Starting HP: d6 + 4HP
Per Level/Resting: 1d6
Weapons & Armor: Gambeson and small shields, crossbows, short swords, and daggers.
Attack Damage: 1d6 / 1d4 Improvising
The Hat: The Hatter’s hat contains a pocket to a swirling vortex. They are able to store items in it up to the size of a large picture frame up there. The hat can hold 15 items. Also once per day the Hatter can reach into their hat and pull out a random item. Roll 1d20 for item: 1) healing potion (1d8 HP); 2-6) tea set with piping hot, delicious tea; 7-9) jam tarts; 10) sleeping powder; 11) a mirror; 12-14) a block of cheese; 15-16) a water skin with wine and a loaf of bread; 17) darkness powder (cast Darkness- lasts 2 rounds); 18-19) a candle on a candlestick; 20) a chess set.
Mallet: Once per day the Hatter can pull a giant mallet out of pocket. When pulling out the mallet the Hatter must decide to either have it grow overlarge and deal 1d12 damage to a target and stun them for 1d3 rounds on successful attack. The mallet disappears in a poof of smoke after the attack is made. Or have it be a standard weapon that deals 1d8 damage per round for a number of rounds equal to half the Hatter’s level (minimum of 1).
Mad as a Hatter: Hatters are peculiar folks. Once per hour they are able to break into song or recite a poem or speech which drives others utterly mad. The Hatter must successfully test their Charisma for each group of creatures they are attempting to rattle with their words, adding the creature’s HD to the roll. A GM will determine which creatures are in any particular group. Creatures that are driven mad by the Hatter are confused and each round must roll 1d10 to determine their action: 1-3) do nothing. Stand still and drool; 4) scream and flee for the round; 5) start dancing in place; 6) attack self; 7-8) attack ally; 9) lie down on the ground; 10-12) act normally. This effect lasts as long as Hatter speaks and for 1 round after. The Hatter can do nothing else while speaking.
Hatters are also immune to charm effects and madness-like effects, but suffers Disadvantage on saves against illusions as they are easily distracted.
Roll to see if attributes increase, roll twice for WIS or CHR