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Ability Scores

Strength ScoreDexterity ScoreConstitution ScoreIntelligence ScoreWisdom ScoreCharisma Score













Strength Saving Throw
Dexterity Saving Throw
Constitution Saving Throw
Intelligence Saving Throw
Wisdom Saving Throw
Charisma Saving Throw


Walking Speed
Swimming SpeedTemporary HPCurrent HP (Max HP)Hit Dice and SizeMax Hit DiceProficiency Bonus



25 ft.

10 ft.


60 (+10) (60)






Other Bonuses?Total Modifier
SkillStatistic Used
  -1Animal HandlingWisdom
 Yes +4+10DeceptionCharisma

 Yes +8InvestigationIntelligence

 Yes +4+7MedicineWisdom
 Yes+4 +12NatureIntelligence
 +4+11Sleight of HandDexterity
  +3Vehicles, LandWisdom/Dexterity
  +4Vehicles, SeaWisdom/Intelligence


Other Proficiencies

 Light ArmorSimple Weapons 
Thieves Tools




Features & Abilities

Ability NameAbility Description

You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.

You can also spend one luck point when an attack roll is made against you. Roll a d20 and then choose whether the attack uses the attacker's roll or yours.

If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.

You regain your expended luck points when you finish a long rest. 
Lucky(Halfling Feature)When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1.
BraveYou have advantage on saving throws against being frightened.
NimbleYou can move through the space of any creature that is of a size larger than yours.
Naturally StealthyYou can attempt to hide even when you are only obscured by a creature that is at least one size larger than you.

Bountiful Luck(Halfling Feature)

  Whenever an ally within 30 feet rolls a 1 on the d20 (attack roll, ability check, saving throw) you are able to use the reaction for being let the ally reroll the die. However the ally must be use the new roll

Magical AmbushStarting at 9th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.


Attacks and Spells

Attack/Spell NameAttack Roll - Damage Roll - Damage Type - Range
Dagger(Secateurs)1d20+8 - 1d4+4 - Piercing - 5ft/Thrown 20/60
Shadow Blade(Shovel)1d20+7 - 2d8 - Psychic - 5ft/Thrown 20/60


Mage Hand

Dancing Lights(Fireflies)

Message                                         Poison Spray (poisonous pollen) 

1st level

Charm Person

Disguise Self

Tasha's Hideous Laughter

Color Spray(Flower Pigment)                      Entangle(fast ass gardening) 

2nd level

Shadow Blade(Shovel)


Wristpocket                              Lesser Restoration(herbal medicine)


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Boost Ylvestra