Brave. Bob has advantage on saving throws against being frightened.
Halfling Nimbleness. Bob can move through the space of any creature of a size larger than his.
Lucky.When Bob rolls a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Spellcasting. Bob is an 18-level spellcaster. His spellcasting ability is Intelligence (spell save DC 15, +6 to hit with spell attacks). Bob has following wizard spells prepared:
Cantrips (at will): Shocking Grasp, Acid Splash
1st level (3 slots): Magic Missile, Tasha's Hideous Laughter, Burning Hands, Witch Bolt 9th level (2 slots): Hoover's Hot Air
Quarterstaff. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 4 (1d8) bludgeoning damage.
Longsword. Melee Weapon Attack: +6 to hit, range 5 ft., 1 target. Hit: 5 (1d10) slashing damage.
Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., 1 target. Hit: 4 (1d8) piercing damage.
Sword Whip. Melee Weapon Attack: +6 to hit, range 20 ft., 2 targets. Hit: 5 (1d10) slashing damage.
Prismatic Slap. Melee Spell Attack: +6 to hit, range 10 ft., 1 target. Hit: 45 (10d6) fire, acid, lightning, poison, or cold damage (Bob's choice).
Hoover's Hot Air (twice per long or short rest). Ranged Spell Attack: +6 to hit, range 120 ft. sphere. Hit:
Your body emits a huge burst of heat which is so hot that you can see the heat waves emanating out from you. Each creature that you choose within the radius takes 5d12 fire damage, and one random creature within the radius receives one of the following effect:
1d10 Effect:
1 The creature takes 1d100 force damage and is able to cast the wish spell once within the next hour.
2 The creature falls down forcefully once every hour taking 1d4 bludgeoning damage, and a monster of the DM's choice that is friendly toward the creature and will obey the creature until it dies appears.
3 Roll a random effect on the wild magic surge table in the Player's Handbook.
4 The creature dies, and is resurrected hour later with the benefit of the charm of restoration (see the supernatural gifts section in the Dungeon Master's Guide.
5 The creature takes 2d6 force damage, and gains the ability to cast a spell of the DM's choice of 6th level or below once.
6 The a random monster of the DM's choice appears and vanishes after one minute, and the creature gains one common or uncommon magical item of the DM's choice.
7 The creature is able to cast this spell 1d4 times.
8 Roll on this table again, with the caster as its target.
9 The creature regains 1d12 hit points. Roll on this table again with another random creature as the target.
10 The spell fails.
* - (A copper piece which turns into a gold piece and falls onto your head dealing 1 bludgeoning damage at the end of the spell.)Baa Baa White Sheep. If an attack or spell hits Bob, he can use his baa baa white sheep action and the attack or spell misses.
Baa Baa White Sheep. Bob uses his baa baa white sheep action.
Hoover's Hot Air. Bob uses Hoover's Hot Air.
Bless (costs 2 actions). Bob blesses a creature of his choice with a blessing from Bob's Bountiful Book of Blessings.
Description
Bob the Brave is bound to The Dungeon of Doom, and was the first adventurer ever to venture into it.
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