Skill |
Ability |
Score
|
Acrobatics |
DEX |
+2
|
Animal Handling |
WIS |
+2
|
Arcana |
INT |
+6
|
Athletics |
STR |
-1
|
Deception |
CHA |
-1
|
History |
INT |
+3
|
Insight |
WIS |
+2
|
Intimidation |
CHA |
-1
|
Investigation |
INT |
+3
|
Medicine |
WIS |
+2
|
Nature |
INT |
+6
|
Perception |
WIS |
+5
|
Performance |
CHA |
-1
|
Persuasion |
CHA |
-1
|
Religion |
INT |
+3
|
Sleight of Hand |
DEX |
+2
|
Stealth |
DEX |
+2 (disadv due to armor)
|
Survival |
WIS |
+5
|
Tinker Tools |
UNTYPED |
+3
|
Thieves Tools |
DEX |
+5
|
Custom Plant Alchemy Tools (woodcarver tools) |
UNTYPED |
+3
|
|
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, shields
- Weapons: Simple weapons
- Tools: Thieves’ tools, tinker’s tools, ?, ?
- Magical Tinkering
- Infusions: 4 known, 2 items
- Enhanced Arcane Focus
- Enhanced Defense
- Replicate Magic Item(?)
- ?
- Ritual Casting (Spell must be prepared or in wizard spellbook)
- Eldritch Projectile Plant: you can take an action to magically create a Small or Tiny mutant plant in an unoccupied space on a horizontal surface within 5 feet of you. A Small mutant plant occupies its space, and a Tiny one can be held in one hand. Once you create a plant, you can't do so again until you finish a long rest or until you expend a spell slot of 1st level or higher. available in fire breathing plant, eldritch blasting plant, or healing mist plant.
- The Right Tool for the Job: At 3rd level, you learn how to produce exactly the tool you need: with tinker's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.
- ASI: split +1 WIS, +1 INT
- Arcane Recovery: Once per day when you finish a short rest, you can recover 1 1st level spell slot.
- Arcane Deflection: you have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or you fail a saving throw, you can use your reaction to use a mutant plant to assist you or hinder your enemy to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw. When you use this feature, you can't cast spells other than cantrips until the end of your next turn.
- Tactical Wit: your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier
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