Fennimore's Page


Fennimore is the only son of a poor merchant woman who sold fruit in the market. He grew up on the hard streets of the city. He never knew his father. His mother claimed he was a famous adventurer who came into town one night who wooed and bedded her and promised to return, but he hasn't come back.


Description here.


Small humanoid (halfling), neutral
Armor Class 15 (Studded Leather)
Hit Points 45 (7d8 + 7)
Speed 25 ft.
8 (-1) 16 (+3) 12 (+1) 12 (+1) 16 (+3) 14 (+2)

Saving Throws DEX +6, INT +4
Skills Acrobatics +6, Deception +5, Insight +6, Investigation +7, Sleight of Hand +6, Stealth +9, Thieves' Tools +9
Senses Passive Perception 13, Passive Investigation 17, Passive Insight 16
Languages Almebezbik, Halfling, Thieves' Cant

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

Brave. Fennimore has advantage on saving throws against being frightened.

Halfling Nimbleness. Fennimore can move through the space of any creature that is of a size larger than him.

Naturally Stealthy. Fennimore can attempt to hide even when he is obscured only by a creature that is at least one size larger than him.

Sneak Attack (1/turn). Fennimore deals an extra 14 (4d6) 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 his that isn't incapacitated and he doesn't have disadvantage on the attack roll.

Ear for Deceit. Whenever Fennimore makes an Insight check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.

Evasion. When Fennimre is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeed on the saving throw, and only half damage if he fails.

Criminal Contact. Fennimore has a reliable and trustworthy contact who acts as his liaison to a network of other spies. He knows how to get messages to and from this contact, even over great distances; specifically, he knows the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for him.


Rapier, +1. Melee Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Cunning Action. Fennimore can take a bonus action on each of his turns to take the Dash, Disengage, or Hide action.

Steady Aim. As a bonus action, Fennimore gives himself advantage on his next attack roll on the current turn. He can use this bonus action only if he hasn’t moved during this turn, and after he uses the bonus action, his speed is 0 until the end of the current turn.

Eye for Detail. Fennimore can use a bonus action to make a Perception check to spot a hidden creature or object or to make an Investigation check to uncover or decipher clues.

Insightful Fighting. As a bonus action, Fennimore can make an Insight check against a creature he can see that isn’t incapacitated, contested by the target’s Deception check. If he succeeds, he can use his Sneak Attack against that target even if he doesn’t have advantage on the attack roll, but not if he has disadvantage on it for 1 minute or until he uses this feature against a different target.


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