Pip Bramblelock
Pip Bramblelock
Sheet
AC 13 · HP 9 · 25 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
10 featuresBonus action
- Cunning ActionLevel 1
When Bonus action on your turn.
As a bonus action, take the Dash, Disengage, or Hide action.
Always on
- Sneak AttackLevel 1
When Hit with a finesse or ranged weapon while having advantage, or when an enemy of the target is within 5 feet and other conditions are met.
Once per turn, deal an extra 1d6 damage when you hit with a finesse or ranged weapon and meet the Sneak Attack conditions.
- ExpertiseLevel 1
You have a set of expertise that reflects your specialized knowledge. Choose two of your skill proficiencies, or one skill proficiency and one proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either chosen proficiency. Pip has expertise in Stealth and thieves' tools.
- LuckyHalflingWhen 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.
- BraveHalflingYou have advantage on saving throws against being frightened.
- Halfling NimblenessHalflingYou can move through the space of any creature that is of a size larger than yours.
- Naturally StealthyHalflingYou can attempt to hide even when obscured only by a creature that is at least one size larger than you.
- Lightfoot HalflingHalflingYou can move through the space of a creature that is at least one size larger than you and can attempt to hide behind that creature.
- TraitHalflingDarkvision is not included, as halflings do not have it under the classic 2014 rules.
- City SecretsUrchin
You know the secret patterns and shortcuts of the cities you grew up in, allowing you to find passages through urban areas that others would miss. You can find food and basic shelter for yourself and your companions in a city, unless you are specifically barred from doing so.
Spells
Spellcasting. Pip Bramblelock casts with Charisma (spell save DC 9, to hit with spell attacks).
Gear
13 itemsWeapons
- RapierA finesse martial weapon with a narrow, slightly curved blade.
- ShortbowA compact ranged weapon with a polished wooden stock.
- 2×DaggersA pair of balanced light blades, useful for close combat or throwing.
- Small knifeA small blade with a worn bone handle.
Armor
- Leather armorLight armor made of supple leather, worn beneath a patched cloak.
Tools
- Thieves' toolsA compact set of picks, probes, and tension tools for opening locks and disabling traps.
Gear
- 20×ArrowsArrows suitable for the shortbow.
- Burglar's packA pack containing a backpack, a bag of 1,000 ball bearings, 10 feet of string, a bell, five candles, a crowbar, a hammer, 10 pitons, a hooded lantern, two flasks of oil, five days of rations, a tinderbox, and a waterskin.
- Map of the cityA hand-drawn map of the city where Pip grew up, marked with shortcuts, safe houses, and dangerous patrol routes.
- Pet mouseA living gray mouse named Button, kept in a small padded pocket.
- Token from parentsA token from Pip's parents, an old brass button stamped with a faded guild emblem.
- Common clothesSimple, patched clothing suitable for a street child.
Purse
- 10×Gold piecesSpending money saved from odd jobs and careful thefts.
Appearance
A compact, athletic lightfoot halfling with warm brown skin, bright hazel eyes, and unruly chestnut curls usually tucked beneath a patched green hood. A thin scar crosses the left eyebrow, and nimble fingers are stained with ink, soot, and lock oil. They wear well-maintained leather armor beneath a weathered gray cloak, with several hidden pockets sewn into the lining.
Mannerisms
Pip rolls a coin across their knuckles while thinking, tilts their head toward every unfamiliar sound, and rarely sits with their back to a door. When nervous, they count exits under their breath and give Button's pocket a reassuring tap.
Personality
Pip is quick-witted, observant, and relentlessly curious. They treat every locked door as a question, every suspicious stranger as a puzzle, and every meal as an opportunity to share. Beneath their playful confidence is a deep fear of abandonment, so they collect companions carefully and defend them fiercely.
Ideals
Freedom. No one should be owned by a tyrant, trapped by poverty, or locked away because they were born in the wrong place.
Bonds
The street children who raised Pip are still family, and Pip will risk almost anything to protect them. They also carry a brass key that once belonged to their missing older sister, determined to discover what lock it opens.
Flaws
Pip cannot resist proving that they can get into places that others claim are impossible to enter. They are suspicious of generosity, quick to lie when frightened, and would rather endanger themselves than admit they need help.
Quirks
Background
Pip Bramblelock grew up beneath the awnings and stairways of a crowded riverside city, where the wealthy measured doors by the quality of their locks and the poor measured meals by how quietly they could be stolen. Pip learned early that being small was not the same as being helpless. They became a runner, lookout, and occasional burglar for a loose family of street children, using hidden alleys and forgotten drain tunnels to carry messages, food, and medicine between neighborhoods. Their closest companions were a one-eyed alley cat named Button and a timid gray mouse that Pip still keeps in a padded pocket.
“Pip learned early that being small was not the same as being helpless.”
- Background
- Urchin
Connections
Species
Halfling
Media
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