| Mod | Save | ||
|---|---|---|---|
| STR | 8 | −1 | +2 |
| DEX | 12 | +1 | +4 |
| CON | 16 | +3 | +6 |
| Mod | Save | ||
|---|---|---|---|
| INT | 9 | −1 | +2 |
| WIS | 14 | +2 | +5 |
| CHA | 16 | +3 | +6 |
Training. Carp is proficient with Carpenter's tools and the Healer's Kit. He has Advantage on ability checks using those skills.
Halfling Luck. As a halfling, Carp can reroll a 1 on the D20. He must use the new roll.
Halfling Nimbleness and Stealth. Carp can take the Hide action when obscured by a creature that is at least Medium or larger. He can also move through the space of any creature that is at least Medium or larger, but cannot stop in the same space.
Brave. Carp has Advantage on saving throws made to avoid or end the Frightened condition.
Spellcasting. Carp casts one of the following spells, using Charisma as his spellcasting ability (Spell Save DC13 or +5 to Spell attack rolls).
At Will: blade ward, fire bolt, prestidigitation, sorcerous burst
1st Level (2 slots): magic missile
Shortsword. Carp can make one shortsword melee attack or cast a spell as an action.
Shortsword. Melee Attack Roll: +1, reach 5 ft. Hit: 4 (1d6+1) Slashing damage.
Innate Sorcery (2/day each). As a Bonus Action, Carp can unleash his sorcerous energy for one minute, during which he gains the following benefits:
- His spell save DC increases by 1, making his Save DC14.
- He has advantage on attack rolls of Sorcerer spells cast.
Carp can cast shield as a reaction as long as he has spell slots available.
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