| Ability |
Mod |
Save |
| STR |
10 |
+0 |
+0
|
| DEX |
10 |
+0 |
+0
|
| CON |
12 |
+1 |
+1
|
| INT |
10 |
+0 |
+0
|
| WIS |
12 |
+1 |
+1
|
| CHA |
16 |
+3 |
+3
|
Medium
Humanoid (Any)
Armor Class
10
Hit Points
22
(4d8+4)
Proficiency Bonus
2
- Speed
- 30 ft.
- Challenge
- 1/2 (XP 100)
- Skills
-
Persuasion +5
- Gear
- Backpack, Map, Journal
- Universal Translator
- Through shouting and gestures, the tourist can communicate simple ideas with all creatures.
Actions
- Slap
- Melee Weapon Attack, one target, 5ft reach, +2 to hit, 1 bludgeoning damage.
- Just the thing! (1/Day)
- The Tourist has an uncanny knack for finding exactly the item they need packed at the top of their backpack. As an action the tourist can produce a tiny manufactured, generic, nonmagical item that weighs 10 pounds or less and is worth 100 gp or less such as a magnifying glass, a lantern, a crowbar, a tent, fishing tackle, a mirror, or anything else that might justifiably be found in the backpack of a well-prepared tourist.
- Protect Me! (5/day)
- The Tourist is protected by a willing friendly creature within 5 feet of itself. At the start of each of its turns the Tourist gains half cover and 10 Temporary Hit Points until it ends its turn more than 5 feet away from the friendly creature.
Reactions
- Plot Armor (3/Day)
- When the Tourist fails a saving throw, they can choose to succeed instead.
A Tourist is completely oblivious to danger, consumed by excitement and optimism. They wander through hostile lands remaining unscathed through a combination of impossible luck and being well prepared for any eventuality.