Beruflich Dokumente
Kultur Dokumente
-1
Dexterity
14
+2
Constitution
14
+2
Intelligence
15
+2
Wisdom
12
+1
Charisma
13
+1
art by
Wayne Reynolds
Languages:
Common, Dwarvish,
Elvish, Halfling
Passive Insight:
13
Passive Perception:
11
Armor: None.
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows.
Tools: None.
Saving Throws: Intelligence, Wisdom
Skills: Arcana, History, Insight, Investigation
Racial Traits
Lucky: When you roll a 1 on 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.
Stout Resilience: You have advantage on saving throws against
poison, and you have resistance against poison damage.
Class Features
Combat Statistics
Initiative: +2
Armor Class: 12
Size: Small
Speed: 25 feet (5 squares on a tactical grid)
Hit Points Maximum: 8 hp; Hit Dice: 1d6
Fire Bolt: 1 action; Range 120 ft. (24 squares on a tactical grid);
ranged spell attack (one target). Hit: 1d10 fire damage.
Light: 1 action; Touch an object no larger than 10 ft. in any dimension. It sheds bright light in a 20-foot radius for 1 hour.
Minor Illusion: 1 action; Range 30 ft. (6 squares); you create the
illusion of a sound or object. It lasts 1 minute. Discerning the
illusion requires a DC 12 Intelligence (Investigation) check.
Charm Person: 1 action; Range 30 ft. (6 squares); the target (a
humanoid) must make a DC 12 Wis saving throw (with advantage if youre fighting it) or become friendly for 1 hour.
Comprehend Languages: 1 action; for 1 hour, you understand
any written or spoken language.
Detect Magic: 1 action; concentration spell (up to 10 minutes);
you detect magic sources within 30 ft. (6 squares) of you.
Mage Armor: 1 action; you or an ally you touch without armor
has its AC become 13 + Dex modifier for 8 hours.
Magic Missile: 1 action; you create three magic darts; each dart
hits a creature of your choice within 120 ft. (24 squares) and deals 1d4+1 force damage.
Thunderwave: 1 action; each creature in a 15-ft. cube originating from you must make a DC 12 Con saving throw. Failed: 2d8
thunder damage and the creature is pushed 10 ft. away from you.
Success: Half damage, and no push.
Unattended objects in the area of effect are pushed, too.