
Anufed Goblin: Ben
Size: Small
Age:22 Height:3’4″ Weight:50lbs
Str14 +2
Con:14 +2
Dex:20 +5
Int:17+3
Wis:17 +3
Cha:14 +2
Base AC: 24
Hitpoints:40 Movement 60
Fortitude Save: +10 Passive Insight:+13
Reflex Save: +13 Passive perception: +13
Willpower Save: +11 Initiative: +5
Languages: Goblin and Common
Attacks: 2 attacks per round Halberd 1d10+5 (+8 to hit)
Unarmed attacks are 1d6+5 with a +5 to hit.
Racial Abilities:
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 that is larger than you, you can deal extra 2d6 damage once per short or long rest at 5th level.
Nimble Escape: You can take the Disengage or Hide action as a bonus action on each of your turns.
Monk Class Abilities (Levels 6)
- Unarmored Defense
- While not wearing armor or wielding a shield, your AC equals 10 + Dexterity modifier + Wisdom modifier. This provides a higher AC than typical for characters who rely on armor.
- Martial Arts
- You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
- You can make an unarmed strike as a bonus action after taking the Attack action (if you’re unarmed or wielding a monk weapon).
- Ki
- You gain the ability to use Ki points, which are fueled by your Ki energy (based on your level).
- At 6th level, you have 6 Ki points.
- You can spend Ki points to use the following abilities:
- Flurry of Blows: Spend 1 Ki point to make two unarmed strikes as a bonus action after taking the Attack action.
- Patient Defense: Spend 1 Ki point to take the Dodge action as a bonus action.
- Step of the Wind: Spend 1 Ki point to Dash or Disengage as a bonus action.
- Unarmored Movement (Level 2)
- Your speed increases by 10 feet while you are not wearing armor or wielding a shield.
- This bonus increases to 20 feet at 18th level.
- Deflect Missiles (Level 3)
- When a ranged weapon attack hits you, you can use your reaction to reduce the damage by 1d10 + Dexterity modifier + monk level (up to the maximum damage dealt by the weapon).
- If you reduce the damage to 0, you can catch the missile (if it is small enough to hold in one hand) and throw it back as part of your reaction. You can make a ranged attack with the missile, dealing normal damage.
- Stunning Strike (Level 5)
- When you hit a creature with a melee weapon attack, you can spend 1 Ki point to attempt to stun the target. The target must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier) or be stunned until the end of your next turn.
- Ki-Empowered Strikes (Level 6)
- Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
- Unarmored Movement (Advanced) (Level 6)
- At level 6, your Unarmored Movement bonus increases to +30 feet to your speed while not wearing armor or wielding a shield.
Path of the Viper
Serpent Style: allows use of polearms
Serpent Spring: You may leap double your normal amount when using a poleweapon, when using step of the wind your jump is tripled and you gain advantage on next attack.
Skills, Feats, and Proficiencies:
Polearm Master
You are a master of weapons that have reach, such as halberds, glaives, quarterstaffs, and spears.
- Increase your Strength or Dexterity score by 1, to a maximum of 20.
- You can use a polearm to make an attack with the opposite end as a bonus action. This is a melee weapon attack that deals 1d4 bludgeoning damage (use the same ability modifier as your primary attack).
- When a creature enters your reach, you can use your reaction to make a melee weapon attack against it. This also works with a polearm, allowing you to keep enemies at bay and make use of your reach.
Sentinel
You are a master of controlling the battlefield, locking down foes and keeping them from escaping your reach.
- When you hit a creature with an opportunity attack, its speed becomes 0 for the rest of the turn. This prevents enemies from fleeing or disengaging once you’ve struck them.
- Creatures provoke opportunity attacks from you even if they take the Disengage action. This lets you control movement in close combat, ensuring that enemies can’t simply back away from you safely.
- When a creature within 5 feet of you makes an attack against a target other than you, you can use your reaction to make a melee weapon attack against that creature. This can help you protect allies and punish enemies trying to take advantage of your teammates.
Background Soldier:
- Athletics +7
- Intimidation +7
- Stealth +11
- Acrobatics +11
- Thievery +7
Equipment.
Halberd of Giant Slaying
Damage: 1d10 slashing damage
Magic Weapon: This halberd is a magic weapon and grants a +1 bonus to attack and damage rolls made with it.
Giant Slayer: The halberd is especially effective against giants. When you hit a giant with the halberd, the weapon deals an additional 3d6 damage to the target. A giant is typically defined as any creature that has the Giant type, such as hill giants, fire giants, and storm giants, among others.
Ring of Protection +3
Bonus to AC: While wearing the Ring of Protection, you gain a +3 bonus to your Armor Class (AC). This improves your ability to avoid being hit by attacks.
Bonus to Saving Throws: The ring also grants a +3 bonus to all saving throws. This makes you more resilient to spells, poisons, traps, and other harmful effects.
Set of Gaming stones: goblin Game of throwing stones into the air while blindfolded and trying to hit the other players who are also blindfolded. Requires a judge to oversee. Person hit the fewest times or by the smallest stones wins. Known as Bruuka and rarely results in serious injury. Rarely.
Musical Instrument, small and portable likely obnoxiously noisy.