A short, stout goblin with a massive warhammer. Ranger (Hunter)/Rogue (Thief)

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Basics
Name:
Wadhington
Hit Points:
57
Armor Class:
15
Initiative Bonus:
2
SpellCasting Ability:
Spell Save DC:
Spell Attack Bonus:
Weight Carried:
Encumbered:
Push Drag Lift:
Total Hit Dice:
Race:
Goblin
Proficiency Bonus:
3
Class:Warlock(3)
Class:Ranger(5)
Appearance
Abilities
Name
Value
Mod
  • Strength:
    12
    0
  • Dexterity:
    14
    0
  • Constitution:
    13
    0
  • Intelligence:
    14
    0
  • Wisdom:
    16
    0
  • Charisma:
    16
    0

Dressed like a true gentleman

Description

A well dressed goblin wielding a large warhammer. He hates to get dirty but somehow always finds himself surrounded by mud and dirt.

Equipment

  • Studded Leather Armor (1)

  • Shield (1)

  • Rope, hempen [50 feet] (1)

  • Cook's Utensils (1)

  • Warhammer (1)

  • Net (1)
Combat

Melee

Attack Area of Effect Mod Dmg
Warhammer +4 1d10+1

Ranged

Attack Area of Effect Mod Dmg
Net +5 0
Currency
Spells & Powers

  • Rocket Boots (Jump)

  • Speed Boost (Zephyr's Strike)

  • Static Field (Ensnaring Strike)

  • Utility Goggles (Hunter's Mark)

  • Cloaking Device (Pass without Trace)

  • Sound Dampener (Silence)

  • Prestidigitation

  • Lightning Lure

  • Armor Of Agathys

  • Protection from Evil and Good

  • Spider Climb

  • Mirror Image
Proficiencies

  • [Language] Common

  • [Language] Infernal
Senses
Bonds, Flaws and Ideals

Bonds:

Flaws:

Ideals:

Skills
Prof
Mod
Name
Bonus
  • Athletics
    1
  • Acrobatics
    2
  • Sleight of Hand
    2
  • Stealth
    2
  • Arcana
    2
  • History
    5
  • Investigation
    5
  • Nature
    2
  • Religion
    2
  • Animal Handling
    3
  • Insight
    6
  • Medicine
    3
  • Perception
    6
  • Survival
    3
  • Deception
    3
  • Intimidation
    3
  • Performance
    3
  • Persuasion
    6
Invocations
  • Eldritch Sight: You can cast Detect Magic at will, without expending a spell slot.

  • Devil's Sight: You can see normally in Darkness, both magical and nonmagical, to a distance of 120 feet.

Combat Tactics
  • Disengage, or hide [Bonus Action]
  • Jump [Action/Move]
    • Run 10' + jump 12' (36' w/ boots)
    • Jump 6' (18' w/ boots)
    • Jump 4' high (12' w/ boots)
  • Hammer strike [Attack Action]
    • Two attacks at 1d10 +1
    • Add fury of the small once/long rest (+8 hp dmg)
    • Extra 1d8 to a wounded target
    • Utility Goggles [bonus action] adds 1d6 dmg
  • Throw Net [Attack Action]
Features

Goblin Features:

  • Within 60 feet of you, treat dim light as bright, darkness as dim light
  • You can deal your level extra damage with a spell or attack to a creature larger than you (1/rest)
  • As a bonus action, you can hide or disengage

Noble Feature:

  • You can secure an audience with a local noble

Ranger Features:

  • Gain advantage on survival and Int checks concerning your chosen creature type, and you know a language spoken by those creatures (Infernal)
  • Gain advantage on Wis and Int checks concerning your chosen terrain, and bonuses while traveling through that terrain (Swamp)
  • Fighting Style - Defense: +1 to AC while wearing armor
  • You can sacrifice a spell slot as an action to determine if certain creature types are within 1 mile (6 miles if favored terrain) (see rules)
  • Wounded Prey - You deal 1d8 extra damage vs injured creatures 1/turn
  • You can make two attacks on your turn

Warlock Features

  • Fey presence: intimidate or charm once per long rest
  • Pact of the blade: You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.