Skill |
Ability |
Score
|
Acrobatics |
DEX |
+2
|
Animal Handling |
WIS |
+1
|
Arcana |
INT |
-1
|
Athletics |
STR |
-1
|
Deception |
CHA |
+5
|
History |
INT |
-1
|
Insight |
WIS |
+1
|
Intimidation |
CHA |
+3
|
Investigation |
INT |
-1
|
Medicine |
WIS |
+1
|
Nature |
INT |
-1
|
Perception |
WIS |
+3
|
Performance |
CHA |
+3
|
Persuasion |
CHA |
+5
|
Religion |
INT |
-1
|
Sleight of Hand |
DEX |
+2
|
Stealth |
DEX |
+4
|
Survival |
WIS |
+1
|
|
Languages
Class and Background Abilities
- Light armor proficiency
- Daggers, darts, slings, quarterstaffs, light crossbows, all simple weapon proficiency
- Hun the Sentinel Raven: While the raven is perched on your shoulder, you gain darkvision with a range of 30 feet and a bonus to your passive Wisdom (Perception) score and to Wisdom (Perception) checks. The bonus equals your Charisma modifier.
- While perched on your shoulder, the raven can’t be targeted by any attack or other harmful effect; only you can cast spells on it; it can’t take damage; and it is incapacitated.
- You can see through the raven’s eyes and hear what it hears while it is within 100 feet of you.
- In combat, you roll initiative for the raven and control how it acts. If it is slain by a creature, you gain advantage on all attack rolls against the killer for the next 24 hours.
- The raven doesn’t require sleep. While it is within 100 feet of you, it can awaken you from sleep as a bonus action.
- The raven vanishes when it dies, if you die, or if the two of you are separated by more than 5 miles. At the end of a short or long rest, you can call the raven back to you—no matter where it is or whether it died—and it reappears within 5 feet of you.
Race Abilities
- Artificer's Lore: Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus.
- Tinker: Proficiency with Tinker's Tools. You can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options:
- Clockwork Toy: This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.
- Fire Starter: The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.
- Music Box: When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed.
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