Krik Sootfinger
Krik Sootfinger
Sheet
AC 18 · HP 9 · 30 ft.Saving throws
Skills
- AthleticsSTR
- InsightWIS
- IntimidationCHA
- PersuasionCHA
- Sleight of HandDEX
- StealthDEX
Armor
Weapons
Tools
Languages
Features
13 featuresBonus action
- Nimble Escape
When On your turn
You can use a Bonus Action to Disengage or Hide.
- Lay On HandsLevel 1
You have a pool of healing power that replenishes when you finish a Long Rest. The pool restores a total of 5 Hit Points. As a Bonus Action, you can touch a creature and restore any number of Hit Points up to the amount remaining in the pool. You can instead expend 5 Hit Points from the pool to remove the Poisoned condition from the creature without restoring Hit Points.
- Nimble EscapeGoblinYou can take the Disengage or Hide action as a Bonus Action.
Always on
- Divine SenseLevel 1
You can sense the presence of Celestials, Fiends, and Undead within 60 feet of yourself. You know the type of any being detected, but not its identity. You also detect consecrated or desecrated places and objects. You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a Long Rest.
- SpellcastingLevel 1
You can cast prepared Paladin spells using Charisma as your spellcasting ability. You have two prepared 1st-level Paladin spells and two 1st-level spell slots. You can use a Holy Symbol as a spellcasting focus.
- Weapon MasteryLevel 1
You gain Weapon Mastery with two weapons with which you are proficient. Your chosen weapons are the Longsword and Javelin. You can change these choices whenever you finish a Long Rest.
- Creature TypeGoblinHumanoid.
- SizeGoblinSmall.
- SpeedGoblin30 feet.
- DarkvisionGoblinYou have Darkvision with a range of 60 feet.
- Fey AncestryGoblinYou have Advantage on saving throws you make to avoid or end the Charmed condition.
- Fury of the SmallGoblinWhen you deal damage to a creature with an attack or spell and that creature is 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, regaining all expended uses when you finish a Long Rest.
- Criminal ContactCriminal
You have cultivated a reliable network of contacts who can provide information about local criminals, fences, smugglers, and other underworld figures. The nature and reliability of these contacts depend on the circumstances of the campaign.
Spells
2 spellsSpellcasting. Krik Sootfinger casts with Charisma (spell save DC 9, to hit with spell attacks).
1st level (2 slots): ,
Gear
10 itemsWeapons
- LongswordMartial melee weapon, used with the Sap mastery property.
- 6×JavelinSimple melee or ranged weapon, used with the Slow mastery property.
Armor
- Chain MailHeavy armor that grants a base AC of 16.
- ShieldA shield bearing a crude golden key, granting +2 AC.
Tools
- Thieves' ToolsA set of tools for opening locks and disabling traps.
- Gaming SetA small set of marked cards used for gambling and cheating.
Gear
- Holy SymbolHoly symbol used as a spellcasting focus.
- Burglar's PackContains a backpack, 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days of rations, tinderbox, and a waterskin.
Purse
- 16×Gold PiecesStarting currency retained from the criminal background.
- 9×Gold PiecesAdditional currency from Paladin starting equipment.
Appearance
A wiry, small-framed goblin with moss-green skin, oversized amber eyes, and a crooked lower tusk. He wears battered chain mail beneath a patched red cloak, carries a shield painted with a crude golden key, and keeps his holy symbol hidden beneath his collar. His fingers are quick, scarred, and permanently stained with lock oil. A narrow strip of white cloth is tied around one ear as a reminder of the temple that gave him sanctuary.
Mannerisms
Krik constantly tests doors, buckles, and loose stones with one finger. He whispers short prayers to locks before opening them, mutters tactical observations under his breath, and salutes with two fingers pressed against his hidden holy symbol.
Personality
Suspicious, quick-witted, and fiercely protective of anyone smaller or weaker than himself. Krik speaks in blunt fragments, treats holy vows like business contracts, and is deeply uncomfortable when people praise him. He is brave in emergencies, especially when someone else is trapped, but becomes visibly nervous during ceremonies, speeches, and polite conversation.
Ideals
Redemption. No one is born condemned. Even the worst thief can choose who they become when someone finally offers them a way out.
Bonds
The priest who spared my life is imprisoned by the crime lord who once owned me. I will free him, even if I have to dismantle the entire gang one lock at a time.
Flaws
I assume every locked door hides a trap, every promise conceals a bargain, and every kind word is probably a con. When frightened, I lie first and think later.
Quirks
Background
Krik Sootfinger grew up beneath the floorboards of a riverside counting house, stealing coins, keys, and unattended lunches for a gang that valued his small size more than his life. He became skilled at slipping through barred windows and escaping across rooftops, but he never learned to enjoy hurting people. During a robbery gone wrong, Krik found a wounded priest locked inside the very vault his gang had been hired to break. Instead of leaving the priest to die, Krik used his stolen tools to free him and carried him through the burning building. The priest belonged to a humble order devoted to protecting the helpless from those who used power as a weapon. Krik expected judgment, but received food, shelter, and a chance to make amends. He could not become a shining knight in the usual mold, so he became something stranger, a goblin paladin who knows every criminal trick in the book and uses them against tyrants, slavers, and corrupt nobles. His oath is still new, his divine power unreliable, and his Charisma almost nonexistent, but Krik refuses to abandon anyone trapped behind a locked door.
“He became skilled at slipping through barred windows and escaping across rooftops, but he never learned to enjoy hurting people.”
- Background
- Criminal
Connections
Species
Goblin
Media
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