Elize
Elize
Sheet
AC 12 · HP 62 · 25 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalCHA
Weapons
Tools
Languages
Features
17 featuresReaction
- Arcane DeflectionLevel 2
When Elize is hit by an attack or fails a saving throw.
Elize uses a reaction to gain +2 AC against an attack or +4 to a failed saving throw. She can use this once per short or long rest.
- Deflecting ShroudLevel 10
When Arcane Deflection is used.
When Arcane Deflection protects her, creatures hit by the attack or failing the triggering save take 5 force damage if within 60 feet.
Always on
- Tactical WitLevel 2
When Rolling initiative.
Elize adds her Intelligence modifier to initiative and usually acts before enemies can establish their plan.
- Power SurgeLevel 6
When Elize deals damage with a wizard spell.
Elize expends a Power Surge to deal 5 extra force damage once per turn when she deals damage with a wizard spell.
- Durable MagicLevel 10
When Elize begins concentrating on a wizard spell.
While concentrating on a wizard spell, Elize gains +2 AC and +2 to all saving throws.
- SpellcastingLevel 1
Elize is a 10th-level spellcaster. Her spellbook contains the wizard spells available to her, and she can prepare a number of wizard spells equal to her Intelligence modifier plus her wizard level. She uses Intelligence for spellcasting.
- Arcane RecoveryLevel 1
Once per day during a short rest, Elize can recover expended spell slots with a combined level of 5 or less. No slot can be 6th level or higher.
- Arcane TraditionLevel 2
Arcane Tradition: War Magic. Elize studies magic that combines defensive wards with tactical battlefield control.
- Ability Score ImprovementLevel 4
At 4th level, Elize increased her Intelligence score by 2, raising it to 19.
- Ability Score ImprovementLevel 8
At 8th level, Elize increased her Intelligence score by 1 and her Constitution score by 1, raising them to 20 and 15 respectively.
- TraitForest GnomeDarkvision, Elize can see in dim light within 60 feet as if it were bright light and in darkness as if it were dim light.
- TraitForest GnomeGnome Cunning, Elize has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
- TraitForest GnomeNatural Illusionist, Elize knows the Minor Illusion cantrip. Intelligence is her spellcasting ability for it.
- TraitForest GnomeSpeak with Small Beasts, Elize can communicate simple ideas with Small or smaller beasts.
- TraitForest GnomeGnome ability score increase, Intelligence increases by 2.
- TraitForest GnomeForest gnome speed, 25 feet.
- ResearcherSage
When Elize does not know a piece of information, she usually knows where and from whom that information can be obtained. She can identify libraries, scholars, archives, temples, guilds, and other likely sources of knowledge.
Spells
26 spellsSpellcasting. Elize casts with Intelligence (spell save DC 17, to hit with spell attacks).
Cantrips (at will): , ,
1st level (4 slots): , , ,
2nd level (3 slots): , , , , , ,
3rd level (3 slots): , , , , , ,
4th level (3 slots): , ,
5th level (2 slots): ,
Gear
9 itemsWeapons
- Keenward Dagger +1A +1 dagger with a dark iron blade that seems to lean toward nearby sources of magic. It grants a +1 bonus to attack and damage rolls.
- QuarterstaffA simple wooden staff used as a walking aid and arcane focus.
Gear
- Cloak of ProtectionA protective gray-blue cloak fastened with a polished river stone. It grants a +1 bonus to AC and saving throws.
- Arcane focusA small arcane focus crystal set in a brass frame.
- SpellbookA spellbook containing Elize's prepared and known wizard spells.
- Scholar's packA scholar's pack containing a backpack, a book of lore, a bottle of ink, an ink pen, ten sheets of parchment, a little sand, and a small knife.
- Common clothesA set of ordinary travel clothes suitable for academy roads and woodland camps.
- Belt pouchA belt pouch containing 10 gp.
- Research notesA small collection of copied notes, diagrams, and charcoal rubbings from old ruins.
Appearance
Elize is a compact forest gnome woman with moss-green eyes, warm brown skin, and thick black hair cut just below the jaw. Tiny silver beads are braided into one side of her hair, each etched with a different arcane symbol. She wears a deep blue traveling coat reinforced with hidden pockets, a weathered Cloak of Protection clasped at the throat, and soft leather boots suited to woodland paths. Her +1 dagger rests in a horizontal sheath at her lower back, positioned for drawing while seated at a desk.
Mannerisms
Elize pauses before answering difficult questions, tapping the hilt of her dagger exactly three times. She tilts her head when listening to magic being cast, as if hearing a second conversation beneath the spoken words. When reading, she silently mouths the first and last word of every paragraph.
Personality
Elize is incisive, quietly competitive, and more compassionate than she first appears. She dislikes grand speeches but remembers small acts of kindness for decades. She prefers a clever retreat to a glorious stand, though she has a stubborn habit of returning to help anyone who was left behind.
Ideals
Knowledge should be used before it is admired. A discovered danger is a responsibility, not merely an academic curiosity.
Bonds
She will risk nearly anything to recover the lost records of the northern observatory and protect the gnome settlement that first taught her to read the stars.
Flaws
She treats uncertainty as a personal insult and will keep investigating long after caution has become the wiser choice. When frightened, she becomes coldly analytical and may discuss the most dangerous situation as though it were an interesting footnote.
Quirks
Background
Elize was raised among the root-houses of a forest gnome settlement where every family kept a private collection of maps, riddles, and half-finished inventions. Her curiosity was less whimsical than most gnomes found comfortable. She wanted to know why forgotten spells failed, why certain ruins were absent from official records, and why the same constellation appeared in incompatible positions on ancient charts. A traveling sage recognized her talent and brought her to a distant academy, where Elize learned to treat magic as a system of pressure, timing, and consequence rather than a collection of spectacular tricks. Her career changed when she discovered that the academy had quietly erased references to a vanished observatory built beneath the northern forests. Elize followed the surviving clues, learned that the observatory had been used to predict magical disasters, and found its last surviving ward still active. The ward gave her a vision of a future in which careless spellcasters tore open a permanent breach in reality. Since then, she has traveled from archive to battlefield, collecting fragments of the lost research. She joined adventurers because sealed doors, cursed ruins, and hostile libraries tend to resist solitary scholarship, and because the safest place to study a catastrophe is often several steps ahead of it.
“Her curiosity was less whimsical than most gnomes found comfortable.”
- Background
- Sage
Connections
Species
Forest Gnome
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