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Ability Scores
|
Strength Score | Dexterity Score | Constitution Score | Intelligence Score | Wisdom Score | Charisma 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
|
AC | Initiative
| Walking Speed
| Swimming Speed | Temporary HP | Current HP (Max HP) | Hit Dice and Size | Max Hit Dice | Proficiency Bonus
|
15 | +3 | 25 ft. | 10 ft. | 0 | 52 (13) (60) | 9D8 | 9D8 | +4
|
Skills |
Proficient? | Other Bonuses? | Total Modifier
| Skill | Statistic Used
|
| | +3 | Acrobatics | Dexterity |
| | -1 | Animal Handling | Wisdom |
| | +4 | Arcana | Intelligence |
| | +1 | Athletics | Strength |
Yes | +4 | +10 | Deception | Charisma |
| | -1 | Insight | Wisdom |
| | +2 | Intimidation | Charisma |
Yes | | +8 | Investigation | Intelligence |
| | +4 | History | Intelligence |
Yes | +4 | +7 | Medicine | Wisdom |
Yes | +4 | +12 | Nature | Intelligence |
| | +4 | Religion | Intelligence |
| | -1 | Perception | Wisdom |
Yes
| | +6 | Performance | Charisma |
| | +2 | Persuasion | Charisma |
Yes
| +4 | +11 | Sleight of Hand | Dexterity |
| | +3 | Stealth | Dexterity |
| | -1 | Survival | Wisdom |
| | +3 | Vehicles, Land | Wisdom/Dexterity |
| | +4 | Vehicles, Sea | Wisdom/Intelligence |
Other Proficiencies |
Name | Name |
Light Armor | Simple Weapons |
Thieves Tools |
|
Languages |
Language | Language |
Common | Halfling |
Features & Abilities
|
Culture:
|
Ability Name | Ability 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.
|
Brave | You have advantage on saving throws against being frightened.
|
Nimble | You can move through the space of any creature that is of a size larger than yours.
|
Naturally Stealthy | You 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 Ambush | Starting 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 Name | Attack 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 |
Cantrips
1st level
2nd level