Pimm

Lightfoot Halfling Warlock 1
Str
8
-1
Dex
16
+3
Con
13
+1
Int
10
+0
Wis
12
+1
Cha
16
+3
Proficiency Bonus: +2
Saving Throw: Wis, Cha
Skill: Investigation, Deception, Sleight of hand, Stealth
Tool: Disguise kit, Thieves' tools
Language: Common, Halfling
Weapon: simple
Armor: light
Max HP: 9
Hit Dice
d8
Death Saves
Current HP
Temp HP
Melee Equipment

DaggerStudded leather

AC
15
Move
25
    Actions
    Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft. Hit: 1d4 + 3 slashing damage.
    Brave

    You have advantage on saving throws against being frightened.

    Halfling Nimbleness

    You can move through the space of any creature of a size larger than yours.

    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.

    Naturally Stealthy

    You can attempt to hide when obscured by a creature at least one size larger than you.

    Fey Presence

    Action. Each creature in a 10-ft. cube originating from you must make a DC 11 Wisdom saving throw or be charmed or frightened by you (your choice) until the end of your next turn.

    Pact Magic
    Spellcasting Ability:
    Cha
    Spell Attack Modifier:
    +5
    Saving Throw DC:
    13
    Spell Slots

    short rest recovery

    1st
    Concentration
    Spell Actions
    Eldritch Blast
    cantrip
    Mage Hand
    cantrip
    Sleep
    1st
    Bonus Actions
    Hex
    1st
    conc.
    Inventory
    Rinnian
    dagger (2)
    studded leather
    arcane focus (crystal)
    common clothes
    thieves' tools
    backpack
    blanket (2)
    pouch (2)
    waterskin
    rations (2)
    soap
    signal whistle
    chalk (2)
    candle
    tinderbox
    ball bearings (1000)
    paper (1)
    pp
    gp
    8
    sp
    5
    cp
    Attunement
    1.
    2.
    3.
    Background: Urchin

    Pimm grew up on the streets alone, orphaned, and poor. He had no one to watch after him or provide for him, so he learned to provide for himself. He fought fiercely over food and kept a constant watch out for other desperate souls who might want to steal from him. He slept on rooftops and in alleyways, exposed to the elements, and endured sickness without the advantage of medicine or a place to recuperate. He's survived despite all odds, and did so through cunning, speed, and guile.

    Pimm found an object recently, a smooth, blue, stone disc with a hole in the center, about the size of his palm. He believes this disc is or contains a young goddess he calls Rinnian, the goddess of small things. He sometimes speaks to her, and believes that she gives him guidance. Through her, he has found in himself a reserve of confidence. He has learned to create some magical effects, though in Pimm's mind these come from Rinnian, not from himself. He stole a small sum of gold from a noblewoman who used to pay him coppers to run errands, and has now run off to start a new life of adventure.

    Personality Trait

    I like to squeeze into small places where no one can get to me.

    Personality Trait

    I speak softly and infrequently, and I visibly wince at loud noises or voices.

    Ideal: Change

    I help the people who help me—that's what keeps us alive.

    Bond

    I escaped my life of poverty by robbing an important person, and I'm wanted for it.

    Flaw

    It's not stealing if I need it more than someone else.