Sharpwit Halfling Species in The Cantara Player's Compendium | World Anvil

Sharpwit Halfling

Sharpwit Halfling

For Sharpwits, the typical Halfling love for life and happiness is expressed through intense curiosity and inquiry. These Halflings instinctively desire to understand all the wonders of the world around them, and will insatiably devour any knowledge they come across just as another Halfling might a hearty dinner.
As fast as their minds run, their mouths often tend to run even faster. Sharpwits adore clever jokes, puns, and pranks of all kinds, but are just as dedicated to the more serious tasks they undertake. Many Sharpwits⁠ are skilled⁠ engineers, alchemists, tinkers, and inventors. They’re willing to make mistakes and laugh at themselves in the process of perfecting what they do, taking bold (sometimes foolhardy) risks and dreaming large.
ability score increase: Increase one score by 2 and increase a different score by 1, or increase three different scores by 1.
age: A halfling reaches adulthood⁠ at the age of 20 and generally lives into the middle of their second century.
Size: Small
speed: 25
Languages: Common and Halfling (or a different language of your choice based on your character's backstory)
race features:
Lucky. When you roll a 1 on the d20⁠ for an Attack roll, ability check, or saving throw, you can Reroll the die and must use the new roll.
Halfling Nimbleness. You can move through the space of any creature that is of a size larger than yours.
Brave. You have advantage on Saving Throws against being Frightened.
Artificer's Lore. Whenever you make an Intelligence (History) check related to magic items, alchemical objects⁠, or technological devices, you can add twice your Proficiency bonus, instead of any Proficiency bonus you normally apply.
Tinker. You have Proficiency with artisan’s tools (tinker’s tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to Construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your Action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options:
Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier⁠. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.
Fire Starter. The device produces a miniature flame, which you can use to light a candle⁠, torch, or campfire. Using the device requires your Action.
Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song’s end or when it is closed.