Krick The Runt
Krick The Runt
Sheet
AC 16 · HP 44 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- InvestigationINT
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
15 featuresAction
- Primeval AwarenessLevel 3
Krick can use an action and expend a ranger spell slot to focus awareness on the region around him. For 1 minute per level of the slot expended, he can sense whether aberrations, celestials, dragons, elementals, fey, fiends, and undead are present within 1 mile, or within 6 miles in his favored terrain. This feature does not reveal their exact locations or numbers.
Bonus action
- TraitGoblinNimble Escape, Krick can take the Disengage or Hide action as a bonus action on each of his turns.
Always on
- Colossus Slayer
When Krick hits a wounded creature with a weapon attack.
Once on each of Krick's turns, when he hits a creature with a weapon attack, he deals an extra 1d8 damage if the target is below its hit point maximum.
- Favored EnemyLevel 1
Krick has advantage on Wisdom (Survival) checks to track his favored enemies and on Intelligence checks to recall information about them. He chose humanoids, goblins and orcs, as his favored enemies, and learned one language associated with them, Goblin.
- Natural ExplorerLevel 1
Krick is particularly familiar with forest terrain. While traveling for an hour or more in forest, he gains benefits including difficult terrain not slowing the group, improved navigation, remaining alert while engaged in other activities, moving stealthily at a normal pace, finding twice as much food, and learning the exact number, sizes, and how long ago of creatures tracked.
- SpellcastingLevel 2
Krick can cast ranger spells using Wisdom as his spellcasting ability. He knows four ranger spells and has two 1st-level spell slots and two 2nd-level spell slots.
- Fighting Style, ArcheryLevel 2
Krick chooses Archery, gaining a +2 bonus to attack rolls he makes with ranged weapons.
- Ranger Archetype, Hunter, Colossus SlayerLevel 3
Krick has chosen the Hunter archetype. Once on each of his turns, when he hits a creature with a weapon attack, he can deal an extra 1d8 damage if that creature is below its hit point maximum.
- Extra AttackLevel 5
Krick can attack twice, instead of once, whenever he takes the Attack action on his turn.
- Ability Score ImprovementLevel 4
Krick increases his Dexterity by 2, raising it from 15 to 17.
- TraitGoblinDarkvision, Krick can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light, though he sees only in shades of gray.
- TraitGoblinFury of the Small, once per short or long rest when Krick damages a creature with an attack or spell and the creature is larger than him, he can deal extra damage equal to his level.
- TraitGoblinKrick is Small and has a walking speed of 30 feet.
- TraitGoblinGoblin ancestry grants proficiency in the Goblin language in addition to Common.
- WandererOutlander
Krick has an excellent memory for maps and geography. He can always recall the general layout of terrain, settlements, and other features around him, and he can find food and fresh water for himself and up to five other people each day, provided the land offers them.
Spells
4 spellsSpellcasting. Krick The Runt casts with Wisdom (spell save DC 13, to hit with spell attacks).
1st level (4 slots): , ,
2nd level (2 slots):
Gear
10 itemsWeapons
- 2×ShortswordLight martial melee weapons used for close combat.
- LongbowA martial ranged weapon suitable for hunting and combat.
Armor
- Scale mailMedium armor made of interlocking metal scales. Krick's Dexterity bonus to AC is limited to +2 while wearing it.
Tools
- StaffA wooden walking staff used for travel and as a symbol of his life beyond settled lands.
Gear
- 20×ArrowsAmmunition for Krick's longbow.
- Explorer's packA sturdy pack containing bedroll, mess kit, tinderbox, torches, rations, waterskin, and other travel necessities.
- Hunting trapA device used to capture or restrain unwary creatures.
- Trophy from an animal killedA trophy from an animal he defeated, a set of small antlers wrapped in cord.
- Traveler's clothesRugged clothing suitable for wilderness travel.
Purse
- 10×Gold piecesMoney saved from patrol work and odd jobs.
Appearance
Krick is a wiry, undersized goblin with moss-green skin, large amber eyes, and a crooked nose that was broken during a childhood training accident. His ears are nicked at the edges, and a tuft of black hair sticks out from beneath his battered leather cap. He wears weathered scale mail altered to fit his small frame, a forest-green cloak, and a collection of tiny tokens taken from places where he has helped people. His short swords are carefully maintained, while his longbow is taller than he is.
Mannerisms
Krick constantly checks exits, sniffs the wind before making camp, and taps his castle patrol badge three times whenever he is nervous. He speaks quickly when excited, lowers his voice dramatically when describing danger, and refers to ordinary human customs as if they were fascinating wilderness rituals.
Personality
Krick is energetic, observant, and eager to be useful. He tries to make friends before people have time to decide they should fear him, often offering to carry messages, repair gear, or stand the first watch. He has a dry, surprisingly formal sense of humor learned from castle guards, and he takes immense pride in knowing trails, weather signs, and the habits of dangerous creatures. Beneath his confidence is a constant fear that he is only being tolerated, never truly accepted.
Ideals
Redemption. The kindness of one castle guard gave me a life, so I will answer it by protecting people who cannot protect themselves, no matter what they think of me.
Bonds
The castle guard who rescued him is his true parent in all the ways that matter. Krick carries the guard's old patrol badge and will risk himself to protect the castle, its people, or anyone who reminds him of the helpless child he once was.
Flaws
Krick is terrified that discovering his birth parents will prove that he was unwanted. He overcompensates by accepting dangerous tasks, refusing help, and treating every act of kindness as a debt that must be repaid immediately. He also becomes defensive and reckless when someone calls him weak, small, or merely lucky.
Quirks
Background
Krick The Runt was left at the city gates as a baby, wrapped in a ragged piece of cloth and tucked into a handmade basket. A weary castle guard found him before dawn, heard the infant's furious squeaks, and decided that no child should be abandoned to the cold. The guard raised Krick within the castle walls, teaching him basic letters, patrol routes, campcraft, and the strange but dependable habits of ordinary people. Krick grew up hearing stories about goblin raids and human wars, yet he also learned that kindness could cross species lines one small decision at a time. As he grew older, Krick became determined to repay what he calls his debt to humanity. He trained as a ranger, learning to track threats before they reached villages, guide travelers through dangerous country, and survive far from the castle that sheltered him. He favors the lonely edges of civilization, where his goblin senses and fieldcraft are assets rather than reasons for suspicion. Now he travels in search of lost roads, dangerous beasts, and any clue that might lead to his birth parents. He does not know whether they abandoned him out of fear, desperation, or love, but he is determined to learn the truth without letting it define the good he chooses to do.
“A weary castle guard found him before dawn, heard the infant's furious squeaks, and decided that no child should be abandoned to the cold.”
- Background
- Outlander
Connections
Species
Goblin
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