Gobig Character in Verum | World Anvil

Gobig

Herbalist, Cook, Theif

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Gobig

Goblin Race
Dolten/The Skittering Origin
Monk 2 2/0 Class & Level
Chaotic Neutral Alignment
Gazenerock Deity
Factionless Faction
None Rank/Position
0 Loyalty
None Company

Strength 10
+0
Dexterity 18
+4
constitution 12
+1
intelligence 14
+2
wisdom 12
+1
charisma 15
+2
Total Hit Dice 1d8
Hit Die
1d1d8+1
+2 proficiency bonus
+0 Strength
+0 Dexterity
+0 Constitution
+0 Intelligence
+0 Wisdom
+0 Charisma
saving throws
+4 Acrobatics
+3 Animal Handling
+2 Arcana
+0 Athletics
+2 Deception
+2 History
+1 Insight
+2 Intimidation
+2 Investigation
+3 Martial
+1 Medicine
+2 Nature
+3 Perception
+2 Performance
+2 Persuasion
+4 Religion
+4 Sleight of Hands
+4 Stealth
+1 Survival
skills

 
1
MV
0
Prestige
1
Attunement Slots
15
Armor Class
15
Hit Points
+4
Initiative
30 ft.
Speed
WeaponAttackDamage
Dagger 1d20+4+2 1d4+0+4
Unarmed StrikeAttackDamage
Unarmed Strike 1d20+4+2 1d4+0+4
Attacks
Herbalism kit, Cook's utensile's, simple weapons, shortsword, weaving tools.
Proficiences
800 gp, Dungeoneer's Pack, Sickle, Dagger, (9+1) darts.
Equipment
Factionless
Faction
Mad Man
Stat Array
Unarmored Defense
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Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Martial Arts
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Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property.

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield.

You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.
Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). (from 5e/ The Player's Hand Book)

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 Common and Goblin.

Source: ERLW, page 26

Having lived in fear, Doltenians are much harder to scare. You gain a +3 bonus to saving throws vs. Fear effects.

A Doltenian has a strong mind. +1 Wisdom

Darkness lives within a Doltenian's soul. This taint marks them and empowers them. Each of the sub origins presents a +1 to an ability score but also a burden the character must carry.

You start your career with 800 additional gold.

You gain proficiency in the Perception skill, and with Weaver's Tools.

You gain a +1 bonus to your Dexterity score. (Verum)


Ki
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Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.

You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.

When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.

Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Ki save DC = 8 + your proficiency bonus + your Wisdom modifier
Flurry of Blows
Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.

Patient Defense
You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

Step of the Wind
You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

Unarmored Movement
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Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
Class/Racial Features & Traits