Lucky. When you roll 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.
Brave. You have advantage on saving throws against being frightened.
Halfling Nimbleness. You can move through the space of any creature that is of a size larger than yours.
Naturally Stealthy. You can attempt to Hide even when you are obscured only by a creature that is at least one size larger than you.
Subtle Spell (2/Day). Twice per day, when Cherrit casts a spell, he cast it without any somatic or verbal components.
Spellcasting. Cherrit is a 6th-level spellcaster. His spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). Cherrit has the following sorcerer spells prepared:
Cantrips (at will): fire bolt, mage hand, true strike
1st level (4 slots): absorb elements, detect magic
2nd level (3 slots): Melf's acid arrow, mind spike
3rd level (3 slots): counterspell, dispel magic, fireball
Multiattack. Cherrit makes two melee attacks or two ranged attacks. Unfortunately, he does not have any weapons.
Bonus Actions
Quickened Spell (2/Day). Twice per day, when Cherrit casts a spell that has a casting time of 1 action, he can choose to change the casting time to 1 bonus action for this casting.
Mage Strike. When a creature within 5 feet of Cherrit casts a spell, he can make a melee weapon attack against that creature.
Spells. absorb elements, counterspell
Previous Versions
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6/16/2020 10:36:32 PM
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Posted Jun 16, 2020Changelog Version 3