Race: Dwindor Goblin
Class: Fighter (Champion)
HD: 10,6,6 +6
Essence [ ]
Sanity 11 [+0]
Strength 8 [-1]
Intelligence 12 [+1]
Wisdom 12 [+1]
Dexterity 18 [+4]
Constitution 14 [+2]
Charisma 12 [+1]
Skills: Athletics, Perception, Survival, Stealth
Lores: Dwindor Swamp +2, Orrish History +2
Tools: Harp
Weapon: Martial, Simple, Spears and Darts.
Armor: All + shields
Saves: Strength, Constitution
Communication: Fluent: Spoken and Literate Orrish, spoken Gladnorean, Rudimentary: Literate Gladnorean, Spoken and literate Mercat, Druidsign.
Blessings of Dark Pranin: Druids and Rangers have the DC of their saves against the Sun-Bane reduced by 10 and suffer half damage the first round, and their eyes do not glow. This blessing is given and can be removed by a rite performed by the druids themselves.
Emphasis on Obfuscation: If the character takes the Stealth skill, they automatically gain Expertise in it.
Emissary Training: Goblins with a Charisma of 12+ and Intelligence of 12+ are chosen for emissary training; This gives them fluent literacy in Orrish, rudimentary literacy in Gladnorean, speaking Mercat, the ability to recognize Druidsign, and can be Dark Pranin Rangers.
Sunlight Sensitivity. You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight.
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 of each of your turns.
Second Wind: You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level (8). Once you use this feature, you must finish a short or long rest before you can use it again.
Dueling Fighting Style: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Action Surge: Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
Champion Archetype
-Solid Blows: The Champion, each time they gain an Expanded Critical increase, can either take 1 point of critical range, or gain +1 on their Attack (which effectively adds to the ability to score a Major Hit more often). Critical Range was chosen at 3rd level.
-Damaging Blows: At third level, the Champion deals an additional d4(2) damage on every hit. At 10th level, the Champion deals an extra d6(3) damage on every hit. [Inspired by the Brute UA Archetype option.]
-Physical Regimen: This enhances the Remarkable Athlete powers at 7th level. The character also gains the Physical Regimen feature for no Character Point cost.
Created on: 6-25-2024/ Created by: Arabus Grenier
Campaign: Dunstrand Rising / Goodwill Goblin Hunting/ CY 9167 campaign year
> using DnD 5e + i20 standard
Background: See Character Creation – Goodwill Goblin Hunting… Outlander