Merrik Smallcoin
Merrik Smallcoin
Sheet
AC 14 · HP 10 · 30 ft.Saving throws
Skills
- DeceptionCHA
- InsightWIS
- InvestigationINT
- PerceptionWIS
- Sleight of HandDEX
- StealthDEX
Armor
Weapons
Tools
Languages
Features
10 featuresBonus action
- Nimble EscapeGoblinYou can take the Disengage or Hide action as a bonus action on each of your turns.
Always on
- Rogue ProficienciesLevel 1
You are proficient with light armor, simple weapons, hand crossbows, longswords, rapiers, and shortswords.
- ExpertiseLevel 1
Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
- Sneak AttackLevel 1
Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or ranged weapon, and you do not need advantage if another enemy of the target is within 5 feet of it, that enemy is not incapacitated, and you do not have disadvantage on the attack roll.
- Thieves' CantLevel 1
You know the secret signs and language of thieves and rogues. You can communicate simple ideas through hidden signs and symbols, and you understand a secret jargon among criminals.
- TraitGoblinDarkvision, 60 feet.
- Fury of the SmallGoblinWhen you damage a creature with an attack or a spell and the creature's size is larger than yours, you can make the attack or spell deal extra damage equal to your level. Once you use this trait, you cannot use it again until you finish a short or long rest.
- Ability Score IncreaseGoblinYour Dexterity score increases by 2, and your Constitution score increases by 1.
- LanguagesGoblinYou can speak, read, and write Common and Goblin.
- False IdentityCharlatan
You have created a second identity, complete with documentation, established acquaintances, and disguises that can pass casual scrutiny.
Gear
10 itemsWeapons
- RapierA rapier, chosen for precise and elegant strikes.
- ShortbowA shortbow with a quiver of 20 arrows.
- 2×DaggerTwo small blades kept for emergencies and close work.
Armor
- Leather ArmorLeather armor.
Tools
- Weighted DiceA set of weighted dice used to sell luck to the gullible.
- Disguise KitA disguise kit used to support false identities and elaborate schemes.
- Forgery KitA forgery kit used to fabricate seals, papers, and signatures.
- Thieves' ToolsA set of thieves' tools for locks, traps, and quiet entry.
Gear
- Burglar's PackA burglar's pack containing useful adventuring supplies.
- Fine ClothesA set of common clothes with concealed pockets and false seams.
Appearance
A wiry goblin with moss-green skin, a sharp grin, and bright gold eyes that never seem to stop calculating. He dresses in a patched leather coat lined with hidden pockets, polished little charms, and a crooked feathered cap that makes him look half rogue, half stage magician. His fingers are long and nimble, his teeth slightly too white for comfort, and his expression always suggests he knows a secret worth stealing.
Mannerisms
He speaks softly while his hands never stop moving, tapping coin, straightening cuffs, or palming objects out of habit. When nervous, he grins wider instead of less, and when he is telling the truth he tends to look offended that anyone would doubt him.
Personality
Quick-witted, charming, and dangerously unembarrassed, Merrik treats every conversation like a game he intends to win. He is amused by authority, suspicious of sincerity, and oddly tender toward underdogs, which makes him look far nicer than he wants to admit. He enjoys a clever plan more than a clean victory, especially if it leaves everyone laughing except the mark.
Ideals
Freedom. No king, guild, or jailer should own another creature's choices. Tricks are acceptable, cruelty is not, and the best lies are the ones that help the helpless slip the hooks of the powerful.
Bonds
Merrik keeps a small brass token from his clutchmates, the only proof that someone once trusted him before he learned to lie for a living. He is determined to build a network of safe houses, false names, and secret favors for the downtrodden, because he knows what it means to be trapped with no one to call on.
Flaws
Merrik cannot resist a tempting con, even when the smarter play is to walk away. He sometimes overcommits to a lie simply because he enjoys seeing how far it can go, and his talent for improvisation can become recklessness when his pride is on the line.
Quirks
Background
Merrik Smallcoin learned early that survival in a goblin warren favored the clever, not the strong. While other hatchlings fought over scraps, Merrik watched, listened, and memorized every weakness in every voice around him. By the time he was old enough to steal, he was already better at reading people than they were at reading ledgers. He discovered that a smile, a forged seal, and a well-timed lie could open doors that brute force never could. He left the warrens after selling the same stolen silver locket to three different traders under three different names, then disappearing before the fraud could be traced back to him. Since then, Merrik has wandered from town to town as a traveling fixer, confidence man, and accidental folk hero to anyone poor enough to admire a successful scam. He prefers to cheat the cruel, the greedy, and the smug, then quietly leave a little extra coin with those who needed it most. He calls it balance, though most would call it theft with a conscience.
“While other hatchlings fought over scraps, Merrik watched, listened, and memorized every weakness in every voice around him.”
- Background
- Charlatan
Connections
Species
Goblin
Media
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