Lucky. When the halfling rolls a 1 on the d20 for an attack roll, ability check, or saving throw, it can reroll the die and must use the new roll.
Halfling Nimbleness. The halfling can move through the space of any creature that is of a size larger than itself.
Spellcasting. Barley is a 6th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Barley has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation
1st level (4 slots): detect magic, mage armor, feather fall, shield, find familiar,
2nd level (3 slots): mirror image, suggestion, cure wounds
3rd level (3 slots): glyph of warding, fly
4th level (3 slots): staggering smite, phantasmal killer.
5th level (1 slot): synaptic static, , telekinesis
6th level (1 slot): globe of invulnerability
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Counterspell. Barley casts counterspell.
Part Four. Upon making contact with the Tome of Aeternus, a magic sigil briefly flashes on the ground, followed by a powerful explosion that sends you flying away. Take 4d6 bludgeoning damage on impact, or half as much on save.
Barley can take 1 legendary action, chosing from the options below. Only one legendary action can be used at a time and only at the end of another creatures turn. Barley regains his spent legendary action at the start of his turn.
Misty Step. Barley casts misty step.
Magic Missile. Barley casts magic missile.
Lair and Lair Actions
Barley can cause the following effect:
Gravity Manipulation. You feel the ground give out from under you as gravity shifts. Barley can chose which direction gravity shifts, during which any affected creatures must roll a DC12 Strength check or be thrown as far back as possible, and take (3d6) bludgeoning damage on impact.
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