Zangrim Wagglefern

Medium Gnome, Chairman, Lawful Good

Armor Class 12
Hit Points 56
Speed: 25 ft

STR

11
( +0 )

DEX

11
( +0 )

CON

14
( +2 )

INT

18
( +4 )

WIS

18
( +4 )

CHA

10
( +0 )

Saving Throws Intelligence +10, Wisdom +9
Skills
  • Arcana +10
  • History +10
  • Insight +9
  • Religion +10
Languages Common, Gnomish, Elvish, Sylvan
Proficiency Bonus +5

Description

165 year old Nerdy Bookworm

Ideals

Knowledge is Power

Bonds

Chairman of the District of Andrea, Head Librarian of the Clonio Athenaeum, Curator of the Clonio Museum, Leader of the Wanderers of Dawn, Friends with Law Master Clodaugh Doyle

Flaws

Low Self Esteem, Stutters, Prefers Books to People

At will:
  • Mage Hand
  • Prestidigitation
  • Encode Thoughts
  • Mind Sliver
  • Mending
  • Message
  • Detect Magic
  • Identify

1/day:
  • Greater Invisibility
  • Greater Restoration
  • Remove Curse
  • Magic Circle

2/day:
  • Disintegrate
  • Sending
  • Scrying

3/day:
  • Counterspell
  • Mind Thrust
  • Shield


  • Gnome Cunning - You have advantage on all Intelligence, Wisdom, and Charisma saves against magic.
  • 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.
  • Gifted Scribe - Whenever you make an Intelligence (History) or an Ability Check involving Calligrapher's Supplies, you can roll a d4 and add the number rolled to the total ability check.
  • Wizardly Quill - As a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties:
    • The quill doesn’t require ink. When you write with it, it produces ink in a color of your choice on the writing surface.
    • The time you must spend to copy a spell into your spell book equals 2 minutes per spell level if you use the quill for the transcription.
    • You can erase anything you write with the quill if you wave the feather over the text as a bonus action, provided the text is within 5 feet of you.
    • This quill disappears if you create another one or if you die.
  • Awakened Spellbook - Using specially prepared inks and ancient incantations passed down by your wizardly order, you have awakened an arcane sentience within your spellbook. While you are holding the book, it grants you the following benefits:
    • You can use the book as a spellcasting focus for your wizard spells.
    • When you cast a wizard spell with a spell slot, you can temporarily replace its damage type with a type that appears in another spell in your spellbook, which magically alters the spell's formula for this casting only. The latter spell must be of the same level as the spell slot you expend.
    • When you cast a wizard spell as a ritual, you can use the spell's normal casting time, rather than adding 10 minutes to it. Once you use this benefit, you can't do so again until you finish a long rest.
    • If necessary, you can replace the book over the course of a short rest by using your Wizardly Quill to write arcane sigils in a blank book or a magic spellbook to which you're attuned. At the end of the rest, your spellbook's consciousness is summoned into the new book, which the consciousness transforms into your spellbook, along with all its spells. If the previous book still existed somewhere, all the spells vanish from its pages.
  • Manifest Mind - At 6th level, you can conjure forth the mind of your Awakened Spellbook. As a bonus action while the book is on your person, you can cause the mind to manifest as a Tiny spectral object, hovering in an unoccupied space of your choice within 60 feet of you. The spectral mind is intangible and doesn't occupy its space, and it sheds dim light in a 10-foot radius. It looks like a ghostly tome, a cascade of text, or a scholar from the past (your choice).
    • While manifested, the spectral mind can hear and see, and it has darkvision with a range of 60 feet. The mind can telepathically share with you what it sees and hears (no action required).
    • Whenever you cast a wizard spell on your turn, you can cast it as if you were in the spectral mind's space, instead of your own, using its senses. You can do so a number of times per day equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
    • As a bonus action, you can cause the spectral mind to hover up to 30 feet to an unoccupied space that you or it can see. It can pass through creatures but not objects.
    • The spectral mind stops manifesting if it is ever more than 300 feet away from you, if someone casts Dispel Magic on it, if the Awakened Spellbook is destroyed, if you die, or if you dismiss the spectral mind as a bonus action.
    • Once you conjure the mind, you can't do so again until you finish a long rest, unless you expend a spell slot of any level to conjure it again.
  • Master Scrivner - You are adept at crafting spell scrolls, which are described in the treasure chapter of the Dungeon Master's Guide. The gold and time you must spend to make such a scroll are halved if you use your Wizardly Quill.


Created by

DarthKarth1322.

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