Wisemic Turner-Burns
Male Halfling Bandit
He is an adult halfling with amber eyes, very short auburn and grey streaked hair, a big bushy beard, and medium brown skin.
Personality Traits: Optimistic, Shy, Daring.
Alignment: chaotic neutral.
Born: 721 AC (Age 79)
Orientation: Hetrosexual
Home: None
Settlement: Bandit Camp (immigrated from Griffshire)
Mother: Donnamor Turner-Burns (Deceased)
Father: Everar Turner-Burns
Siblings
- Tantissda Burns-Boyd - age 87 ♀
- Pamphilaia Burns-Laughlin - age 81 ♀
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 12 | 12 | 10 | 8 | 9 | 13 |
| +1 | +1 | -1 | +1 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 12 | 16 | 9 | 25 ft. |
Alignment: chaotic neutral
Size: Small
Actions:
- Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1d4 piercing damage.
- Dagger. Ranged Weapon Attack: +3 to hit, range 20 / 60 ft., one target. Hit: 1d4 piercing damage.
- Unarmed Strike. Melee Attack: +3 to hit, reach 5 ft., one target. Hit: 2 bludgeoning damage.
Skills: Sleight of Hand +3, Perception +1, Acrobatics +3
Abilities:
- Lucky. When Wisemic 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.
- Brave. Wisemic has advantage on saving throws against being frightened.
- Halfling Nimbleness. Wisemic can move through the space of any creature that is of a size larger than small.
- Sneak Attack. Once per turn, Wisemic can deal an extra 1d6 damage to one creature they hit with an attack and have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
- Thieves' Cant. Wisemic knows the Thieves' Cant, a secret language of rouges. See the Rouge Class in the SRD for more information.
Spoken Languages: Halfling, Common
Inventory
| Quantity | Value | Item | Description | Weight |
|---|---|---|---|---|
| 5 | 2 gp | Dagger | A Simple Melee weapon. 1d4 piercing damage. Range: 5. (Thrown: 20/60.) Properties: Finesse, Light, Thrown, Monk | 1 lb. |
| 1 | Empty bottle | An empty bottle that once contained a beverage. | ||
| 1 | 10 gp | Leather | Light armour. Base AC: 11 + Dex modifier. | 10 lbs. |
| 1 | 10 gp | Lock | A key is provided with the lock. Without the key, a creature proficient with thieves' tools can pick this lock with a successful DC 15 Dexterity check. Your GM may decide that better locks are available for higher prices. | 1 lb. |
| 1 | 4 gp 8 sp 6 cp | Money Pouch | Wisemic's money pouch. It has 3 gp, 16 sp and 26 cp in it. | ⅞ lb. |