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Krik Sootfinger

Goblin · Paladin · Level 1 · Criminal

Krik Sootfinger

Suspicious, quick-witted, and fiercely protective of anyone smaller or weaker than himself.
AC18
HP9/9
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 18 · HP 9 · 30 ft.
AlignmentChaotic GoodGenderMaleAge24 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AthleticsSTR
  • InsightWIS
  • IntimidationCHA
  • PersuasionCHA
  • Sleight of HandDEX
  • StealthDEX

Armor

Light armor,
Medium armor,
Heavy armor,
Shields

Weapons

Simple weapons,
Martial weapons

Tools

Thieves' Tools,
Gaming Set

Languages

Common,
Goblin

Features

13 features

Bonus 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 spells

Spellcasting. Krik Sootfinger casts with Charisma (spell save DC 9, to hit with spell attacks).

1st level (2 slots): ,

Gear

10 items

Weapons

  • Longsword
    Martial melee weapon, used with the Sap mastery property.
  • 6×
    Javelin
    Simple melee or ranged weapon, used with the Slow mastery property.

Armor

  • Chain Mail
    Heavy armor that grants a base AC of 16.
  • Shield
    A shield bearing a crude golden key, granting +2 AC.

Tools

  • Thieves' Tools
    A set of tools for opening locks and disabling traps.
  • Gaming Set
    A small set of marked cards used for gambling and cheating.

Gear

  • Holy Symbol
    Holy symbol used as a spellcasting focus.
  • Burglar's Pack
    Contains 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 Pieces
    Starting currency retained from the criminal background.
  • 9×
    Gold Pieces
    Additional 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

Names every lockpick and apologizes when one breaks.
Keeps stolen keys as lucky charms, even when he no longer knows what they open.
Cannot resist checking whether a noble's purse is properly secured.
Leaves a tiny chalk key symbol near places where he has rescued someone.
Sleeps with one hand wrapped around his thieves' tools and the other around his holy symbol.

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.”
From their backstory
Background
Criminal

Connections

Species

Goblin

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