leathery tan	weight:	40 lbs
				
Languages:	common, gnome, small beasts

			hp =				HD: 	Second Wind: 1d10+2 hp/rest
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STR:	13	+1	HP: 	14+1d10		Healing HD:  1d10+2 x2	     inspiration = 
DEX:	16	+3	AC:	18				
CON:	14	+2	= 10    +6	+ 2      + 0   + 0    	+ 0 
INT:	14	+2	  	+armor + shield + dex + magic 	+ misc
WIS:	 8	-1	
CHA:	10	+0					Initiative:	+3
			     Speed: 25 ft		Proficiency:	+2
		passive perception: 9
 
====================================================================================
SAVES		Total	= base	+prof	+magic	+misc
STR:		+3	= +1	+2			
DEX:		+3	= +3	+0	
CON:		+4	= +2	+2	
INT:		+2	= +2	+0			advantage vs magic
WIS:		-1	= -1	+0			advantage vs magic
CHA:		+0	= +0	+0			advantage vs magic	


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On your turn, you can take one additional action. once/short or long rest

Attack			Attack	Damage		Type		Range	Notes
------------		------	------		----		-----	-----
rapier			+5	1d8+3+2		piercing	-	finesse (DEX)

dagger			+5	1d4+3+2		piercing	20/60	finesse, light, thrown
-thrown				1d4+3

light crossbow		+5	1d8+3 		piercing	80/320 	ammunition, loading, two-handed

unarmed strike		+3	1+1+2		bludgeoning	- 


====================================================================================
TOTAL	SKILLS: 		Ability	Mod	Prof	Misc	
+5	acrobatics		DEX	+3	+2		
+2	animal handling		WIS	+0	+2		
+2	arcana			INT	+2			
+3	athletics		STR	+1	+2		
+0	deception		CHA	+0			
+2	history			INT	+2			
-1	insight			WIS	-1			
+2/+3	intimidation		CHA/STR	+0/+1	+2		
+2	investigation		INT	+2			
-1	medicine		WIS	-1			
+2	nature			INT	+2				
-1	perception		WIS	-1					
+0	performance		CHA	+0			
+0	persuasion		CHA	+0				
+2	religion		INT	+2				
+3	sleight of hand		DEX	+3			
+3	stealth			DEX	+3		disadvantage: chainmail			
-1	survival		WIS	-1			
+4	game set: chess		INT	+2	+2
+5	vehicle: land		DEX	+3	+2


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SPECIAL ABILITIES / FEATS
Armor: 		all armor, shields
Weapons:	simple weapons, martial weapons
Tools:		gaming set: chess, vehicles: land

SPECIES: FOREST GNOME
INT+2, DEX+1
Darkvision
- 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.
Natural Illusionist
- You know the minor illusion cantrip. Intelligence is your spellcasting ability for it.
Speak with Small Beasts
- Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. 
- Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers,
  and other creatures as beloved pets.


BACKGROUND: SOLDIER
Skill Proficiencies: Athletics, Intimidation
Tool Proficiencies: gaming set: chess, vehicles: land


CLASS: FIGHTER
Skills: Acrobatics, Animal Handling
Fighting Style
	- dueling: when you wield a melee weapon in one hand and no other weapons, 
	  gain a +2 bonus to damage rolls with that weapon.
Second Wind
	- On your turn, you can use a bonus action to regain hit points 
	  equal to 1dl0 + your fighter level = 1d10+2
	- Once you use this feature, you must finish a short or long rest 
	  before you can use it again.
Action Surge
	- On your turn, you can take one additional action.
	- Once you use this feature, you must finish a short or long rest 
	  before you can use it again.


=============================================================================
SPELLS  spell casting ability	= INT
	spell save DC		= 8 + INT + Prof = 8 + 2 + 2 	= 12
	spell attack bonus	= INT + Prof =  2 + 2		= +4
	
0: cantrips = 1
- minor illusion


==============================================================================
GEAR	Total WT= 72.5 + 64.5 = 137 lbs
	load: STR x 15 = 195 lbs	push/drag/lift: STR x 30 = 390 lbs

DM HOUSE RULE: Potions can be drunk as a bonus action
DM HOUSE RULE: characters can attune to number of magic items = 1 + prof = 1 + 2 = 3 (0)

WT	Item
---	---------------------
0	common clothes
0	insignia of rank - medal from the gnome/goblin wars
55	chain mail (75 gp) - STR 13, disadvantage with stealth
6	shield (10 gp)

2	rapier (25 gp) 
1	goblin dagger (2 gp) - trophy taken from a fallen goblin enemy
5	light crossbow (25 gp)
1.5	20 bolts (1 gp)

1	pouch 
1	- coins 
0	- his grandpa's old chess piece made from glass (non-magical trinket) 
		- it's his lucky queen and he won't play chess without it

5	backpack (5 gp)
3	- wooden chess set (1 gp)
20	- 10 days of rations (0.5 gp each = 5 gp)
5	- waterskin (0.2 gp)
1	- tinderbox (0.5 gp)
10	- 10 torches (0.01 gp each = 0.1 gp)
5	- crowbar (2 gp)
3	- hammer (1 gp)
2.5	- pitons (0.05 gp each = 5 sp) x10 

	strapped to backpack
10	- 50 feet of hempen rope (1 gp)


==============================================================================
TREASURE		store credit = 0 gp
pp = 	 	
gp = 10	 		
sp = 		
cp = 	 			


=============================================================================
In Storage:
pp = 		
gp = 	
sp = 		
cp = 		



==============================================================================
SPECIAL NOTES:

MINOR ILLUSION
Illusion cantrip
Casting Time: 1 action
Range: 30 feet
Components: S, M (a bit of fleece)
Duration: 1 minute

You create a sound or an image of an object within range that lasts for the duration. 
The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. 
It can be your voice, someone else's voice, a lion's roar, a beating of drums, 
or any other sound you choose. The sound continues unabated throughout the duration, 
or you can make discrete sounds at different times before the spell ends.

If you create an image of an object-such as a chair, muddy footprints, or a small chest
-it must be no larger than a 5-foot cube. 
The image can't create sound, light, smell, or any other sensory effect. 
Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is 
an illusion with a successful Intelligence (Investigation) check against your spell save DC. 
If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.