Lelouch Defontaine
Strength Dexterity Constitution Intelligence Wisdom Charisma
14 [+2] 13 [+1] 11 [+0] 7 [-2] 13 [+1] 11 [+0]

Speed: 25ft
Size: Small
Height: 3'
Weight: 85 lbs
Age: 30 years

Experience: 900
Wounds: 15
AC: 11

Armour: None,
Weapons: Daggers, Darts, Slings, Quarterstaffs, Light Crossbows
Skills: Insight, Medicine, Survival, History
Tools: Lute,
Languages: Common, Halfling, Dwarven
Saving Throws: Intelligence, Wisdom


  • Naturally Stealthy - You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
  • Lucky - When you roll a 1 on an attack roll, ability check, or saving throw, you can re-roll the die and must use the new roll.
  • Lucky -You have inexplicable luck that seem s to kick in at just the right moment. You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw. You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker’s roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled. You regain your expended luck points when you finish a long rest.
  • Brave - You have advantage on saving throws against being frightened.
  • Halfling Nimbleness - You can move through the space of any creature that is of a size larger than you.
  • Ritual Casting
  • Divination Savant - Gold and time you must spend to copy a divination spell into your spell book is halved.
  • Portent - When you finish a long rest, roll two d20’s and record the numbers rolled. You can replace any attack roll, saving throws, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.

Each foretelling roll can only be used only once. When you finish a long rest, you lose any unused foretelling rolls.



  • 5 x Quivers
  • Fine Clothes
  • Common Clothes


  • Coin Purse (386g, 5s)
  • Explorer’s Pack (Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 15 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.)
  • Lute
  • Healers Kit (10 uses)
  • Broom of Fly


  • Traveller’s Clothes
  • Inherited Arcane Book (Acts as my spellbook)
  • Quarterstaff
  • Light Crossbow, 8 bolts.
  • Components Pouch, also containing 2x Find Familiar reagents and 100g pearl.


  • Pony
  • Raven Familiar

Spell casting:
DC 8
Spell Slots:
1st Level: 4
2nd Level: 3


  • Light
  • Shape Water
  • Control Fire
  • Mold Earth

1st Level:

  • Alarm R
  • Detect Magic R
  • Thunder wave *
  • Find Familiar R
  • Identify R
  • Comprehend Languages R

2nd Level:

  • Gentle Repose R
  • Detect Thoughts *


- I am confident in my own abilities and do what I can to instil confidence in others.
- Thinking is for other people. I prefer action.

- Tyrants must not be allowed to oppress the people.

- A proud noble once gave me a horrible beating, and I will take my revenge on any bully I encounter.

- I have a weakness for the vices of the city, especially hard drink.


Born to a wealthy family of halflings Godal’s family was killed by an evil noble human on a hunting trip. Inheriting his father’s arcane spell book and with nothing left for him in his hometown Godal set out to adventure and test his skills with his new book. While his father was a great wizard renowned amongst his people Godal himself is a bumbling fool of a wizard whose overconfidence greatly makes up for his hopeless lack of intelligence and skill. Bumbling from situation to situation Godal is a hazard to his friends and enemies alike.

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