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Krikka Brassbutton - AI-generated fantasy Character

Krikka Brassbutton

Goblin · Rogue (Thief) · Level 9 · Criminal

Krikka Brassbutton

Krikka is quick-witted, intensely curious, and generous toward anyone being pushed around by someone stronger.
AC13
HP48/48
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 13 · HP 48 · 30 ft.
AlignmentChaotic GoodGenderFemaleAge34 years
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • AthleticsSTR
  • DeceptionCHA
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • PerceptionWIS
  • PersuasionCHA
  • Sleight of HandDEX
  • StealthDEX

Armor

Light armor

Weapons

Simple weapons,
Martial weapons with the Finesse or Light property,
Dagger,
Shortsword,
Shortbow,
Longsword,
Rapier,
Scimitar,
Hand Crossbow,
Whip

Tools

Thieves' Tools,
Gaming Set

Languages

Common,
Goblin,
Undercommon,
Thieves' Cant

Features

24 features

Bonus action

  • Cunning ActionLevel 2

    When Your turn.

    As a Bonus Action, Dash, Disengage, or Hide.

  • Steady AimLevel 3

    When Your turn, before making an attack.

    As a Bonus Action, gain Advantage on your next attack this turn if you have not moved. Your Speed becomes 0 afterward.

  • Fast HandsLevel 3

    When Your turn.

    As a Bonus Action, pick a lock, disarm a trap, pick a pocket, take the Utilize action, or use a magic item with the Magic action.

  • Nimble EscapeGoblinYou can take the Disengage or Hide action as a Bonus Action.

Reaction

  • Uncanny DodgeLevel 5

    When A creature hits you with an attack roll.

    When hit by an attack, use your Reaction to halve the attack's damage.

Always on

  • Sneak AttackLevel 1

    When Once per turn when you hit with Advantage, or when an ally is within 5 feet of the target and you do not have Disadvantage.

    When you hit a qualifying target with a Finesse or Ranged weapon, deal an extra 5d6 damage once per turn.

  • Cunning StrikeLevel 5

    When When you deal Sneak Attack damage.

    Forgo 1d6 of Sneak Attack damage to force a Constitution save against Poisoned, a Strength or Dexterity save to knock the target Prone, or move without provoking Opportunity Attacks.

  • Stealth Attack

    When When you deal Sneak Attack damage while hidden.

    Forgo 1d6 of Sneak Attack damage to remain hidden after attacking, provided you end the turn with suitable cover or concealment.

  • Reliable TalentLevel 7

    When A proficient skill or tool check.

    When you make a proficient skill or tool check and roll 9 or lower on the d20, treat the roll as a 10.

  • ExpertiseLevel 1

    You gain Expertise in two proficient skills or tools. Krikka has Expertise in Stealth and Thieves' Tools, doubling her proficiency bonus for checks using them.

  • Thieves' CantLevel 1

    You know the secret language of rogues and criminal networks. You also know one additional language, Undercommon.

  • Weapon MasteryLevel 1

    You can use the mastery properties of two proficient weapon types. Krikka uses Dagger and Shortbow mastery.

  • Rogue Subclass: ThiefLevel 3

    You gain the Thief subclass. Its features are listed below.

  • Second-Story WorkLevel 3

    You gain a Climb Speed equal to your Speed, and you can use Dexterity instead of Strength when determining your jump distance.

  • Ability Score ImprovementLevel 4

    You gain an Ability Score Improvement or another feat for which you qualify. Krikka increases her Strength from 15 to 16.

  • ExpertiseLevel 6

    You gain Expertise in two additional proficient skills or tools. Krikka has Expertise in Deception and Perception.

  • EvasionLevel 7

    When you make a Dexterity saving throw against an effect that allows half damage on a success, you take no damage on a success and half damage on a failure.

  • Ability Score ImprovementLevel 8

    You gain another Ability Score Improvement or feat. Krikka takes the Alert feat from her training and improves her Dexterity from 14 to 15.

  • Supreme SneakLevel 9

    You gain the Stealth Attack Cunning Strike option. When you deal Sneak Attack damage, you can forgo 1d6 of the extra damage to remain hidden after the attack if you end the turn with the necessary cover or concealment.

  • GoblinoidGoblinYou are a Humanoid with the Goblinoid creature type.
  • DarkvisionGoblinYou can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light, though darkness appears as shades of gray.
  • Fey AncestryGoblinYou have Advantage on saving throws you make to avoid or end the Charmed condition.
  • Fury of the SmallGoblinWhen you damage a creature larger than you, you can deal extra damage equal to your proficiency bonus. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a Long Rest.
  • Criminal ContactCriminal

    You have a reliable and discreet contact within the criminal underworld. You know how to communicate with this contact through coded messages, dead drops, or intermediaries, and your contact can provide information about local criminal activity, rumors, or opportunities, subject to the DM's discretion.

Gear

12 items

Weapons

  • 2×
    Dagger
    A light Finesse weapon suitable for close combat and throwing.
  • Shortsword
    A Finesse martial weapon with a short, leaf-shaped blade.
  • Shortbow
    A ranged weapon with a quiver and ammunition.

Armor

  • Leather Armor
    Light armor made from dark, supple leather.

Tools

  • Thieves' Tools
    Tools for picking locks and disarming traps.

Gear

  • 20×
    Arrows
    Arrows for the shortbow.
  • Quiver
    A quiver used to carry arrows.
  • Burglar's Pack
    A pack containing common burglary and adventuring supplies.
  • Crowbar
    A sturdy iron bar useful for forcing doors and containers.
  • Gaming Set
    A small set of loaded dice used for gambling and coded communication.
  • Common Clothes
    Dark common clothing suitable for blending into alleys and crowds.

Purse

  • 8×
    Gold Pieces
    Loose coin kept for bribes, food, and emergency expenses.

Appearance

Krikka is a wiry, broad-shouldered goblin woman with moss-green skin, large amber eyes, and a crooked lower tusk capped in brass. Her black hair is shaved on one side and gathered into a short braid decorated with stolen buttons. She wears well-maintained leather armor beneath a soot-darkened burgundy coat, with a red scarf wrapped around her neck and fingerless gloves concealing several lockpicks. Her movements are compact, sudden, and remarkably quiet.

Mannerisms

Krikka constantly checks exits, windows, and unattended pockets without seeming to look. She taps her brass-capped tusk when thinking, whistles the first three notes of a children's street song before attempting a dangerous theft, and addresses locked doors as if they are stubborn old acquaintances.

Personality

Krikka is quick-witted, intensely curious, and generous toward anyone being pushed around by someone stronger. She treats every conversation like a negotiation and every room like a puzzle. She is fearless in motion but deeply uncomfortable with stillness, silence, and sincere praise.

Ideals

Freedom. No one should be owned, caged, or crushed beneath laws written to protect the powerful. If a rule exists only to keep people powerless, breaking it is a form of mercy.

Bonds

I carry the brass-capped button taken from my first major burglary. It belongs to my missing brother, and I will not rest until I find out whether he is alive.

Flaws

I cannot resist proving that I can steal something, even when leaving it alone would be wiser. I also assume every authority figure is corrupt until they demonstrate otherwise, and sometimes I keep believing it after they do.

Quirks

Names every important lock before opening it.
Keeps stolen buttons as trophies and emergency good-luck charms.
Cannot sleep unless she has counted every visible exit.
Leaves a tiny painted wooden button at jobs that expose corrupt people.
Offers coins to crows because she believes they remember faces.

Background

Krikka was born beneath the streets of a crowded river city, where her goblin family survived by repairing carts, scavenging scrap, and occasionally taking what wealthy merchants forgot to guard. She learned early that locks were only puzzles, guards were only people, and the difference between stealing and redistribution depended almost entirely on who was telling the story. Her first serious burglary was meant to buy medicine for her younger brother. Instead, she discovered a ledger proving that a respected magistrate was selling prisoners to a secret labor ring. Krikka exposed the ledger, but the magistrate's allies framed her family for the theft and forced them into hiding. She spent years as a burglar, courier, and occasional enforcer for criminal networks, always skimming enough from corrupt clients to help people trapped beneath them. Her reputation grew after she robbed a noble's vault without harming a single servant, leaving behind a painted wooden button as her signature. Now she travels with adventurers because dungeons contain the sort of secrets that can topple tyrants, and because she is determined to find the magistrate who ruined her family before he dies comfortably in a silk bed.

“Her first serious burglary was meant to buy medicine for her younger brother.”
From their backstory
Background
Criminal

Connections

Species

Goblin

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