Gorlock The Destroyeder 1
Gorlock The Destroyeder 1
Gorlock The Destroyeder 1
INSPIRATION
STRENGTH Gorlock is an empathetic soul,
13 +3 30ft and preaches tohis fellow
7 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
kinsmen the importance of
having good morals and values
-2 PERSONALITY TRAITS
16
+3
+2
Dexterity
Constitution
8 creating a just Goblin society - one
without raiding and debauchery
CURRENT HIT POINTS IDEALS
+5
Intelligence
+3 ● +1
Wisdom Gorlock hold no familial ties to his enclave, and seeks to
find make new bonds with those who see the
+1
Charisma importance of morality and good deeds.
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
14
●
+5
Acrobatics (Dex) Total 1 SUCCESSES Having grown up in a Goblin enclave, and being
discriminated against in said enclave, Gorlock has no
+2 sense of social cues and his focus on educating others
-1
Animal Handling (Wis) 1d6 FAILURES on morality drives him to near-obsession.
●
+5
Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE
-2
Athletics (Str)
17 ●
+1
+5
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
Darkvision
Dagger +5 1d4 +3 (P) You can see in dim light within 60 feet
+3 -1
Insight (Wis)
of you as if it were bright light and in
+1
Intimidation (Cha) darkness as if it were dim light. You
WISDOM ●
+5
Investigation (Int) discern colors in that darkness only as
shades of gray.
-1
Medicine (Wis)
9
+3
Nature (Int)
Toll the Dead (Action) cantrip
The target must succeed on a Wisdom saving throw or take Fey Ancestry
1d8 necrotic damage. If the target is missing any of its hit You have advantage on saving throws
-1 -1
Perception (Wis) points, it instead takes 1d12 necrotic damage.
you make to avoid or end the charmed
+1
Performance (Cha) Shield (Reaction) 1st condition on yourself.
Until the start of your next turn, you have a +5 bonus to AC,
CHARISMA +1
Persuasion (Cha) including against the triggering attack
+3
Religion (Int) Ice Knife (Action) 1st
Fury of the Small
12 +3
Sleight of Hand (Dex)
Make a ranged spell attack against the target. On a hit, the
target takes 1d10 piercing damage. Hit or miss, the shard
then explodes. The target and each creature within 5 feet of
When you damage a creature with an
attack or a spell and the creature's size
+3
Stealth (Dex) the point where the ice exploded must succeed on a is larger than yours, you can cause the
+1 Dexterity saving throw or take 2d6 cold damage. attack or spell to deal extra damage to
-1
Survival (Wis)
the creature. The extra damage equals
SKILLS ATTACKS & SPELLCASTING your proficiency bonus.
You can use this trait a number of times
equal to your proficiency bonus,
9 PASSIVE WISDOM (PERCEPTION) Spellbook (A collection of
regaining all expended uses when you
CP tattered comic book strips with
haphazard annotations) finish a long rest, and you can use it no
more than once per turn.
Armor: None SP A Compass that always points
Weapons: Daggers, darts, slings, north (he heard something Nimble Escape
about a moral compass so this You can take the Disengage or Hide
quarterstaffs, light crossbows EP must be it, used as an arcane
Tools: None action as a bonus action on each of
focus.) your turns.
Languages: Common,
Gobbledygook (This is totally
GP 55 Ink of various colours, collected
over time by rummaging through
cannon) what the other goblins deem as
PP
junk from their raids.
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12 3'5" what's a kilogram?
AGE HEIGHT WEIGHT
NAME
SYMBOL
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Wizard Int. 13 +5
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 6
Mage Hand
Minor Illusion
Toll the Dead
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 2 7
EPAR
SPELL NAME
ED
PR
● Shield
Fog Cloud
4
● Expeditious Retreat
● Grease
SPELLS KNOWN
● Ice Knife
Silent Image
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