Helpful. Bob Goodbody can take the Help action as a bonus action.
Lucky. When Bob Goodbody rolls a 1 on the d20 for an attack roll, ability check, or saving throw, he can reroll the die and must use the new roll.
Brave. Bob Goodbody has advantage on saving throws against being frightened.
Halfling Nimbleness. Bob Goodbody can move through the space of any creature that is of a size larger than his.
Proficiencies. Simple weapons, rapiers, shortswords, and light armor. Thieves’ tools, flute.
Equipment. Thieves’ tools, flute.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Dagger (as bonus action). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
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