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Knok - AI-generated fantasy Character

Knok

Goblin · Rogue · Level 1 · Criminal

Knok

Knok is wary, soft-spoken, and painfully eager to be useful.
AC14
HP9/9
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 14 · HP 9 · 30 ft.
AlignmentTrue NeutralGenderMaleAge24 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • DeceptionCHA
  • InvestigationINT
  • PerceptionWIS
  • Sleight of HandDEX
  • StealthDEX

Armor

Light armor

Weapons

Simple weapons,
Martial weapons with the Finesse or Light property

Tools

Thieves' tools,
Gaming set

Languages

Common,
Goblin

Features

11 features

Bonus action

  • Nimble Escape

    When On your turn

    As a Bonus Action, you can take the Disengage or Hide action.

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

Always on

  • Fury of the Small

    When When damaging a larger creature

    Once per turn, when you deal damage to a creature with an attack or a spell, you can deal extra damage equal to your Proficiency Bonus if the target is a larger size than you. You can use this trait a number of times equal to your Proficiency Bonus, and regain all expended uses when you finish a Long Rest.

  • Weapon MasteryLevel 1

    You have proficiency with simple weapons and martial weapons that have the Finesse or Light property. You can also use the mastery properties of two kinds of weapons with which you are proficient, such as the dagger and shortbow.

  • ExpertiseLevel 1

    You gain Expertise in two of your skill proficiencies or in one skill proficiency and your proficiency with thieves' tools. Knok has Expertise in Stealth and thieves' tools.

  • Sneak AttackLevel 1

    Once per turn, when you hit a creature with an attack using a Finesse or Ranged weapon, you can deal an extra 1d6 damage if you have Advantage on the attack roll or if an eligible enemy of the target is within 5 feet of it.

  • Thieves' CantLevel 1

    You know the secret language of thieves and the coded signs used by criminal networks. You can communicate simple messages with other creatures that know Thieves' Cant.

  • 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 a spell, you can deal extra damage equal to your Proficiency Bonus if the target is larger than you. You can use this trait a number of times equal to your Proficiency Bonus, regaining all expended uses after a Long Rest.
  • Criminal Contact and AlertCriminal

    You can usually find a safe place to hide, obscure your identity, or obtain information through criminal contacts. You also gain the Alert Origin feat.

Gear

10 items

Weapons

  • 4×
    Dagger
    Light blades suitable for close combat or throwing.
  • Shortsword
    A short, balanced blade designed for swift attacks.
  • Shortbow
    A compact ranged weapon.

Armor

  • Leather armor
    Light protective armor made from boiled and stitched leather.

Tools

  • Thieves' tools
    Tools for picking locks, disabling traps, and manipulating mechanisms.

Gear

  • 20×
    Arrows
    Ammunition for the shortbow.
  • Burglar's pack
    A sturdy pack containing bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
  • Crowbar
    A metal bar useful for prying open doors and containers.
  • Gaming set
    A small gaming set used for gambling and maintaining criminal contacts.

Purse

  • 24×
    Gold pieces
    Starting coin from rogue and criminal training.

Appearance

Knok is a wiry goblin with moss-green skin, oversized amber eyes, a crooked nose, and uneven teeth. His ears are nicked from old beatings, and a faded scar crosses his left cheek. He wears patched leather armor beneath a soot-stained burgundy coat, with numerous hidden pockets sewn into the lining. His fingers are stained with ink, lock grease, and old blood. A tiny brass key hangs from a cord around his neck, the only thing he refuses to sell.

Mannerisms

Knok constantly checks exits, counts coins under his breath, and touches the brass key at his throat whenever he feels threatened. He tilts his head before answering difficult questions, as though listening for the lie inside them. When praised, he immediately looks for something to steal or fix so he does not have to respond.

Personality

Knok is wary, soft-spoken, and painfully eager to be useful. He apologizes before asking for anything, assumes compliments are traps, and tries to help people in small practical ways rather than making grand promises. Beneath his suspicion is a desperate tenderness. He wants friends badly, but he is convinced that wanting them is proof that he will eventually lose them.

Ideals

Redemption. People become what others expect them to be, but anyone should be allowed the chance to choose differently. Knok wants to be good, even when nobody believes he can be.

Bonds

Knok protects abandoned children, beggars, and anyone else who reminds him of the frightened goblin he used to be. He also carries a tiny brass key belonging to his former street family, and he intends to return it to the one member of the crew who once showed him genuine kindness.

Flaws

Knok expects rejection so completely that he sometimes provokes it first. He lies when the truth would be safer, steals things he does not need when he feels ignored, and has trouble accepting kindness without suspecting a hidden price. His deepest fear is that everyone who sees his real self will agree that he is exactly as bad as they always believed.

Quirks

Names every lock he opens after the person who built it.
Keeps crumbs in his pockets for pigeons and alley cats.
Practices smiling in reflective metal, then immediately stops when he notices himself.
Cannot resist straightening crooked objects in someone else's room.
Whispers encouragement to his weapons before dangerous jobs.

Background

Knok grew up in the alleys behind a crowded market, where goblins were blamed for every missing coin, broken window, and frightened child. He learned early that a frightened face made people reach for clubs, while a quiet shadow could pass unnoticed. His first theft was a loaf of bread. His second was a purse from the merchant who had beaten him for taking the first. After that, the city decided what he was, and Knok slowly learned to become it. He became a burglar, lookout, and occasional messenger for a criminal crew that valued his nimble hands but never trusted his heart. Knok took jobs because hunger was easier to understand than cruelty, yet he secretly returned small portions of his earnings to street children and old laborers. When the crew discovered this, they made an example of him and left him in an alley with a broken rib. Now he travels as a rogue-for-hire, hoping that doing enough good deeds will somehow prove that he was never truly the monster everyone expected him to be. He still asks himself, in moments of quiet, why everyone has to hate him, and why nobody seems willing to like him before he has earned it.

“He learned early that a frightened face made people reach for clubs, while a quiet shadow could pass unnoticed.”
From their backstory
Background
Criminal

Connections

Species

Goblin

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