Skills
+5: Acrobatics (Dex)
+4: Animal Handl. (Wis)
-1: Arcana (Int)
0: Athletics (Str)
+3: Deception (Cha)
-1: History (Int)
+2: Insight (Wis)
+1: Intimidation (Cha)
-1: Investigation (Int)
+2: Medicine (Wis)
-1: Nature (Int)
+2: Perception (Wis)
+1: Performance (Cha)
+5: Persuasion (Cha)*
-1: Religion (Int)
+3: Sleight of Hand (Dex)
+7: Stealth (Dex)*
+4: Survival (Wis)
Background
Personality Traits: I get bored easily. When am I going to get on with my destiny?.
Ideals: Destiny. Nothing and no one can steer me away from my higher calling. (Any)
Bonds: I protect those who cannot protect themselves.
Flaws: I’m convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.
Features & Traits
Armor & Weapon & Tool Proficiencies:
Light armor, Simple Weapons, Shortsword, Longsword, Rapier, Hand Crossbow, Thieves' Tools, Tinker's Tools, Vehicles (Land)
Languages:
Common, Halfling, Thieves's Cant
Thieves's Cant:
You have learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. It takes four times longer to convey such a message than it does to speak the same idea plainly.
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.
Rustic Hospitality:
Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.
Sneak Attack:
Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
Cunning Action:
You can take a bonus action on each of your turns to take the Dash, Disengage, or Hide action.
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