Gershwyn
Gershwyn
Sheet
AC 11 · HP 18 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationSTR
- InvestigationINT
- MedicineWIS
- NatureWIS
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionCHA
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Weapons
Tools
Languages
Features
17 featuresAlways on
- Ritual Casting
When When casting a spell with the Ritual tag that is in his spellbook.
Gershwyn can cast any Ritual spell in his spellbook without preparing it, as long as he reads from the book.
- Arcane RecoveryLevel 1
When After finishing a Short Rest.
After a Short Rest, Gershwyn can recover expended spell slots with a combined level of up to 2, once per Long Rest.
- Emergency Descent
When When Gershwyn or nearby falling creatures need protection from falling.
Gershwyn can cast Feather Fall once without a spell slot after each Long Rest through Magic Initiate.
- Forest Communion
When When he needs to communicate with beasts.
Gershwyn can cast Speak with Animals without a spell slot up to three times per Long Rest.
- SpellcastingLevel 1
Gershwyn can cast Wizard spells using Intelligence. He knows three Wizard cantrips, maintains a spellbook, prepares six level 1 or higher Wizard spells, and regains spell slots after a Long Rest.
- Ritual AdeptLevel 1
Gershwyn can cast any Ritual spell in his spellbook as a Ritual without preparing it, provided he reads from the spellbook.
- ScholarLevel 2
Gershwyn has Expertise in Arcana, doubling his Proficiency Bonus for ability checks using that skill.
- Evocation SavantLevel 3
Gershwyn adds two Evocation spells of level 2 or lower to his spellbook for free. His Evocation studies also grant him the Potent Cantrip feature.
- Potent CantripLevel 3
When Gershwyn casts a damaging cantrip at a creature and misses with the attack roll, or the creature succeeds on its saving throw, the creature still takes half the cantrip's damage if the cantrip deals damage, but suffers no additional effect.
- Wizard SubclassLevel 3
Gershwyn gains the Wizard subclass Evoker and receives its level 3 features.
- TraitGnomeDarkvision, 60 feet.
- TraitGnomeGnomish Cunning, Advantage on Intelligence, Wisdom, and Charisma saving throws.
- Gnomish Lineage, Forest GnomeGnomeGershwyn knows the Minor Illusion cantrip and always has Speak with Animals prepared. He can cast Speak with Animals without a spell slot three times per Long Rest.
- TraitGnomeHumanoid creature type.
- TraitGnomeSmall size, approximately 3 to 4 feet tall.
- TraitGnomeSpeed of 30 feet.
- Magic Initiate (Wizard)Sage
Magic Initiate (Wizard). Gershwyn knows the Prestidigitation and Message cantrips. He also always has Feather Fall prepared, can cast it once without expending a spell slot after each Long Rest, and can cast it using spell slots. Intelligence is his spellcasting ability for these spells.
Spells
17 spellsSpellcasting. Gershwyn casts with Intelligence (spell save DC 13, to hit with spell attacks).
Cantrips (at will): , , , , ,
1st level (4 slots): , , , , , , ,
2nd level (2 slots): , ,
Gear
11 itemsWeapons
- QuarterstaffA simple wooden staff used as both walking aid and arcane focus.
- 2×DaggerLight weapons suitable for defense and utility.
Tools
- Calligrapher's SuppliesFine writing tools used for calligraphy, transcription, and magical notation.
Gear
- Arcane FocusA quarterstaff fitted with a crystal ring that serves as an arcane focus.
- 2×RobeA plain but ink-stained scholar's robe.
- SpellbookA Tiny book containing ten Wizard spells and space for future discoveries.
- Scholar's PackA pack containing a backpack, book, ink, pen, parchment, tinderbox, rations, and a waterskin.
- Book of HistoryA history book concerning ancient kingdoms and lost magical traditions.
- 8×ParchmentBlank writing material for copying inscriptions and recording discoveries.
Purse
- 5×Gold PiecesStarting funds from the Wizard package.
- 8×Gold PiecesStarting funds from the Sage package.
Appearance
Gershwyn is a three-foot-four-inch gnome with copper-brown skin, enormous green eyes, and a carefully groomed beard braided with bits of colored thread. His unruly silver hair is usually tucked beneath a pointed blue scholar's cap. He wears a practical gray robe covered in ink stains, scorch marks, and handwritten notes. A polished quarterstaff rests at his side, its brass ferrule shaped like an open eye.
Mannerisms
Gershwyn mutters footnotes under his breath, taps his quarterstaff three times before casting a difficult spell, and addresses books as though they are old colleagues. When excited, he speaks faster, gestures with both hands, and accidentally scatters loose parchment in every direction.
Personality
Gershwyn is inquisitive, warm-hearted, and intensely methodical. He treats every mystery as an invitation rather than an obstacle, and he is happiest when surrounded by maps, marginalia, and people willing to ask difficult questions. Beneath his fussy scholarly habits is a genuine compassion for ordinary folk who suffer because powerful institutions keep secrets.
Ideals
Knowledge is a lantern, not a throne. Learning should illuminate the path to mercy, freedom, and wiser choices, never become a weapon for hoarding power.
Bonds
I carry my missing mentor's damaged spellbook, and I will find the lost archive connected to its final pages. I also feel responsible for every apprentice who is denied knowledge because powerful people fear what education might change.
Flaws
I cannot resist correcting an inaccurate statement, even when doing so is tactless or dangerous. I also become reckless when someone threatens a book, archive, or student under my protection.
Quirks
Background
Gershwyn was born in a moss-roofed burrow beneath the oldest hill in a forest known for swallowing roads. His family repaired clockwork toys and enchanted household curios, but Gershwyn preferred the written word to the workshop. As a child, he traded odd jobs to visiting scholars for access to their books, copying diagrams by candlelight and asking questions long after everyone else had gone to sleep. He spent decades traveling between monasteries, manors, and ruined observatories, becoming a sage whose specialties were forgotten magical traditions and the practical history of dangerous spells. His first true master was an elderly human archivist who taught him that knowledge was not valuable merely because it was rare. It mattered because it could prevent suffering. When the archivist disappeared while investigating a vanished civilization, Gershwyn inherited a damaged spellbook containing references to a hidden archive. He now adventures to locate that archive, recover his mentor's research, and ensure that whatever power lies within it is protected from those who would use it to dominate others.
“His family repaired clockwork toys and enchanted household curios, but Gershwyn preferred the written word to the workshop.”
- Background
- Sage
Connections
Species
Gnome
Media
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