Professional Documents
Culture Documents
STRENGTH
+1
Korranberg Researcher
BACKGROUND
Rock Gnome
Lawful Neutral
12,298
RACE
ALIGNMENT
EXPERIENCE POINTS
INSPIRATION
20
+3
ARMOR
CLASS
PROFICIENCY BONUS
+3
30 feet
INITIATIVE
SPEED
12
DEXTERITY
+3
16
+1
Strength
+3
Dexterity
Constitution
+2
+8
Intelligence
+7
Wisdom
+3
Charisma
CONSTITUTION
+3
Acrobatics (Dex)
+4
+11
Arcana (Int)
+1
Athletics (Str)
+3
Deception (Cha)
+11
History (Int)
+6
Insight (Wis)
+3
Intimidation (Cha)
+7
Investigation (Int)
+4
+4
Medicine (Wis)
+5
Nature (Int)
18
+4
Perception (Wis)
Performance (Cha)
INTELLIGENCE
20
WISDOM
CHARISMA
+3
16
HIT DICE
+3
+6
Persuasion (Cha)
+8
Religion (Int)
+3
+3
Stealth (Dex)
+4
Survival (Wis)
NAME
+6
1d8+3/P
Rod
+4
1d8+1/B
Dagger
+6
1d4+3/P
Spellcasting.
Wizard
Spell Save DC: 16
Spell Attack Modifier: +8
Cleric
Spell Save DC: 15
Spell Attack Modifier: +7
Spell Slots: 1st-level (4), 2nd-level (3),
3rd-level (3)
CP
SP
EP
GP
PP
BONDS
DEATH SAVES
Crossbow
SUCCESSES
FAILURES
SKILLS
14
IDEALS
SAVING THROWS
14
39
+2
+5
Michael
PLAYER NAME
1598
EQUIPMENT
TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
56
AGE
3 ft. 1 in.
37 lbs.
HEIGHT
WEIGHT
Blue
Light tan
Blonde
EYES
SKIN
HAIR
Located in Zilargos southeasternmost port city, the Library of Korranberg is the greatest
repository of general knowledge in Khorvaire. In addition to serving as a resource for
scholars and explorers, the library often funds expeditions to study ancient cultures or
unexplored lands.
The gnomes of Zilargo have an unparalleled thirst for knowledge; this inquisitive spirit gave
birth to the Library of Korranberg. A loremaster of the powerful Korran family became
obsessed with the theory that the deities of the Sovereign Host were in fact ascended
dragons.
NAME
Library of Korranberg
This gnome, Dorius Alyre irKorran, swore that he would amass enough knowledge and
information to surpass even the Sovereign Lord Aureon so that he could ascend and take
the gods place. The Korran family invested considerable wealth in Doriuss obsession;
even those who didnt believe his theories of divinity were intrigued by the idea of a vast
vault for knowledge.
In time, Dorius died, but his library remained. As the centuries passed, it continued to grow
and expand. With the rise of the kingdom of Galifar, gentry and aristocrats from across
Khorvaire came to study at the colleges connected to it.
Today, the Library of Korranberg plays a signifi cant role in the economy of Khorvaire. It
funds many expeditions to further the search for knowledge, and can be a valuable patron
for adventurers.
The citizens of Korranberg take great pride in their library. Citizens of the city may attend
the colleges without charge, and every citizen must devote four years of service to the
Library. This service is considered an act of patriotism and an educational experience.
Many choose to extend this period of service, accepting posts as lecturers, researchers,
administrators, and other important roles.
Each of the librarys eight colleges seeks to advance a particular field of study. Together,
the colleges maintain the archivesvast vaults containing knowledge accumulated over
three millennia.
The Library's eight schools: Soldas: History, Balinors Horn: Natural Sciences,
Blackdragon: Alchemy, Tabernacle: Religion and Philosophy, Morridan: Mathematics,
Aureons Holt: Law and Oratory, Lyrris: Art and Literature, Drystone: Engineering
SYMBOL
The doyens of each college serve on a central council that manages the affairs of the
library. This council is run by an appointed member of the Korran family, descended from
the founders of the library. Like all politics in Zilargo, positions in the library involve intrigue,
blackmail, and scheming.
CHARACTER APPEARANCE
Infuse Potions (Artificer): You can produce magic potions. You spend 10 minutes focusing your magic on a vial of mundane
water and expend a spell slot to transform it into a potion. Once you have expended a spell slot to create a potion, you
cannot regain that slot until the potion is consumed or after 1 week, at which time the potion loses its effectiveness. You can
create create up to three potions at a time; creating a fourth potion causes the oldest currently active one to immediately
lose its potency. If that potion has been consumed, its effects immediately end.
The spell slot you expend determines the type of potion you can create. See chapter 7 of the Dungeon Master's Guide for
complete rules on potions.
Spell Slot
1st
2nd
3rd
4th
Potion Created
Climbing, growth, or healing
Mind reading or greater healing
Invisibility, superior healing, or water breathing
Resistance
Infuse Scrolls (Artificer): You can tap into your reserves of magical energy to create spell scrolls. You can use your Arcane
Recovery ability to create a scroll instead of regaining expended spell slots.
You must finish a short rest, then spend 10 minutes with parchment, quill, and ink to create a spell scroll containing one
spell. Subtract the spell's level from the total levels worth of slots you regain using Arcane Recovery. This reduction to your
Arcane Recovery applies until you use the scroll and then finish a long rest.
Linguist (Feat): You have studied languages and codes, gaining the following benefits: Increase your Intelligence score by
1, to a maximum of 20. You learn three languages of your choice. You can ably create written ciphers. Others can't
decipher a code you create unless you teach them, or they succeed an Intelligence check (DC equal to your Intelligence
score + your proficiency bonus), or they use magic to decipher it.
Boots of striding and springing (attuned): When worn, your move speed becomes 30 (if it
is less) and your speed is not reduced by encumbrance or heavy armor. You can jump 3x
the normal distance.
Dragonguard: Grants wearer advantage on saves vs. breath weapons from dragon-type
creatures.
Pearl of Power (attuned): Speak a command word to regain one spell slot of 3rd level or
less. Once used, can not be used again until the following dawn.
Semi-eternal Wand of Magic Missiles (6/7 charges): Can expend up to 3 charges to cast
Magic Missile. Each charge beyond the first increases the spell level by 1. Regains 1d6+1
charges per day at dawn. If all charges are expended, roll 1d20. On a result of a 1, the
wand is destroyed.
CHARACTER BACKSTORY
TREASURE
TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Artificer 3/Cleric 3
SPELLCASTING
CLASS
CANTRIPS
Int/Wis
16/15
+8/+7
SPELLCASTING
ABILITY
SPELL SAVE DC
SPELL ATTACK
BONUS
Guidance
Light
Mending
Makeshift Wand
Prestidigitation
Minor Illusion
SPELL
LEVEL
SLOTS TOTAL
EPAR
PR
SPELL NAME
ED
SPELLS KNOWN
SLOTS EXPENDED
Shield, Sleep
Arcane Lock
TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.