Skill |
Ability |
Score
|
Acrobatics |
DEX |
+6
|
Animal Handling |
WIS |
+1
|
Arcana |
INT |
+2
|
Athletics |
STR |
-1
|
Deception |
CHA |
-1
|
History |
INT |
+2
|
Insight |
WIS |
+1
|
Intimidation |
CHA |
-1
|
Investigation |
INT |
+2
|
Medicine |
WIS |
+1
|
Nature |
INT |
+2
|
Perception |
WIS |
+4
|
Performance |
CHA |
-1
|
Persuasion |
CHA |
-1
|
Religion |
INT |
+2
|
Sleight of Hand |
DEX |
+6
|
Stealth |
DEX |
+6
|
Survival |
WIS |
+1
|
Tinker Tools |
UNTYPED |
+3
|
Thieves Tools |
DEX |
+6
|
|
Languages
- Ubrekti (common)
- ?(origin)
- ?(halfling bonus)
Class and Background Abilities
Race Abilities
- Raised on the water: You have advantage on all checks made to swim and to hold your breath.
- Halfling Luck: When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
- Brave: You have advantage on saving throws against being frightened.
- Halfling Nimbleness: You can move through the space of any creature that is of a size larger than yours.
Class Abilities
- Proficiencies
- Armor: Light armor, medium armor, heavy armor, shields
- Weapons: Simple weapons, martial weapons
- Tools: Thieves’ tools, tinker’s tools, ?, ?
- Fighting Style: Archery - You gain a +2 bonus to attack rolls you make with ranged weapons.
- Second Wind: On your turn, you can use a bonus action to regain hit points equal to 1d10 + 4 (your fighter level.) Once you use this feature, you must finish a short or long rest before you can use it again.
- Action Surge: you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
- Weapon Bond: you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
- Feat: Crossbow Expert
- You ignore the loading quality of crossbows with which you are proficient.
- Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
- When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.
- Magical Tinkering
- Infusions: 4 known, 2 items
- Enhanced Repeating Shot
- Enhanced Defense
- Replicate Magic Item(?)
- ?
- Ritual Casting (Spell must be prepared)
|