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Rogue 1 Kalyber

CLASS & LEVEL PLAYER NAME


Goblin
Goblin Criminal / Spy (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

+0 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH • +6 Dexterity
+2 Constitution +4 15 14 --
+0 • +4 Intelligence
CLASS
+1 Wisdom INITIATIVE HIT POINTS
11
+0 Charisma
Total 1d8 SUCCESSES
Saving Throw Modifiers
DEXTERITY FAILURES

+4 DEFENSES HIT DICE DEATH SAVES

18 SAVING THROWS INSPIRATION


=== ARMOR ===
Light Armor
CONSTITUTION +4 Acrobatics DEX
PROFICIENCY BONUS
=== WEAPONS ===
+2
+2 +1

+2
Animal Handling WIS
Arcana INT
Crossbow, Hand, Longsword, Rapier,
Shortsword, Simple Weapons

14 +0 Athletics STR === TOOLS ===


ABILITY SAVE DC Alchemist's Supplies, Dice Set, Thieves'
P +2 Deception CHA
Tools
+2 History INT
INTELLIGENCE
+1 Insight WIS === LANGUAGES ===
30 ft. (Walking) Thieves’ Cant
+2 +0 Intimidation CHA
E +6 Investigation INT
15 +1 Medicine WIS SPEED

+2 Nature INT PROFICIENCIES & LANGUAGES

WISDOM +1 Perception WIS


+0 Performance CHA === ACTIONS ===
+1 P +2 Persuasion CHA
Standard Actions
Attack, Cast a Spell, Dash, Disengage, Dodge,
Help, Hide, Ready, Search, Use an Object,
+2 Religion INT
12 Opportunity Attack, Grapple, Shove, Improvise,
P +6 Sleight of Hand DEX Two-Weapon Fighting, Interact with an Object

P +6 Stealth DEX === SPECIAL ===


CHARISMA Sneak Attack
P +3 Survival WIS
Once per turn, you can deal an extra 1d6 damage

+0 to one creature you hit with an attack with a finesse or


ranged weapon if you have advantage on the attack
roll. You don’t need advantage on the attack roll if
another enemy of the target is within 5 ft. of it, that
11 enemy isn’t incapacitated, and you don’t have
disadvantage on the attack roll.
SKILLS ACTIONS

NAME HIT DAMAGE/TYPE NOTES

11 PASSIVE WISDOM (PERCEPTION)


Dagger +6 1d4+4 Piercing Simple, Finesse, Light, Thrown, Range (20/60)

Shortbow +6 1d6+4 Piercing Simple, Ammunition, Range, Two-Handed, Range (80/320)


11 PASSIVE WISDOM (INSIGHT)

Unarmed Strike +2 1 Bludgeoning


16 PASSIVE INTELLIGENCE (INVESTIGATION)

Darkvision 60 ft.

SENSES WEAPON ATTACKS & CANTRIPS

TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.
Rogue 1 Kalyber
CLASS & LEVEL PLAYER NAME
Goblin
Goblin Criminal / Spy (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

=== ROGUE FEATURES === You discern colors in that darkness only as shades of
gray.
* Hit Points • PHB 95
* Fury of the Small •
* Proficiencies • PHB 95 When you damage a creature with an attack or a spell
and the creature's size is larger than yours, you can
* Expertise • PHB 96 cause the attack or spell to deal extra damage to the
Your proficiency bonus is doubled for any ability check creature. The extra damage equals your level. Once
you make for two chosen proficiencies. [6th] Choose you use this trait, you can't use it again until you finish
two additional proficiencies. a short or long rest.

* Sneak Attack • PHB 96 * Languages •


Once per turn, you can deal an extra 1d6 damage to You can speak, read, and write Common and Goblin
one creature you hit with an attack with a finesse or
ranged weapon if you have advantage on the attack * Nimble Escape •
roll. You don’t need advantage on the attack roll if You can take the Disengage or Hide action as a bonus
another enemy of the target is within 5 ft. of it, that action on each of your turns
enemy isn’t incapacitated, and you don’t have
disadvantage on the attack roll.

| Special

* Thieves’ Cant • PHB 96


You have learned thieves’ cant, a secret mix of dialect,
jargon, and code that allows you to hide messages in
seemingly normal conversation. It takes four times
longer to convey such a message than it does to
speak the same idea plainly.

=== GOBLIN RACIAL TRAITS ===

* ASI •
When determining your character’s ability scores,
increase one score by 2 and increase a different score
by 1, or increase three different scores by 1. You can't
raise any of your scores above 20.

* Darkvision •
You can see in dim light within 60 feet of you as if it
were bright light and in darkness as if it were dim light.

FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

CP 0 Leather 1 10 lb. Lantern, Hooded 1 2 lb.

Dagger 1 1 lb. Oil (flask) 2 2 lb.

SP 0 Dagger 1 1 lb. Piton 10 2.5 lb.

Shortbow 1 2 lb. Rations (1 day) 5 10 lb.


EP 0 Shortsword 1 2 lb. Rope, Hempen (50 feet) 1 10 lb.

Arrows 20 1 lb. Tinderbox 1 1 lb.


GP 15 Backpack 1 5 lb. Waterskin 1 5 lb.

Clothes, Common 1 3 lb. String 10 --


PP 0 Crowbar 1 5 lb.

Thieves' Tools 1 1 lb.


WEIGHT CARRIED

73.5 lb. Ball Bearings (bag of 1,000) 1,000 2 lb.

ENCUMBERED Bell 1 -- ATTUNED MAGIC ITEMS QTY WEIGHT

165 lb. Candle 5 --

PUSH/DRAG/LIFT Crowbar 1 5 lb.

330 lb. Hammer 1 3 lb.

EQUIPMENT

TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.
Small
GENDER AGE SIZE HEIGHT WEIGHT
Goblin
CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR

PERSONALITY TRAITS

IDEALS

BONDS

FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

CHARACTER BACKSTORY ADDITIONAL NOTES

TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

PREP SPELL NAME SOURCE SAVE/ATK TIME RANGE COMP DURATION PAGE REF NOTES

SPELLS

TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.

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