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Harry Houdini

Challenge
Tags
Terrain
str
12
dex
18
con
14
int
13
wis
10
cha
16

AC 16 (padded leather)
HP 78 (12d8+24; bloodied 39)
Speed 30 ft.


Proficiency +3; Maneuver DC 15
Saving Throws Dex +7, Cha +6
Skills Acrobatics +7 (1d8), Investigation +4 (1d8), Perception +3 (1d8), Performance +6, Sleight of Hand +7; disguise kit, thieves’ tools (1d8)
Senses passive Perception 17
Languages English, Thieves’ Cant


Fate Points (5 points/ long rest ). Houdini can spend fate points to fuel various fate features. Whenever he finishes a short rest , he regains 3 fate points.
Chaos Theory (2 points). Houdini can use an action to choose one highly unlikely event to occur within 50 feet of him. The exact nature of this event is left up to the Narrator’s discretion but is otherwise limited to any event that could conceivably happen, however unlikely, but nothing that requires supernatural actions to occur (a cat distracting the guards, the barman’s cask suddenly breaking, or drawing a hand of winning cards).
Fatebend (1 point). Whenever a creature makes an attack roll , ability check , or saving throw within 50 feet of Houdini (including himself), he can use his reaction to force that creature to reroll the d20 after the result of the roll is known but before the outcome is determined. Houdini may not reroll an attack roll, ability check, or saving throw that has already been rerolled using this feature.
Good Luck Charm (1 point). As an action, Houdini causes good luck to radiate outward from him like a beacon. For the next minute, creatures within 10 feet of Houdini (including himself) have advantage on attack rolls. As a bonus action on his turn, he can suppress this feature’s effects for a creature of his choice until the beginning of his next turn.
Never Leave Home Without It (1 point). Whenever Houdini would take bludgeoning, piercing or slashing damage, he can reduce the damage by up to 9 (1d6+6).

Favored Fortunes. Whenever a creature within 50 feet of Houdini rolls a natural 20 on an attack roll , ability check , or saving throw , he regains 1 fate point.

Luck Beats Skill. Houdini can add his Charisma modifier (+3) to attack and damage rolls with improvised weapons, simple weapons, and unarmed strikes instead of any other ability modifier.

Second-Story Work. Climbing does not cost Houdini extra movement. When he makes a running jump, the distance he covers increases by 4 feet.

Sneak Attack (1/turn). Houdini deals an extra 10 (3d6) damage when he hits a target with a weapon attack and has advantage on the attack roll , or when the target is within 5 feet of an ally of Houdini that isn’t incapacitated and Houdini doesn’t have disadvantage on the attack roll.


ACTIONS

Extra Attack. Houdini attacks twice when he takes the Attack action.

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 bludgeoning damage.

Improvised Weapon. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d4+3) bludgeoning, piercing, or slashing damage (determined by object).

Pistol. Ranged Weapon Attack: +7 to hit, range 30/90 ft., one target. Hit: 9 (1d10+4) piercing damage.


BONUS ACTIONS

Cunning Action (1/turn). Houdini can use a bonus action to take the Dash, Disengage, Hide or Use Object action, Dexterity (Sleight of Hand) check, or to use thieves’ tools to disarm a trap or open a lock.


REACTIONS

Uncanny Dodge. When an attacker that Houdini can see hits him with an attack, he can use his reaction to halve the attack’s damage against him.

Description

Harry Houdini is the undisputed master of escapology, a born performer that nary a century ago easily worked his way into the mythology of not just America but the world at large.

We all know Harry Houdini as the original master of miraculous escapes, said to be impossible to imprison. He was 4 years old when his family moved from Hungary to America. Already a performer (“Ehrich, the Prince of the Air” started doing trapeze acts at the age of 9) he took the stage name Harry Houdini in 1890 after reading the autobiography of French magician Jean Robert-Houdin. A local magician coached him in sleight-of-hand and for a while he tried to make it as a card trickster, but ultimately found his calling with escape acts.

By 1900 Houdini’s star was rising and he became known as “The Handcuff King”, touring Europe and the world, and then back to the USA where he was a sensation throughout the 1910s. He also tried to rock a movie career but the money wasn’t there, and was something of an amateur aviator (often wrongly credited as being the first person to fly a plane in Australia). More interestingly, however, later on in life he became a noted spiritualist debunker and scholar on magic.

One of Houdini’s riskiest exploits was letting people hit him, allowing anyone who liked the opportunity to punch him in the stomach. In 1926 a college student caught him off guard and pummeled him in a chair, popped his appendix, and Harry died from peritonitis a few days later.

Monster Type Description

Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.