Unharmable. When hostile creatures of a neutral or good alignment meet you, you may force them to make a Wisdom saving throw against your Charisma attribute. Should they fail, they are charmed by you and will not harm you. Every time you hurt a creature, those charmed by this ability that are able to see you can reroll this save. When hostile creatures of the aforementioned alignments cause you to drop to 0 HP, they must make a Wisdom saving throw DC 10. Should they fail, they are stricken with grief, the intensity of which may vary, as they believe they've killed an innocent child. You can only use this
Threatless. Most humanoid creatures with a conscience will underestimate you. You gain advantage in rolling Persuasion to avoid being captured.
Small Steps. You can act fast and quietly with your small child feet. You gain proficiency in the Stealth and Acrobatics skills.
Growing Boy. You stopped aging at the time where your muscles are starting to develop. You gain proficiency in the Athletics skill.
Practice. You've practiced fighting with your own strength. Choose two Simple Weapons to be proficient in.
Open Learner. You've come to take a closer look at the world around you and how it operates. You gain proficiency in the Investigation or Insight skill.
Small Revelation. Your growing mental prowess allows you to look at things through new kind of view that may be lost to those older than you. You can give yourself advantage when rolling for either Investigation or Insight. You may only use this ability once every short or long rest.