Cotman Haybuck-Whitbairn
Male Halfling Arch-Druid's Apprentice
He is an adolescent halfling with hazel eyes, short curly dyed auburn hair, and medium brown skin.
Personality Traits: Responsible, Unperturbed, Kind.
Alignment: neutral.
Born: 787 AC (Age 13)
Orientation: Hetrosexual
Home: Rootbody's Apothecary
Settlement: Bardville
Mother: Mirappy Haybuck-Whitbairn
Father: Willdas Haybuck-Whitbairn
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 6 | 14 | 8 | 13 | 10 | 8 |
| -2 | +2 | -1 | +1 | -1 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 13 | 14 | 11 | 25 ft. |
Alignment: neutral
Size: Small
Actions:
- Handaxe. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1d6 slashing damage.
- Handaxe. Ranged Weapon Attack: +0 to hit, range 20 / 60 ft., one target. Hit: 1d6 slashing damage.
- Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d4 piercing damage.
- Dagger. Ranged Weapon Attack: +4 to hit, range 20 / 60 ft., one target. Hit: 1d4 piercing damage.
- Unarmed Strike. Melee Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Skills: Perception +3, Insight +3
Abilities:
- Lucky. When Cotman 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. Cotman has advantage on saving throws against being frightened.
- Halfling Nimbleness. Cotman can move through the space of any creature that is of a size larger than small.
- Wild Shape. Cotman can magically assume the shape of any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed. This ability can be used twice per day.
- Spellcasting. Cotman is a spellcaster. His spellcasting ability is wis (spell save DC 11, +3 to hit with spell attacks).
Spells Known:
-
Cantrip
(at will):
-
1st-level
(3 slots):
Spoken Languages: Halfling, Common
Inventory
| Quantity | Value | Item | Description | Weight |
|---|---|---|---|---|
| 1 | 3 gp | A solid electrum arm ring | A chorded electrum band, worn around the upper arm. | |
| 1 | 2 gp | Dagger | A Simple Melee weapon. 1d4 piercing damage. Range: 5. (Thrown: 20/60.) Properties: Finesse, Light, Thrown, Monk | 1 lb. |
| 1 | Dice | A standard six-sided die. | ||
| 1 | 5 gp | Handaxe | A Simple Melee weapon. 1d6 slashing damage. Range: 5. (Thrown: 20/60.) Properties: Light, Thrown, Monk | 2 lbs. |
| 1 | 5 gp | Healer's Kit | This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check. | 3 lbs. |
| 1 | 10 gp | Leather | Light armour. Base AC: 11 + Dex modifier. | 10 lbs. |
| 1 | 4 sp 8 cp | Money Pouch | Cotman's money pouch. It has 2 sp and 28 cp in it. | ⅝ lb. |
| 1 | 2 gp 5 sp 4 cp | Quartz earring | A pewter earring, with a medium quartz inset. | |
| 1 | 1 gp | Totem | A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid can use such an object as a spellcasting focus. |