3 Assassin Marc S. Urchin Goblin 900: Level & Class Player Name

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3 Assassin Marc S.
Grix
LEVEL & CLASS PLAYER NAME

Urchin Goblin 900 Add: 2,700


BACKGROUND Baldur's Gate RACE EXPERIENCE Next Level
CHARACTER NAME

F AC DESCRIPTION
-1 STR +5 INT
PRO

11 Armor Leather

21 +2 15
Set Max HP
STRENGTH +6 DEX +1 WIS
Shield

-1 +1 CON
RESISTANCES
+2 CHA
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
4 Dex Medium Armor Heavy Armor

Magic
8 Misc
Temporary Hit Points: Misc
DEXTERITY
+4 ARMOR

+4 CURRENT HIT POINTS Heal INITIATIVE


INSPIRATION

19 SUCCESSES LEVEL DIE USED ENCUMBERED


Show 2nd DC
3 d8+1 20 ft

CONSTITUTION SAVING THROWS FAILURES


30 ft 14 ABILITY
SAVE DC
DEXTERITY

+1
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+8 Acrobatics (Dex) Light

PRO
Medium Heavy Shields
PRO

12 +1 Animal Handling (Wis) WEAPONS


FEATURE MAX RECOVER USED Simple Martial Other Weapons:
+3 Arcana (Int) > Fury of the Small (+3 damage) 1 SR Hand Crossbow, Longsword, Rapier, Shortsword
INTELLIGENCE -1 Athletics (Str) >
LANGUAGES TOOLS & OTHERS

+3
+4 Deception (Cha) > Thieves' Cant Disguise kit
+3 History (Int) > Common Poisoner's kit
+1 Insight (Wis) Goblin Thieves' tools
17
>

+2 Intimidation (Cha) >


+5 Investigation (Int) >
WISDOM
+1 Medicine (Wis) >

+1 +3 Nature (Int)
+5 Perception (Wis)
LIMITED FEATURES SR LR Dawn PROFICIENCIES

12 +2 Performance (Cha) ACTIONS BONUS ACTIONS REACTIONS

+2 Persuasion (Cha) > Cunning Action < <

CHARISMA +3 Religion (Int) > Nimble Escape (disengage/hide)< <

+2
+6 Sleight of Hand (Dex) > < <

+8 Stealth (Dex) > < <

+1 Survival (Wis) > < <


14
+6 Thieves' Tools (Dex) > < <

SKILLS ACTIONS

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

15 PASSIVE WISDOM (PERCEPTION) Dagger Dex Melee, 20/60 ft +6 1d4+4 Piercing


>
Finesse, light, thrown; Sneak attack 2d6
DESCRIPTION
Darkvision 60 ft
>

SENSES
>

NAME TOTAL NAME TOTAL


Daggers Vials of Acid >
Reload Reload

>

AMMUNITION AMMUNITION ATTACKS: WEAPONS & CANTRIPS


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.97 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - [email protected]
Add Features
Assassin, level 3:
Expertise (Rogue 1, PHB 96) [with two skills] I like to squeeze into compact places where nobody can harm
I gain expertise with two skills/thieves' tools I am proficient with; two more at 6th level me. I have bad manners and eat like a pig. I eschew bathing. I
Sneak Attack (Rogue 1, PHB 96) [2d6] sleep with my back to solid surface, with all that I own embraced
Once per turn, I can add damage to finesse/ranged attack if I have adv. tightly in my arms.
I don't need adv. if a conscious ally is within 5 ft of the target and I don't have disadv. PERSONALITY TRAITS
Thieves' Cant (Rogue 1, PHB 96)
I know the secret rogue language that I can use to convey messages inconspicuously I fucking hate pink skins. They act all haughty and pretend like
Cunning Action (Rogue 2, PHB 96) there is such a thing as a high road to take. At least it's fun to
I can use a bonus action to take the Dash, Disengage, or Hide action watch them bleed.
Assassinate (Assassin 3, PHB 97) IDEALS
I have adv. on attack rolls against creatures that have not taken a turn in combat yet
Any hit I score against a creature that is surprised is a critical hit I owe a debt to Baal who returned me to life.
Second Story Work (Thief 3, PHB 97)
I can climb with no extra cost to movement
When I make a running jump, the distance I cover increases by a number of feet equal to my
BONDS
Dexterity modifier
Bonus Proficiencies (Assassin 3, PHB 97)
I will run away from a fight if I'm outnumbered.
I am proficient with disguise kits and poisoner's kits
I'm addicted to sammish.

FLAWS

Feature Name: City Secrets

I know the secret patterns and flow to cities and can find passages
through the urban sprawl that others would miss. When I am not in
combat, I (and companions I lead) can travel between any two
locations in the city twice as fast as my speed would normally allow.

BACKGROUND FEATURE

Goblin (+2 Dexterity, +1 Constitution)

Fury of the Small: Once per short rest, when I hit a creature of a size
category larger than mine, I deal extra damage equal to my level.

Nimble Escape: As a bonus action, I can take the Disengage or Hide


action.

CLASS FEATURES RACIAL TRAITS

ADVENTURING GEAR # LB ADVENTURING GEAR # LB ADVENTURING GEAR # LB


CP
> Backpack, with: 5 > Pouch 1 >
> - Bag of 1000 ball bearings 1 2 > >
> - String, feet of 10 > > SP
> - Crowbar 5 > >
> - Hammer 3 > >
EP
> - Pitons 10 0.25 > >
> - Rations, days of 5 2 > >

- Tinderbox 1
10
> > > GP
> - Waterskin 5 > >
> - Hempen rope, feet of 50 0.2 > >
PP
> - Sannish 3 > >
> > >
WEIGHT CARRIED
> > >
44.7 lb
> > >
ENCUMBERED
> > ATTUNED MAGICAL ITEMS
41 - 80 lb
> > >
HEAVILY ENCUMBERED
> > >
81 - 120 lb
> > > PUSH/DRAG/LIFT
SUBTOTAL 43.5 SUBTOTAL 1 SUBTOTAL 121 - 240 lb
Add Equipment EQUIPMENT
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.97 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - [email protected]
> FEAT: Stealthy (UA:FS, page 4)
I gain expertise with Stealth, or proficiency if not so already.
When I'm hidden, I can move 10 ft to another position without
revealing myself, provided that I won't be clearly visible in this
new position either. [+1 Dexterity]

> FEAT:

> FEAT:

> FEAT:

FEATS

> MAGIC ITEM: Attuned

NOTES

ADVENTURING GEAR # LB ADVENTURING GEAR # LB


> <
> <
> MAGIC ITEM: Attuned
> <
> <
> <
> <
> <
> <
> <
> MAGIC ITEM: Attuned
> <
> <
> <
> <
> <
> <
> <
> MAGIC ITEM: Attuned
> <
> <
SUBTOTAL SUBTOTAL

EXTRA EQUIPMENT

> MAGIC ITEM: Attuned

OTHER HOLDINGS MAGIC ITEMS


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.97 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - [email protected]
Male 214 Small 3'2" 70lb
Grix
GENDER AGE SIZE HEIGHT WEIGHT

Neutral Evil Baal None Amber Green


ALIGNMENT FAITH HAIR EYES SKIN
CHARACTER NAME

Stor Greycastle
An elderly human sannish dealer in Baldur's Gate, Stor ORGANIZATION
has done business with Grix since he was still a young The Blessed of Baal
man. He values him as a reliable customer, and has
hired him as an assassin and thief a time or so before.
Such as in the beginning of his career, when he payed
him to kill Aron Dav, his competition, that stewed a
lasting generational rivalry.

Olma Hornraven
An old crone in Baldur's Gate that's aged out of her
use as a prostitute and changed her trade into that of
an information broker with the contacts she'd
rendered over the years. An unscrupulous and violent
sort, she's one of the few not afraid of doing business
with cunning goblins. "I've slept with worse looking, SYMBOL

after all." Grix is enslaved to Baal by his unlife, his position


among the living a purchased thing with payments
still do. Despite his lack of enthusiasm, he's bound in a
way to his followers and worshipers.
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

Quick and mean flesh wrapped in green skin tinted Born in the year 1272, Grix has long forgotten his birth of crawling out of the gutted corpse of his mother in
blue forms the agile yet stocky figure of Grix the the sewers of Baldur's Gate. A mysterious goblin different for reasons unknown to him from the rest of his
goblin. A hooked nose and heavy chin define his kind, he bears a personality more cunning and intelligent than other goblins of Faern. Whether he's
ever-scowling face, with beady amber eyes a focus. comfortable with killing those of his kind comes from this difference or his psychopathy is as unclear as the
The gaze therein reveals almost instantly and origin of his parents.
intelligence and ruthless cunning not found in other's
of his kind. His lips and fingernail beds are dyed blue, He made his home in the dark nooks and cranny's of the city, living like the rats he hunted. "But I am a rat of
telling of his taste for Sannish. another kind," he'd tell himself, like a mantra after every meal. A cunning and ruthless surviver, Grix found
himself to not only outwit his counterparts, but to also out-age them, his life dragging on for nearly two
centuries of a wretched and vile existence that only built his bitter hatred for anything bright and contrary to
his dark view of the world.
APPEARANCE
Over time the occasional murder ceased to satisfy, and Grix began to satiate desires for greed and euphoria.
The theft of coin led to want of a place to spend it, and not every shopkeep will take goblin coin. The nefarious
Wretched LIFESTYLE DAILY PRICE denizens of the underworld will, however, and a quick trade of euphoria for stolen coin by way of narcotic led
to a hard addiction to sannish when the drug first began to enter the markets. His lips turned blue, and after a
century of use the drug left it's mark beneath his fingernails, and then adding a slight blue hue to his green
Ugruk the Defiler skin.
Grix's slayer. Ugruk finds Grix an especially offensive
Goblin, as he's the only one that's made an attempt Grix's biggest take was suppose to be a chest of gold too big for him to carry being hauled around on the
to steal his own personal chest full of gold. backs of several other Goblin slaves by a massive grey orc named Ugruk the Defiler. He is a vile war band
leader that leads his army to roam between The Cloud Peaks and The Spine of the World. Grix infiltrated his
The Flaming Fists goblin slaves killing one of the chest-bearers to take their place. At an opportune moment, he attempted to
Grix is a fan of murder, and he's not left every corpse make off with the chest bursting full of gold through an elaborate plan, but found himself a corpse instead.
behind without witnesses.
He expected death to be a cold black nothing, a simple ceasing of existence, but it seems even visceral death
Gasan Dav wouldn't end his lengthy wretched life. Baal offered him a deal: a renewed lease on life, in exchange for
A small time criminal leader in Baldur's Gate, Gasan
Dav has a rivalry with Grix, just as his father did Before he takes on that task, however, he wants to find his old trusty dagger, the pig-sticker. Ugruk has long
before them. Gasan himself wasn't alive for the start ago left Baldur's Gate, and if he's of the belief that if The Pig Sticker is anywhere, it'll be in the hands of that
of the bad blood--it originated with Grix's murder of stack of muscle and nerves.
his grandfather, but his terrorism didn't end there.

ENEMIES CHARACTER HISTORY


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.97 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - [email protected]
Notes Page Options

NOTES NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.97 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - [email protected]
PLAYER REFERENCE
LINE

Point of Origin CONE CUBE SPHERE CYLINDER


AREA OF EFFECT

ATTACK (action) HIDE (action) BLINDED


Make one melee or ranged attack with a weapon, or Hide from those that cant perceive you. Your Dex Fail checks involving sight. LEVEL EFFECT (cumulative)
multiple attacks with the Extra Attack class feature. (Stealth) check is the DC for anybodys Wis (Perception) Attacks have disadvantage. 1 Disadvantage on ability checks
(See the Attack Action section below.) check to discover you. Enemy attacks have advantage. 2 Speed halved
CAST A SPELL (casting time of the spell) OVERRUN (action or bonus action) (DMG 272) CHARMED 3 Disadvantage on attacks / saves
Effect depends on the spell being cast. Move through hostiles space once by winning opposing Cant harm/attack charmer. 4 Hit Point maximum halved
DASH (action) Str (Athletics) check. Advantage if you are larger or Charmer has advantage on 5 Speed reduced to 0
Gain your speed as extra movement for this turn. disadvantage if you are smaller than the opponent. ability checks to interact socially. 6 Death
READY (action) DEAFENED EXHAUSTION (PHB 291)
DISENGAGE (action)
Your movement doesnt provoke opportunity attacks for Choose an action that you will take in response to a set Fail checks involving hearing.
the rest of the turn. trigger. Taking the action uses your reaction. Readying a FRIGHTENED
DODGE (action)
spell requires concentration and expends the spell slot. Disadvantage to checks/attacks while the source of fear is in sight.
Attack rolls from attackers you can see have disadvantage SEARCH (action) Cant willingly move closer to the source of fear.
and you have advantage on Dex saving throws until the Search for something, possibly with a Wis (Perception) GRAPPLED
start of your next turn, until you become incapacitated or or Int (Investigation) check. Speed 0, regardless of bonus. Ends when grappler is incapacitated or when
your speed drops to 0. TUMBLE (action or bonus action) (DMG 272) moved out of grapplers reach by an effect.
ESCAPE (action) Move through hostiles space once by winning opposing INCAPACITATED
Escape a grapple by winning a Str (Athletics) or Dex Dex (Acrobatics) check. Cant take actions or reactions.
(Acrobatics) check vs. grapplers Str (Athletics) check. USE OBJECT (action) INVISIBLE
HELP (action) You can interact with an object once per turn for free. A Cant be seen (normally), but still make noise and tracks.
Give an ally advantage on next ability check or attack roll second interaction and special cases take an action to Attacks have advantage. Enemy attacks have disadvantage.
vs. an opponent within 5 ft of you, if done before the complete (e.g. draw a second weapon, equip a shield, PARALYZED
start of your next turn. drink a potion, retrieve an item from a backpack). Incapacitated. Cant move or speak. Fail Str and Dex saving throws.
COMBAT ACTIONS (PHB 192) Enemy attacks have advantage. Enemy attacks within 5 ft are critical hits.
PETRIFIED
Incapacitated. Cant move or speak. Unaware of surroundings. Resistance
MELEE ATTACK (one attack) to all damage. Immune to poison / disease. Fail Str and Dex saving throws.
Normal attack on target within 5 ft. If attacking with a light HALF +2 AC and Dex saving throws Enemy attacks have advantage. Stop aging. Weight increases by factor 10.
melee weapon in one hand, allowed to make an attack with a 3/4 +5 AC and Dex saving throws POISONED
light melee weapon in other hand as a bonus action, see Two- TOTAL Cant be targeted directly by attack or spell Disadvantage on attack rolls and ability checks.
Weapon Fighting. If either weapon has the thrown property, it COVER (PHB 196) PRONE
may be thrown as part of this action. Crawl (at speed) or stand up (costs speed). Attacks have disadvantage.
RANGED ATTACK (one attack) Enemy attacks have advantage within 5 ft and disadvantage if further away.
Normal attack if up to normal range (first number). Disadvantage on the attack if up to long range (second number).
RESTRAINED
Disadvantage on the attack if a hostile that is not incapacitated is within 5 ft and can see the attacker. Speed 0, regardless of bonus. Disadvantage on Dex saving throws.
TWO-WEAPON FIGHTING (bonus action with attack action) Attacks have disadvantage. Enemy attacks have advantage.
If making an attack with a light melee weapon in one hand, allowed to make an attack with a light melee weapon in
STUNNED
other hand as a bonus action. This off-hand attack cant add a positive ability score modifier to the damage roll. If the Incapacitated. Cant move. Can speak only falteringly.
weapon has the thrown property, it may be thrown as part of this action. Fail Str and Dex saving throws. Enemy attacks have advantage.
DISARM (instead of one attack) (DMG 271)
UNCONSCIOUS
Knock an item from grasp by winning weapon attack roll vs. opponents Str (Athletics) or Dex (Acrobatics) check. Incapacitated. Cant move or speak. Unaware of surroundings.
Disadvantage on the weapon attack roll if the item is being held with two or more hands. Larger opponents have Drop everything. Fail Str and Dex saving throws.
advantage and smaller have disadvantage. Enemy attacks have advantage. Enemy attacks within 5 ft are critical hits.
GRAPPLE (instead of one attack)
With a free hand, give the grappled condition to an opponent that is within reach and up to one size larger than you CONDITIONS (PHB 290)

by winning Str (Athletics) check vs. opponents Str (Athletics) or Dex (Acrobatics) check.
MARK (with melee attack) (DMG 271)
LIGHTLY OBSCURED (dim light) Disadvantage on sight Perception checks
With a melee attack you can mark the target of that attack. The next opportunity attack against the marked target
HEAVILY OBSCURED (darkness) Effectively blinded (see conditions)
before the end of your next turn has advantage and doesnt cost you your reaction.
BLINDSIGHT Out to range, perceive without sight.
SHOVE (instead of one attack)
DARKVISION Out to range, treat dim light as bright light. Cant see colors.
Move opponent 5 ft or make prone by winning opposing Str (Athletics) check. Disadvantage if trying to move the
opponent to a side rather than to directly away from you. TRUESIGHT Out to range, perceive everything regardless of (magical) darkness,
invisibility, illusions, shapechanging, or etherealness.
ATTACK ACTION (PHB 195) LIGHT & VISION (PHB 183)

MOVE (limited by movement speed) FORCED MARCH


You can move your movement speed every turn. You can break up your Marching more than 8 hours per day requires a Con PACE MINUTE HOUR DAY EFFECT
movement between actions. You can switch back and forth between different saving throw at DC 10 + 1 per additional hour, at the Fast 400 feet 4 miles 30 miles -5 passive Perception
types (e.g. from flying to walking), by subtracting the distance already moved end of each additional hour. If failed, suffer one level Normal 300 feet 3 miles 24 miles
from the new speed. of exhaustion (see conditions). Slow 200 feet 2 miles 18 miles Able to use stealth
You can freely move through a nonhostiles space, and through a hostiles FOOD (one pound per day) TRAVEL PACE (PHB 182)
space if it is two sizes larger or smaller than you. Another creatures space Go without food for 3 + Con modifier of consecutive
counts as difficult terrain. days (1 day minimum). At the end of each day beyond that, suffer one level of exhaustion (see conditions).
CLIMB / SWIM (at speed) WATER (one gallon per day)
May involve a Str (Athletics) check if the climb / swim is difficult. If only half a gallon is consumed, DC 15 Con saving throw at end of day. If failed or consumed less than half, suffer
CRAWL (at speed) one level of exhaustion, or two levels of exhaustion if currently already exhausted (see conditions).
Crawl while prone (see conditions). Dropping prone costs no movement speed. FALLING
DIFFICULT TERRAIN (at speed) 1d6 bludgeoning damage per 10 feet fallen, to a maximum of 20d6. End prone if taken any damage from the fall.
Moving through difficult terrain costs twice as much speed. Another creatures SUFFOCATING
space counts as difficult terrain. Hold breath for 1 + Con modifier in minutes (30 seconds minimum). After that, survive for Con modifier in
JUMP rounds, after which drop to 0 hit points and dying.
After moving at least 10 feet on foot, you can jump your Str score in feet straight SHORT REST
forward, or 3 + your Str modifier in feet up. The jump distance is halved when A short rest takes 1 hour of doing nothing too strenuous. At the end of the rest, spend hit dice to regain hit points.
performing a standing jump. LONG REST
STAND UP (costs speed) A long rest takes 8 hours with nothing too strenuous for more than 1 hour of that. Regain all hit points and half hit
Standing up from being prone costs half your movement speed for this turn. dice at end. If food and water are consumed, reduce exhaustion level by 1. Maximum of 1 long rest per 24 hours.
MOVEMENT (PHB 182) ENVIRONMENT (PHB 183)
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.97 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - [email protected]

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