Theo
Theo
Sheet
AC 14 · HP 21 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
13 featuresBonus action
- Cunning ActionLevel 2
When On Theo's turn
Take the Dash, Disengage, or Hide action as a bonus action.
- Eye for DetailLevel 3
Theo can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object, or an Intelligence (Investigation) check to uncover or decipher clues, traps, or other hidden information.
- Nimble EscapeGoblinTheo can take the Disengage or Hide action as a bonus action on each of his turns.
Always on
- Sneak AttackLevel 1
When Once per turn when Theo hits with a finesse or ranged weapon attack
Make a weapon attack with advantage when an enemy of the target is within 5 feet of the target and Theo does not have disadvantage, or when Theo has advantage for another reason. Add 2d6 damage on a hit once per turn.
- Ear for DeceitLevel 3
When When Theo hears a creature make a claim
Make a Wisdom (Insight) check contested by a creature's Charisma (Deception) check to detect a lie.
- Insightful FightingLevel 3
When As a bonus action after studying a creature for at least 1 minute
Study one visible creature within 30 feet for 1 minute to learn whether it is superior, equal, or inferior in one chosen category such as armor class, hit points, ability score, or class level.
- Rogue ProficienciesLevel 1
Theo is proficient with light armor, simple weapons, hand crossbows, longswords, rapiers, and shortswords. He is also proficient with thieves' tools.
- ExpertiseLevel 1
Theo chooses two proficient skills, Investigation and Perception. His proficiency bonus is doubled for ability checks using either skill.
- Thieves' CantLevel 1
Theo knows the secret language of thieves and recognizes hidden signs and symbols used by criminal networks.
- DarkvisionGoblinTheo can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
- Fey AncestryGoblinTheo has advantage on saving throws against being charmed, and magic cannot put him to sleep.
- Fury of the SmallGoblinOnce per short or long rest, Theo can deal extra damage equal to his level when he damages a creature larger than him with an attack or spell.
- DiscoveryHermit
Theo has discovered a strange truth hidden in the natural world. When seeking information about plants, illnesses, poisons, unusual creatures, or remote wilderness locations, he can usually find a hermit, healer, druid, herbalist, or other secluded expert willing to share what they know.
Gear
12 itemsWeapons
- RapierA finely balanced rapier with a wrapped hilt and a narrow nick near the guard.
- ShortbowA compact shortbow made from dark marshwood.
- 2×DaggerSlim blades useful for fighting, cutting cord, and preparing herbs.
Armor
- Leather armorPadded leather armor reinforced at the shoulders and lined with hidden pockets.
Tools
- Thieves' toolsA set of picks, files, wires, and delicate tools used to disarm traps and open locks.
- Herbalism kitA small kit of dried herbs, mortar dust, bandages, and alchemical oils.
Gear
- 20×ArrowsStraight-fletched arrows carried in a waxed leather quiver.
- Burglar's packA pack containing a bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
- Case of notesA waterproof scroll case filled with Theo's observations about the gray mold and the people connected to it.
- Winter blanketA thick blanket that smells faintly of smoke and rosemary.
- Common clothesA patched set of ordinary traveling clothes.
Purse
- 5×Gold piecesUnspent coin from Theo's time as a secluded healer and investigator.
Appearance
Theo is a small, sharp-featured goblin with moss-green skin, large amber eyes, and uneven black hair tied into a tiny topknot. His left ear is pierced with a copper button, and a pale scar runs from his right temple to the corner of his mouth. He dresses in a weather-stained leather coat with too many hidden pockets, soft black boots, and a faded red scarf wrapped twice around his neck. His weapons and tools are carefully maintained, but his clothing is patched with scraps of old maps.
Mannerisms
Theo tilts his head sharply when listening, as if one ear is always waiting for a second conversation. He counts exits whenever he enters a room, taps his copper earring before making a difficult decision, and speaks to medicinal plants as though they are stubborn patients.
Personality
Theo is quiet, observant, and unexpectedly gentle with injured creatures. He prefers practical kindness to grand speeches, but once he believes someone is being exploited, he becomes relentless. He has a dry sense of humor and treats every conversation as an investigation, even when he is trying to make friends.
Ideals
Truth. A hidden fact can become a disease in the mind of a community. Secrets should be exposed when keeping them allows the powerful to harm the helpless.
Bonds
Theo carries the physician's copper button, the only thing left from the mentor who taught him to read. He intends to find whoever created the gray mold and make them answer for every village it touched.
Flaws
Theo assumes that anyone in authority is hiding something, and he is often right just often enough to make the habit dangerous. He cannot resist opening sealed doors, reading private notes, or investigating suspicious smells, even when patience would be wiser.
Quirks
Background
Theo was born beneath a ruined watchtower where a goblin clan survived by scavenging battlefields and abandoned roads. As a child, he learned to identify useful roots, dangerous mushrooms, and the difference between a sleeping traveler and a dead one. His life changed when he found a wounded human physician hiding in a collapsed chapel. Instead of robbing her, Theo brought her water and treated her wounds with bitterleaf poultices. She taught him letters, anatomy, and the value of asking one more question before drawing a knife. Years later, Theo withdrew into a forgotten marsh shrine after discovering that several local illnesses were not natural at all. Someone was spreading a gray mold that caused fevers, hallucinations, and violent behavior. Theo spent three years studying the mold, mapping its spread, and recording the names of those who profited from the sickness. When the shrine was burned, he emerged with his notes, his tools, and a determination to expose the conspiracy. His talents as a sneak, investigator, and field healer now make him an unwilling but effective seeker of truths that powerful people would rather leave buried.
“As a child, he learned to identify useful roots, dangerous mushrooms, and the difference between a sleeping traveler and a dead one.”
- Background
- Hermit
Connections
Species
Goblin
Media
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