14 (studded leather)
90 (12d8 + 36)
walk 30 ft.
Dex +5, Cha +5
Acrobatics +5, Deception +5, Perception +5, Sleight of Hand +8, Stealth +8
Common, Thieves' cant (Vagabond)
8
Gren is a 2nd-level spellcaster. His spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). Gren has the following bard spells prepared: • Cantrips (at will): message, true strike • 1st level (3 slots): bane, charm person, cure wounds, heroism*, sleep *Gren casts these spells before combat.
Gren has 2 bardic inspirations (d6)
On each of his turns, Gren can use a bonus action to take the Dash, Disengage, or Hide action.
If Gren 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 succeeds on the saving throw, and only half damage if he fails.
On each of his turns, Gren can use a bonus action to make a Dexterity (Sleight of Hand) check, use his thieves tools to disarm a trap or open a lock, or take the Use and Object action.
Gren can add +1 to any ability checks he makes that doesnt already include his proficiency bonus.
Gren can climb at his normal speed. When Gren makes a running jump, the distance he can cover is increased by 2 feet.
Gren 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 ft. of an ally of Grens that isnt incapacitated and Gren doesnt have disadvantage on the attack roll.
Gren can perform a song while taking a short rest. Any ally who hears the song regains an extra 1d6 hit points if it spends any hit dice to regain hit points at the end of that rest. Gren can confer this benefit on itself as well.
Gren can cast guidance without any components. Once Gren uses this feature, he cant use it again until finishing a long rest.
Gren makes two melee attacks.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage plus 24 (7d6) poison damage. The target must make a DC 15 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one.
Ranged Weapon Attack: +5 to hit, reach 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 24 (7d6) poison damage. The target must make a DC 15 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one.