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Abilities Scores & Statistics

Ability Scores

Strength ScoreDexterity ScoreConstitution ScoreIntelligence ScoreWisdom ScoreCharisma Score

12

16

12

18

9

14

+1

+3

+1

+4

-1

+2

Strength Saving Throw
Dexterity Saving Throw
Constitution Saving Throw
Intelligence Saving Throw
Wisdom Saving Throw
Charisma Saving Throw
  Proficient
 Proficient   
+3
+7
+3
+8
+2
+0

 

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

15

+3

25 ft.

10 ft.

0

27 (60)

9D8

9D8

+4


Skills & Proficiencies

Skills

Proficient?

Other Bonuses?Total Modifier
SkillStatistic Used
  +3AcrobaticsDexterity
  -1Animal HandlingWisdom
  +4ArcanaIntelligence
  +1AthleticsStrength
 Yes +4+10DeceptionCharisma
  -1InsightWisdom

 +2IntimidationCharisma
 Yes +8InvestigationIntelligence

 +4HistoryIntelligence
 Yes +4+7MedicineWisdom
 Yes+4 +12NatureIntelligence
  +4ReligionIntelligence
  -1PerceptionWisdom
Yes
 +6PerformanceCharisma
  +2PersuasionCharisma
Yes
 +4+11Sleight of HandDexterity
  +3StealthDexterity
  -1SurvivalWisdom
  +3Vehicles, LandWisdom/Dexterity
  +4Vehicles, SeaWisdom/Intelligence

 

Other Proficiencies

NameName
 Light ArmorSimple Weapons 
Thieves Tools

 

Languages

LanguageLanguage
 CommonHalfling 

Features & Attacks

Features & Abilities

Culture:
Ability NameAbility Description
 Lucky(Feature)

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

Spell List

Cantrips

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)

Blur(Pollen)

Wristpocket                              Lesser Restoration(herbal medicine)


Unos


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