hit dice:
1d6
hit points at 1st level:
6 + your Constitution modifier
hit points at higher levels:
1d6 + your Constitution modifier after 1st level
armor proficiencies:
Light
weapon proficiencies:
Simple
tools:
Tinker's Tools
saving throws:
Dexterity, Charisma
skills:
Choose two between Acrobatics, Arcana, Deception, Intimidation, Performance, Sleight of Hand, or Steath
starting equipment:
- leather armour
- (a) 2 light hammers or (b) a handaxe
- a hand puppet and shadow puppet
- (a) an Entertainer's Pack or (b) a Diplomat's Pack
- Tinker's Tools
spellcasting:
class features:
subclass options: