POPIN HILLHORN |
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Small humanoid (halfling), chaotic good Cleric 2 Initiative +3+3 Dex modifier Senses passive Wisdom (Perception) 1210 + Wis modifier |
2 |
Armor Class 1610 plus +3 Dex plus +1 armor plus +2 shield (leather armor, shield)
Hit Points 11 (2d8-22d8 cleric, -2 Con) |
Inspiration 0 Proficiency Bonus +2+2 level 1 |
STR | DEX | CON | INT | WIS | CHA | ||
1212 base, +0 race, +0 level (+1) | 1614 base, +2 race, +0 level (+3) | 88 base, +0 race, +0 level (-1) | 1010 base, +0 race, +0 level (+0) | 1515 base, +0 race, +0 level (+2) | 1413 base, +1 race, +0 level (+2) |
Saving Throws Str +1+1 Str plus +0 proficiency, Dex +3+3 Dex plus +0 proficiency, Con -1-1 Con plus +0 proficiency, Int +0+0 Int plus +0 proficiency, Wis +4+2 Wis plus +2 proficiency, Cha +4+2 Cha plus +2 proficiency
Skills Acrobatics +3+3 Dex plus +0 proficiency, Animal Handling +2+2 Wis plus +0 proficiency, Arcana +0+0 Int plus +0 proficiency, Athletics +0+0 Str plus +0 proficiency, Deception +2+2 Cha plus +0 proficiency, History +0+0 Int plus +0 proficiency, Insight +4+2 Wis plus +2 proficiency, Intimidation +2+2 Cha plus +0 proficiency, Investigation +0+0 Int plus +0 proficiency, Medicine +4+2 Wis plus +2 proficiency, Nature +0+0 Int plus +0 proficiency, Perception +2+2 Wis plus +0 proficiency, Performance +2+2 Cha plus +0 proficiency, Persuasion +4+2 Cha plus +2 proficiency, Religion +2+0 Int plus +2 proficiency, Sleight of Hand +3+3 Dex plus +0 proficiency, Stealth +3+3 Dex plus +0 proficiency, Survival +2+2 Wis plus +0 proficiency
Languages Celestial, Common, Halfling, Sylvan
Armor Proficiencies light, medium, shields
Weapon Proficiencies simple weapons
ACTIONS |
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Light crossbow. Ranged Weapon Attack: +5+3 Dex plus +2 proficiency to hit, range 80/320 ft., one target. Hit: 1d8+31d8 plus +3 Dex modifier piercing damage.
Mace. Melee Weapon Attack: +3+1 Str plus +2 proficiency to hit, reach 5 ft., one target. Hit: 1d6+11d6 plus +1 Str modifier bludgeoning damage.
Unarmed strike. Melee Weapon Attack: +3+1 Str plus +2 proficiency to hit, reach 5 ft., one target. Hit: 21 plus +1 Str modifier bludgeoning damage.
Blessing of the Trickster As an action, touch a willing creature other than yourself to grant advantage on Dexterity (Stealth) checks for 1 hour or until you use this feature again.
Brave Advantage on saves vs. frightened.
Channel Divinity Use one of two effects when using this ability. Once you have used either, you must complete a long or short rest before using either again.
Invoke Duplicity As an action, create perfect illusion of yourself lasting for 1 minute or until you lose concentration. Appears in unoccupied space within 30 ft. As bonus action on your turn, you can move illusion up to 30 ft. to a space you can see, but must remain within 120 ft. of you. For duration, can cast spells as though in illusion's space but must use own senses. When both you and illusion are within 5 ft. of a creature that can see illusion, gain advantage on attack rolls against that creature.
Turn Undead As an action, present holy symbol and speak prayer censuring undead. Each within 30 ft. that can see and hear you must make Wisdom save (DC 12) or be turned for 1 minute or until it takes any damage. Turned creature must spend its turn trying to move as far away as it can, and it can't willingly move to a space within 30 ft. of you. It can't take reactions. For its action, it can use only Dash or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
Halfling Nimbleness Can move through the space of any creature with a size larger than you.
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 Can attempt to hide even when obscured only by a creature at least one size larger than you.
Shelter of the Faithful You and your adventuring companions can receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support only you at a modest lifestyle.
SPELLS |
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Spellcasting (Save DC 128 plus +2 your spellcasting ability modifier plus +2 proficiency; Attack Bonus +4+2 your spellcasting ability modifier plus +2 proficiency)
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (3 slots): charm personB, cure wounds, disguise selfB, guiding bolt, healing word, shield of faith
Personality Traits I've spent so long in the temple that I have little practical experience dealing with people in the outside world. Nothing can shake my optimistic attitude.
Ideals I hope to one day rise to the top of my faith's religious hierarchy.
Bonds I seek to preserve a sacred text that my enemies consider heretical and seek to destroy.
Flaws I am suspicious of strangers and expect the worst of them.
Equipment leather armor, shield, light crossbow with 20 bolts, mace, alms box, backpack, belt pouch, blanket, blocks of incense (7), candles (10), censer, holy symbol of Tymora, prayer book, rations (2 days), set of common clothes, tinderbox, vestments, waterskin, 15 gp
DEATH SAVES | |
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Successes | Failures |
Race Lightfoot Halfling; Gender Male; Height 3'; Weight 40 lbs.; Hair Brown; Eyes Brown; Skin Caucasian; Age 22; Religion Tymora; Background Acolyte; Homeland Sembia; XP Earned 301 of 900
Defeated Enemies None
History Popin is a worshipper of Tymora, the goddess of luck. He has spent several years training in a temple in Ordulin, Sembia, and it has been some time since he has been out in the world. He has come across some ancient writings that reveal information about his religion not everyone shares. He believes this information will be vital one day to the faith, but he knows he has an uphill battle to convince others of its voracity.