Attributes: Str 10 Dex 16 Con 13 Int 11 Wis 11 Cha 15
Saves: Str 0 Dex 3 Con 3 Int 0 Wis 0 Cha 4
Crossbow 1d20+5 1d8 piercing
2 daggers 1d20+5 1d4+3 and 1d4
Fire Bolt 1d20+4 1d10
Acid Splash DC 12 2d6 or 1d6 and 1d6
Skills: Arcana, Insight
[One set of artisan's tools]
Languages: Common, Halfling
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.
Wild Magic Surge. At 1st level, immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect.
Tides of Chaos
Starting at 1st level, you can gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.
Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.
Light crossbow and 20 bolts
Arcane focus (crystal)
Dungeoneer's Pack. Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
Defining Event: I stood alone against a terrible monster.
Feature: 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.
Personality Trait: I long to succeed.
Sincerity. There’s no good in pretending to be something I’m not. (Neutral)
Bond: I protect those who cannot protect themselves.
Flaw: I have no confidence in myself.
Born in a small town outside of Waterdeep, Stibble was encouraged by his friends and family to go study magic. He was by far the youngest of his class, but he was by no means a prodigy: He had trouble with his studies, and when he failed to succeed, he was ready to give up many times.
One day, a group of gnolls came to the town and took Stibble and many of his friends captive. Stibble, who still hadn't learned how to utilize magic properly, was at his wit's end when giants began to beat him for not waking up on time. Although he was under intense pressure, only then did he manage to use his magic.
When he came back to his senses, he realized what he was now capable of doing. First, he freed all the other captives; afterwards, he began experimenting with magic, in order to be able to defend himself and others in the future.
Magic is still far from natural for Stibble, and he commits a lot of blunders. Even more than that, he has an intense fear of blunders that pervades his spellcasting and causes the oddest things to come up.