Griselda

**Griselda**, often called Griz, is a female Rock Gnome Draconic Bloodline Sorcerer currently at level 3.

## Inventory

* A set of fine clothes
* A signet ring
* A scroll of pedigree
* Light crossbow
* Daggers (2)
* Component pouch
* Sigurdr Pages
* Explorer's pack
	+ Backpack
	+ Bedroll
	+ Mess kit
	+ Tinderbox
	+ Torches (10)
	+ Rations (10 days worth)
	+ Waterskin
	+ Rope (50 feet)

## Abilities

#### Gnome

* **Size And Speed**- Griz is a Small sized creature with a movement speed of 25.
* **Darkvision**- Griz can see 60 feet in the dark, but cannot discern color in the dark.
* **Gnome Cunning**- Griz has advantage on all Intelligence, Wisdom, and Charisma saves against magic.
* **Languages**- Griz can speak Common, Gnomish, Celestial, Draconic.
* **Artificer's Lore**- Whenever Griz makes a History check related to magical, alchemical, or technological items, she can add twice her proficiency bonus instead of any other proficiency bonus that may apply.
* **Tinker**- Griz has proficiency with artisan tools AKA tinker's tools. Using those tools, she can spend 1 hour and 10 gold worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours unless Griz spends 1 hour repairing it to keep the device functioning, or when she uses her action to dismantle it; at that time, she can reclaim the materials used to create it. She can have up to three such devices active at a time. When she creates a device, she chooses one of the following options:
	+ **Clockwork Toy**- This toy is a clockwork animal, monster, or person. When placed on the ground, the toy moves 5 feet across the ground on each of Griz's turns in a random direction. It makes noises as appropriate to the creature it represents.
	+ **Fire Starter**- The device produces a miniature flame, which Griz can use to light a small fire. Using the device requires her 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.
	+ **Miscellaneous Objects**- Griz may make other small objects as well, with her GM's permission.

#### Noble

* **Position Of Privilege**- Thanks to her noble birth, people are inclined to think the best of Griz. She is welcome in high society, and people assume she has the right to be wherever she is. The common folk make every effort to accommodate her and avoid her displeasure, and other people of high birth treat her as a member of the same social sphere. She can secure an audience with a local noble if she needs to.

#### Sorcerer

* **Spellcasting**- Griz draws magic from her draconic blood.
	+ **Cantrips**- At level 1, Griz knows four cantrips of her choice from the Sorcerer spell list. She learns additional Sorcerer cantrips of her choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.
	+ **Spell Slots**- The Sorcerer table shows how many spell slots Griz has to cast her Sorcerer spells of 1st level and higher. To cast one of these Sorcerer spells, she must expend a slot of the spell's level or higher. She regains all expended spell slots when she finishes a long rest.
	+ **Spells Known Of 1st Level And Higher**- Griz knows two 1st level spells of her choice from the Sorcerer spell list. The Spells Known column of the Sorcerer table shows when she learn more Sorcerer spells of her choice. Each of these spells must be of a level for which she has spell slots. Additionally, when Griz gains a level in this class, she can choose one of her Sorcerer spells she knows and replace it with another spell from the Sorcerer spell list, which also must be of a level for which she has spell slots.
	+ **Spellcasting Ability**- Charisma is Griz's spellcasting ability for her Sorcerer spells. Griz's spell save DC is 8+her proficiency bonus+her Charisma modifier. Her spell attack modifier is her proficiency bonus+her Charisma modifier.
* **Sorcerous Origin (Draconic Bloodline)**
	+ **Dragon Ancestor (Gold)**- Whenever Griz makes a Charisma check when interacting with dragons, her proficiency bonus is doubled if it applies to the check.
	+ **Draconic Resilience**- Griz's hit point maximum increases by 1 and increases by 1 again whenever she gains a level in this class. Additionally, parts of her skin are covered in a thin sheen of dragon-like scales. When she isn't wearing armor, her AC equals 13+her Dexterity modifier.
* **Font Of Magic**
	+ **Sorcery Points**- Griz has 2 sorcery points, and she gains more as she reaches higher levels, as shown in the Sorcery Points column of the Sorcerer table. She can never have more sorcery points than shown on the table for her level. She regains all spent sorcery points when she finishes a long rest.
	+ **Flexible Casting**- Griz can use her sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. She learns other ways to use her sorcery points as she reaches higher levels.
		- **Creating Spell Slots**- Griz can transform unexpended sorcery points into one spell slot as a bonus action on her turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. She can create spell slots no higher in level than 5th. Any spell slot she creates with this feature vanishes when she finishes a long rest.
		- **Converting A Spell Slot To Sorcery Points**- As a bonus action on her turn, Griz can expend one spell slot and gain a number of sorcery points equal to the slot's level.
* **Metamagic**- At level 3, Griz gains the ability to twist her spells to suit her needs. She gains two Metamagic options of her choice. She gains another one at level 10 and level 17. She can use only one Metamagic option on a spell when she casts it, unless otherwise noted.
	+ **Seeking Spell**- When Griz makes an attack roll for a spell and misses, she can spend 2 sorcery points to reroll the d20, and she must use the new roll.
	+ **Transmuted Spell**- When Griz casts a spell taht deals a type of damage from the following list, she can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.

## Sorcerer Spells

#### Cantrips

* **Friends**- Enchantment
	+ 1 action, range of self
	+ Somatic, Material
	+ Concentration, up to 1 minute
		- For the duration, Griz has advantage on all Charisma checks directed at one creature of her choice that isn't hostile toward her. When the spell ends, the creature realizes at Griz used magic to influence its mood and becomes hostile toward her.
* **Mending**- Transmutation
	+ 1 minute, range of touch
	+ Verbal, Somatic, Material
	+ Instant
		- This spell repairs a single break or tear in an object Griz touches. As long as the break or tear is no larger than 1 foot in any dimension, Griz mends it, leaving no trace of the former damage.
* **Frostbite**- Evocation
	+ 1 action, range of 60 feet
	+ Verbal, Somatic
	+ Instant
		- Griz causes a numbing frost to form on one creature that she can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
* **Thunderclap**- Evocation
	+ 1 action, range of self
	+ Somatic
	+ Instant
		- Griz creates a burst of thunderous sound, which can be heard 100 feet away. Each creature other than Griz within 5 feet of her must make a Constitution saving throw. On a failed save, the creature takes 1d6 thunder damage.

#### 1st Level

* **Magic Missile**- Evocation
	+ 1 action, range of 120 feet
	+ Verbal, Somatic
	+ Instant
		- Griz creates three glowing darts of magical force. Each dart hits a creature of her choice that she can see within range. A dart deals 1d4+1 force damage to its target. The darts all strike simultaneously and Griz can direct them to hit one creature or several.
		- At Higher Levels: When Griz casts this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.
* **Acid Stream**- Evocation
	+ 1 action, range of self
	+ Verbal, Somatic, Material
	+ Concentration, up to 1 minute
		- A stream of acid emanates from Griz in a line 30 feet long and 5 feet wide in a direction she chooses. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell's duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 3d4 acid damage at the start of each of its turns.
		- At Higher Levels: When Griz casts this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.

#### 2nd Level

* **Pyrotechnics**- Transmutation
	+ 1 action, range of 60 feet
	+ Verbal, Somatic
	+ Instant
		- Griz chooses an area of flame that she can see and that can fit within a 5-foot cube within range. She can extinguish the fire in that area, and she creates either fireworks or smoke.
			* Fireworks- The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.
			* Smoke- Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.