+0 | Strength |
+6 | Dexterity |
+3 | Constitution |
+5 | Intelligence |
+0 | Wisdom |
+2 | Charisma |
+6 | Acrobatics |
+0 | Animal Handling |
+2 | Arcana |
+0 | Athletics |
+5 | Deception |
+2 | History |
+0 | Insight |
+2 | Intimidation |
+8 | Investigation |
+0 | Medicine |
+2 | Nature |
+0 | Perception |
+2 | Performance |
+8 | Persuasion |
+2 | Religion |
+6 | Sleight of Hands |
+9 | Stealth |
+0 | Survival |
Rapier | 1d20+6 | 1d8+3 piercing |
---|---|---|
+2 Dagger | 1d20+8 | 1d4+5 piercing |
+1 Hand Crossbow | 1d20+7 | 1d6+4 piercing |
+3 Dagger of Havarel | 1d20+9 | 1d4+6 piercing |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
DnD 5e SRD SRD
Light Armor Common
Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
Type | AC | STR Req. | Stealth Dis. | Properties |
---|---|---|---|---|
Light | 12 + Dex Modifier |
Cost: 45 gp Weight: 13 lb
DnD 5e SRD SRD
Melee Weapon Finesse Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial | 1d8 | Piercing | Finesse |
Cost: 25 gp Weight: 2 lb
DnD 5e
Ammunition Common
Crossbow bolts are used with a weapon that has the ammunition property to make a ranged attack. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
Cost: 1gp Weight: 1 1/2lb
Wondrous Item Magical Uncommon
While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.
Ring Very Rare (this item requires attunement)
While wearing this ring, you can cast the telekinesis spell 3 times per day, but you can target only objects that aren't being worn or carried.
DnD 3.5e/5e
Armor Because it is made of Mithril it allows you to move as agile as you normally would in light armor. 14+ Dex modifier (you are allowed to use your full dex modifier instead of a max of 2 if it was normal breastplate). Rare
A stronger yet light armor that doesn't add a disadvantage to stealth.
Type | AC | STR Req. | Stealth Dis. | Properties |
---|---|---|---|---|
Light | 14+Dex Modifier |
Cost: 4350 GP Weight: 10 lbs.
The statblocks of your class features
You start with the following equipment in addition to the equipment gained from your background (a) a rapier or (b) a short sword (a) a short bow and quiver of 20 arrows or (b) a shortsword (a) a burglars pack or (b) dungeoneers pack leather armour, two daggers, and thieves tools
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Ability Score Increase - Your Dexterity is increased by 2 Age - A Halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century Alignment - Most Halflings are lawful good. As a rule, they are good hearted and kind, hate to see others in pain, and to have no tolerance for oppression.They are very orderly and traditional, learning heavily on the support of their community and the comfort of their old ways Size - Halflings average about 3 feet tall and weigh about 40 pounds. your size is small Speed - Your base walking speed is 25 feet Lucky - When you roll a 1 on a d20 for and attack roll. ability check, 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 thourgh the space of any creatures that is of a size lager than yours Languages - You can speak, read, and write common and Halfling. The Halfling language isnt secret, but Halflings are loath to share it with others. they write very little, so they dont have a rich body of literature. Their oral tradition, however , is very strong. almost all Halflings speak common to converse with the people in whose lands they dwell or through which they are travelling Subraces - The two main kinds of Halfling, Lightfoot and Stout, are more like closely related families than true subraces, choose one of these subraces Lightfoot As a Lightfoot Halfling, you can easily hide from notice, Even using other people as cover.Your inclined to be affable and get along well with others. In the Forgotten Realms, Lightfoot Halflings have spread the furtherest and thus are the most common variety Lightfoots are more prone to wanuderlust than others halflings, and often dwell alongside other races or take up a nomadic life. in the world of Greyhawk, these Halflings are called hairfeet or tallfellows Ability Scores Increase - Your Charisma score increasces by 1 Naturally Stealthy - You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you Stout As a Stout Halfling, youre hardier than adverage and have some resistance to poison. Some say that Stouts have Dwarven blood. In the Forgotten Realms, these Halflings are called stronghearts, and theyre most common in the south Ability Score Increase - Your Consitution score increases by 1 Stout Resilience - You have advantage on saving throws against poison, and you have resistance against poison damage
Languages. Common and Halfling
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.
DnD 5e SRD
Adventuring Gear Common
Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.
Cost: 5sp Weight: 2lb
Tool Common
This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise.
Cost: 25 gp Weight: 3 lb
DnD 5e SRD
Adventuring Gear Common
This set of clothes could consist of a loose shirt and baggy breeches, or a loose shirt and skirt or overdress. Cloth wrappings are used for shoes.
Cost: 5sp Weight: 3lb
Adventuring Gear Common
Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
Cost: 12 GP Weight: 61 1/2 lbs
Wand Uncommon
This wand has 3 charges. While holding it, you can spend 1 charge as an action to cast the detect magic spell from it. The wand regains 1d3 expended charges daily at dawn.
Cost: 400gp