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Don't-Call-Me-Runt: Difference between revisions

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(Added VA)
m (Added combat-relevant skills to infobox)
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| race = [[Lightfoot halfling]]
| race = [[Lightfoot halfling]]
| type = [[Humanoid]]
| type = [[Humanoid]]
| va =
| class = [[Ranger]]
| class = [[Ranger]]
| archetype =
| archetype =
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| wis = 12
| wis = 12
| cha = 12
| cha = 12
| athletics = 1
| acrobatics = 4
| perception = 1
| resistances =  
| resistances =  
| passives = Brave, Extra Attack, Halfling Luck, Land's Stride: Difficult Terrain, Opportunity Attack
| passives = Brave, Extra Attack, Halfling Luck, Land's Stride: Difficult Terrain, Opportunity Attack

Revision as of 06:51, 11 November 2024

Don't-Call-Me-Runt is a halfling member of The Guild, found guarding the Guildhall entrance in the Lower City of Baldur's Gate.

Combat

Attacks and abilities

Ranged Attack.webp
Ranged Attack Ranged Attack ()   –  Longbow
Normal weapon damage Make a ranged attack with your equipped weapon.
 Range: 18 m / 60 ft
Main Hand Attack.webp
Main Hand Attack Main Hand Attack ()   –  Dagger
Normal weapon damage Make a melee attack with your equipped weapon.
 Melee: 1.5 m / 5  ft
Ensnaring Strike Ranged.webp
Ensnaring Strike (Ranged) Ensnaring Strike (Ranged) ()
Normal weapon damage Your attack summons thorny vines, dealing Weapon Damage and possibly Ensnaring Ensnaring your target. Ensnared creatures cannot move and take 1d6Damage TypesPiercing damage at the start of each turn. An ally can use their Help Action to try and tear away the vines.
STR Save
 Range: 18 m / 60 ft
Sneak Attack Ranged.webp
Sneak Attack Sneak Attack ()
Normal weapon damage +
D6 Weapon.png 1d6 (1~6) Damage TypesWeapon

Deal an extra 1d6 damage to a foe you have Advantage Icon.png Advantage against. You can also use Sneak Attack if you have an ally within 1.5 m / 5 ft of the target and you don't have Disadvantage Icon.png Disadvantage.

 Range: Normal weapon range
Recharge: Per turn

Loot

Allies