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Basics
Name:
Heydat Snotyers
Hit Points:
89
Armor Class:
16
Initiative Bonus:
7
SpellCasting Ability:
Spell Save DC:
Spell Attack Bonus:
Weight Carried:
Encumbered:
Push Drag Lift:
Total Hit Dice:
Race:
Goblin
Proficiency Bonus:
4
Class:Rogue(12)
Appearance
Abilities
Name
Value
Mod
  • Strength:
    0
    0
  • Dexterity:
    5
    0
  • Constitution:
    2
    0
  • Intelligence:
    1
    0
  • Wisdom:
    2
    0
  • Charisma:
    2
    0

Description
Equipment

  • Crossbow, Hand (1)

  • Rope, hempen [50 feet] (1)

  • Flask (1)

  • Book (1)

  • Tinderbox (1)

  • Sack (2)

  • Hourglass (1)

  • Ink pen (1)

  • Mirror, Steel (1)

  • Rations [1 day] (10)

  • Thieves' Tools (1)

  • Torch (10)

  • Backpack (1)

  • Bottle, Glass (3)

  • Breastplate (1)

  • Block of Incense (2)

  • Crossbow bolts (20)

  • Sealing Wax (1)

  • Small Knife (1)

  • Soap (1)

  • String (1)

  • Vial (4)

  • Waterskin (1)

  • Flame Tongue Shortsword (1)

  • Cloak of the Manta Ray (1)

  • Rock of Healing (1)

  • Gloves of Thievery (1)

  • Lock (1)

  • Pouch (2)
Combat

Melee

Attack Area of Effect Mod Dmg
Flame Tongue Sword 9 1d6+5
Flame Tongue Sword (Ignited) 9 3d6+5

Ranged

Attack Area of Effect Mod Dmg
Hand Crossbow 9 1d6+5
Currency

  • Gold (10)
Spells & Powers

  • Cure Wounds
Proficiencies

  • [Tools] Tinker

  • [Tools] Thief

  • [Language] Goblin

  • [Language] Common

  • [Kit] Disguise

  • [Language] Thieves' Cant
Senses
Bonds, Flaws and Ideals

Bonds:

Flaws:

Ideals:

Skills
Prof
Mod
Name
Bonus
  • Acrobatics
    9
  • Animal Handling
    2
  • Arcana
    1
  • Athletics
    8
  • Deception
    2
  • History
    1
  • Insight
    2
  • Intimidation
    2
  • Investigation
    9
  • Medicine
    2
  • Nature
    1
  • Perception
    2
  • Performance
    2
  • Persuasion
    10
  • Religion
    1
  • Sleight of Hand
    18
  • Stealth
    9
  • Survival
    2
Combat Statistics
  • Battles Fought: 2
  • Total Damage Done: 27
  • Total Healing Done: 0
  • Times Knocked Out: 0
  • Kills: 0
Feats

Moderately Armored - PHB, pg. 168 Increase your Strength or DEX score by 1. You gain proficiency with medium armor and shields.

Racial Traits

Darkvision - VGtM You can see in darkness (shades of gray) up to 60 ft.

Fury of the Small - VGtM Once per short rest, you can deal 12 extra damage to a creature with a size larger than yours.

Nimble Escape - VGtM You can take the Disengage or Hide action as a bonus action on each of your turns.

Archetype - Swashbuckler

Fancy Footwork - SCAG, pg. 47 During your turn, if you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn.

Rakish Audacity - SCAG, pg. 47 You add your CHA modifier (+2) to your initiative rolls. You don’t need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 ft. of it, no other creatures are within 5 ft. of you, and you don’t have disadvantage on the attack roll.

Uncanny Dodge - PHB, pg. 96 When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Evasion - PHB, pg. 96 When you are subjected to an effect that allows you to make a DEX saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Panache - SCAG, pg. 47 As an action, you can make a Persuasion check contested by a creature’s Insight check. On success, a hostile creature has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you for 1 minute, or until one of your allies engages it or it gets more than 60 ft. from you. If it isn't hostile, it is charmed by you for 1 minute.

Reliable Talent - PHB, pg. 96 Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.