-1 | Strength |
+5 | Dexterity |
+2 | Constitution |
+3 | Intelligence |
+0 | Wisdom |
+2 | Charisma |
+7 | Acrobatics |
+0 | Animal Handling |
+1 | Arcana |
-1 | Athletics |
+4 | Deception |
+1 | History |
+0 | Insight |
+2 | Intimidation |
+3 | Investigation |
+0 | Medicine |
+1 | Nature |
+0 | Perception |
+2 | Performance |
+6 | Persuasion |
+1 | Religion |
+5 | Sleight of Hands |
+5 | Stealth |
+0 | Survival |
Short Sword | 1d20+5 | 1d6+3 |
---|---|---|
Hand Crossbow | 1d20+5 | 1d6+3 |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
Adventuring Gear Common
Category: Items Save: Dexterity Target: Each creature in a 10-foot square centered on a point within range As an action, you can spill these tiny metal balls from their pouch to cover a level, square area that is 10 feet on a side. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn’t need to make the save.
Weight: 2 lb
SRD
Adventuring Gear Common
Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.
Cost: 1 sp Weight: 1 lb
DnD 5e SRD SRD
Ranged Weapon Ammunition, Light, Loading Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial | 1d6 | Piercing | 30/120 ft | Ammunition, Light, Loading |
Cost: 75 gp Weight: 3 lb
DnD 5e SRD SRD
Melee Weapon Finesse, Light Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial | 1d6 | Piercing | Finesse, Light |
Cost: 10 gp Weight: 2 lb
DnD 5e SRD SRD
Melee Weapon Finesse, Light, Thrown Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Simple | 1d4 | Piercing | 20/60 ft | Finesse, Light, Thrown |
Cost: 2 gp Weight: 1 lb
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Ability Score Increase:
Your Dexterity score increases by 2, and your Constitution score increases by 1.
Age:
Goblins reach adulthood at age 8 and live up to 60 years.
Alignment
Goblins are typically neutral, though they also posses a mischievous streak.
Size:
Goblins average about 3.5 feet tall and weigh between 40 and 80 pounds. Your size is Small.
Speed:
Your base walking speed is 30 feet.
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. You can't discern color in darkness, only shades of gray.
Fury of the Small:
When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.
Nimble Escape:
You can take the Disengage or Hide action as a bonus action on each of your turns.
Languages. You can speak, read, and write goblin and one additional language of your choice.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.