Zook Marrow Folkor
Zook Marrow Folkor
Sheet
AC 14 · HP 24 · 25 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
11 featuresBonus action
- Cunning ActionLevel 2
You can take a bonus action on each of your turns in combat to take the Dash, Disengage, or Hide action.
- Fast HandsLevel 3
You can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action.
Always on
- ExpertiseLevel 1
Your proficiency bonus is doubled for Stealth and Sleight of Hand.
- Sneak AttackLevel 1
Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
- Thieves' CantLevel 1
A secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation.
- Second-Story WorkLevel 3
Climbing no longer costs you extra movement. When you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.
- TraitForest GnomeDarkvision
- TraitForest GnomeGnome Cunning
- TraitForest GnomeNatural Illusionist
- TraitForest GnomeSpeak with Small Beasts
- DiscoveryHermit
The quiet seclusion of your hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation is for you to determine with your DM.
Spells
1 spellSpellcasting. Zook Marrow Folkor casts with Intelligence (spell save DC 11, to hit with spell attacks).
Cantrips (at will):
Gear
9 itemsWeapons
- ShortswordA finesse melee weapon dealing 1d6 piercing damage.
- ShortbowA ranged weapon with a range of 80/320.
Armor
- Leather ArmorLight armor made of toughened leather.
Tools
- Thieves' ToolsTools for opening locks and disarming traps.
- Herbalism KitA kit used to create antitoxins and potions of healing.
Gear
- 20×ArrowsUsed for the shortbow.
- Common ClothesOrdinary traveler's clothes.
- Winter BlanketA thick wool blanket for warmth.
- Dungeoneer's PackIncludes a backpack, crowbar, hammer, pitons, torches, tinderbox, rations, and waterskin.
Appearance
Zook is a wiry gnome with sun-touched, nut-brown skin and a shock of unruly white hair that stands in every direction. He wears leather armor meticulously reinforced with layers of dried moss and dark bark. His eyes are the color of polished jade, constantly darting around to observe the smallest details.
Mannerisms
He tilts his head like a curious bird when listening and often whispers in Sylvan when he is stressed.
Personality
Zook is intensely quiet and speaks in soft, melodic tones that sound like the rustling of leaves. He finds more comfort in the company of insects than people. He treats the urban environment like a concrete forest, navigating rooftops with the same ease he once used to navigate old growth pines.
Ideals
Balance. Every action has a weight, and I must ensure the world does not tip too far into chaos or stagnation.
Bonds
I carry a small, smooth stone from my cave that I believe holds the essence of my isolation and inner peace.
Flaws
I am often so quiet that people forget I am in the room, and I frequently forget that others cannot read my thoughts.
Quirks
Background
Zook spent over twenty years in a limestone cave on the edge of the Moonwood. He was not looking for gold or glory, he was listening to the rhythmic dripping of water which he believed was a code from the earth itself. Eventually the silence became too loud. He realized that the answers he sought required he observe the chaos of civilization to balance his internal stillness. He took up the tools of a rogue because he discovered that the most profound truths are kept behind locked doors. He uses his gnomish affinity for illusions and light feet to pass through the world like a ghost. He remains detached from material wealth, often stealing things just to see if he can and then leaving them in plain sight elsewhere. He views the act of lockpicking as a form of meditation and the art of stealth as the ultimate expression of respect for his surroundings.
“He was not looking for gold or glory, he was listening to the rhythmic dripping of water which he believed was a code from the earth itself.”
- Background
- Hermit
Connections
Species
Forest Gnome
Media
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