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Zidi Wheatling [TEST CHARACTER]

Class
Level
1
(XP 0)
Heritage
Culture
Background
str
16
+5
Save
dex
8
-1
Save
con
14
+4
Save
int
10
+0
Save
wis
14
+2
Save
cha
12
+1
Save

Proficiency Bonus
+3
Armor Class
16
iron hauberk
Resistances & Immunities
Immune to frightened condition
Size
Speed
30 feet
Current
Hit Points
12
Max Hit Points
12
Temp Hit Points
0
Hit Dice
1d10+2
Death Saves
Successes
Failures
Fatigue
Strife
Supply
10
Max Supply
16

Destiny
Defiance
-
You draw inspiration from striking out against oppression, defying long odds, and placing hope in the impossible. You gain inspiration whenever you score a critical hit against a creature larger than you are, roll a natural 20 on a death saving throw, openly defy a powerful being, or succeed after taking a risk with long odds.
A Nose for Trouble
-
Get kicked around long enough and you start to know when trouble’s brewing. Whenever you or an ally you can see fails an Insight check, you can use your reaction to spend your inspiration and learn any information that would have been gained by a successful Insight check.
Expendable and Invulnerable
-
You fulfill your destiny of Underdog and gain this feature when you when you finally overcome the odds. While being kicked around and batted from adventure to adventure, somehow you always seem to scramble out of the rubble. Whenever you would make a saving throw you may spend your inspiration to automatically succeed instead.

Skills
Arcana
fey +1d4
Athletics
throwing +1d4
Insight
Intimidation
Passive Insight
14
Passive Perception
12
Passive Stealth
9
Armor Proficiencies
Light armor, medium armor, heavy armor, shields
Weapon Proficiencies
Simple weapons, martial weapons
Tool Proficiencies
Languages
Common, Goblin, Primordial, Sylvan

Attacks
Bastard Sword
Attack Bonus
5
Damage
1d8+3
Damage Type
Range
melee
Properties
Parrying, versatile (1d10)
Notes
1d10+3 damage if used two-handed
Handaxe
Attack Bonus
5
Damage
1d6+3
Damage Type
Range
range 20/60 ft.
Properties
Breaker (wood), defensive (light), dual-wielding, simple, thrown (20/60)

Combat Maneuvers
Maneuver Save DC
13
Exertion Points
4
Number Known
3
Exertion Cost:

1

Exertion Cost:

1

Exertion Cost:

2


Equipment
Iron bastard sword
Properties
Can rust if left unmaintained, particularly after exposure to water.
Weight
5.00
Iron hauberk
Properties
Can rust if left unmaintained, particularly after exposure to water.
Weight
20.00
Handaxes (2)
Weight
4.00
Hempen rope (50 feet)
Weight
10.00
Rusted iron nail
Properties
Points like a compass toward the lair of Granny Allswell.
Weight
0.00
Weight Carried
Maximum Bulky Items
3
Gold Pieces
2

Features
Big Feet

Zidi gains an expertise die (+1d4) on checks and saving throws to resist being knocked prone.

Source
Halfling
Eat Like a Bird

Zidi can go 1 day without suffering any fatigue from lack of Supply.

Source
Forsaken
Fearless

Zidi is immune to the effects of the frightened condition, whether caused by magic or by natural phenomena. She can still feel fear, but she is able to ignore it.

Source
Halfling
Fighting Style: Two-Weapon Fighting

Zidi adds her Strength modifier to off-hand melee weapon damage.

Source
Fighter
Halfling Nimbleness

Zidi can move through the space of any creature whose size is larger than hers.

Source
Halfling
Improvised Tools

During a long rest, when Zidi has access to raw materials she can jury-rig an improvised tool kit. If she rolls a 1 while making a check using the improvised tools or the next time Zidi takes a long rest, they break.

Source
Forsaken
Lucky

When she rolls a 1 on a d20 for an ability check, attack roll, or saving throw, Zidi can reroll the die and must use the new roll.

Source
Halfling
Pack Rat

Zidi counts as one size larger when determining her carrying capacity.

Source
Forsaken
Roll with the Punches

After she fails an ability check, Zidi has advantage on her next ability check.

Source
Forsaken
Usage
1/Rest
Campaigner

Zidi doubles her strength score when determining carrying capacity and how much she can drag, lift, or push. She can march 2 extra hours before risking fatigue from a forced march.

Source
Fighter
Thick Soles

Zidi is immune to damage from sharp terrain hazards, and ignores difficult terrain caused by them. Other kinds of difficult terrain reduce her movement speed by 5 feet instead of halving it.

Source
Halfling
A Nose For Trouble

Whenever Zidi or an ally she can see fails an Insight check, Zidi can spend her inspiration to learn any information that would have been gained by a successful Insight check.

Source
Underdog
Gremlin Curse

Zidi can never gain an expertise die on attacks made using crossbows and other weapons with more than a single moving part, but creatures wielding such a weapon can never gain an expertise die when using it to make attacks against Zidi. In addition, Zidi gains an expertise die (+1d4) on ability checks and attack rolls made to destroy objects.

Source
Fey Servant

Details & Other Information
Age
19
Height
2 feet 10 inches
Weight
36
Eyes
Blue
Skin
Tan
Hair
Dark
Character Appearance
Stronger than her size belies, Zidi is touched by fey magic. Though hunted by minions of her gremlin godmother, Zidi hopes to use her powers to defeat those who think their size and power mean they are not accountable to the small and weak.
Character Backstory
When Zidi was only a toddler the armies of a dragon tyrant razed her mountain village. She was saved when gremlins scrounging for salvage found her struggling to dig herself out of rubble. Their dark matron Granny Allswell fostered young Zidi in the caverns of her home in the Dreaming. She taught the halfling to cavort and wrestle with her other little children, but unlike so many other foundlings Granny brought in, Zidi never gave in to fear during the wild underground revels and so did not transform into a gremlin herself.

Granny sent Zidi on missions to steal shinies and cuties from the Waking realm, and every time she was rewarded with a boon of strength. Over time Zidi grew uncomfortable with the fear she was sowing however, so one day she ran away and has never returned.
Allies & Organizations
Kyla, a human woman whom Zidi was ordered to kidnap and bring back to the gremlins. After beating Zidi in a wrestling match, Kyla persuaded her to leave the land of the fey.
Followers & Strongholds