14 (leather armor)
55 (10d6 + 20)
25 ft.
History +4, Perception +3, Persuasion +5, Performance +5
Common, Halfling, and two others
3
The halfling has advantage on saving throws against being frightened.
The halfling can move through the space of any creature that is Medium or larger.
The halfling always wears a ring of invisibility.
When the halfling rolls a 1 on a d20 for an attack roll, ability check, or saving throw, it can reroll the die and must use the new roll.
When in negotiations, the halfling has advantage on Charisma (Persuasion) checks. The target must be able to understand the halfling.
The halfling makes two melee attacks.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.