Andrew Fletcher

Medium Half-Elf, Chaotic Neutral


Armor Class
14 (studded leather)
Hit Points
93 (17d8 + 17)
Speed
30ft.; 30ft (flying; winged boots)

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 12 (+1) 16 (+3) 13 (+1) 15 (+2)

Condition Immunities
Charmed, Sleep
Skills
Acrobatics +7, Deception +12, Insight +6, Investigation +8, Perception +11, Persuasion +7, Sleight of Hand +7, Stealth +7
Senses
darkvision 60 ft., passive Perception 21
Languages
Common, Elvish, Sylvan, Dwarvish
Challenge
5 (1800 XP)

Imbue Blessing or Curse. Andrew can imbue a magical or non-magical item with a blessing or curse. He can imbue 3 items per day. The effect persists until Remove Curse is used on the item.

Sneak Attack. Once per turn, Andrew can add 2d6 damage to one creature he hits if he has advantage on the roll or another enemy of his target is within 5 ft of the target.

Actions

Multiattack. Andrew makes 2 attacks, only 1 of which may be magical.

The Piercer (dagger). Melee or Ranged Weapon Attack: +9 to hit, reach 5ft., one target, range (20/60). Hit 6 (1d4 + 4); The dagger returns to Andrew’s hand at the end of his turn. This is a magic weapon.

The Starburst (dagger). Melee or Ranged Weapon Attack: +8 to hit, reach 5ft., one target, range (20/60). Hit 5 (1d4 + 3). The dagger returns to Andrew’s hand at the end of his turn. This is a magic weapon.

Magical Tools. Andrew has a variety of magical rings and items he can use to cast the following spells. Intelligence is Andrew’s spellcasting ability.

At Will: Fire bolt (3d10 damage), Guidance, Mending

5/day: Glyph of Warding, Healing Word, Identify

3/day: Disguise Self, Misty Step, Acid Arrow (2nd level), Spider Climb

1/day: Haste, Acid Arrow (3rd level)

Magical Tinkering. (3 objects at a time). Andrew imbues a Tiny nonmagical object with a magical property: 5ft. radius light, up to 6 second long recorded message, emits odor or nonverbal sound, static visual effect including up to 25 words of text.

Bonus Actions

Insightful Attack. (3 uses/long rest). Andrew observes his opponent to gain advantage on his next attack roll.

Reactions

Starburst Blinding. (4 uses/long rest). As a reaction, immediately after being attacked, Andrew can expend 1 use and cause his Starburst dagger to blaze a bright light. His attacker must make a Constitution saving throw, DC16. If the attacker fails, they are blinded until the end of their next turn.