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 

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Leadfinger has an amazingly long attention span for a goblin.
He is also fairly soft-spoken and repulsively ugly (to a goblin, Leadfinger's mighty swing and bash
anyway). He would be derided by his tribe-mates for these Surely beats those good guys' ass.
When they see his shining steel,
abnormalities if it weren't for his bad habit of following All they can do is simply squeal.
enemies home at night and hurting them, badly. Leadfinger
makes his home in the marsh just outside the village for fear
of retaliation, though he'll insist he simply enjoys the solitude.

Bastard sword, scale mail, shield, potion of healing, flask of oil,
lucky pet toad ("Dart"), small backpack, patched small blanket,
patched and stained dark blue blouse, patched and muddy
brown cloak, fishhook, flint and steel, small belt pouch, empty
flask, jug of charred elf fingers (the equivalent of 1 day's trail
rations), 50 foot ball of string, torch, small waterskin,
collection of enemies' ears (his favorite is the one he took
from leering Mogwag)

 Fury of the Small. When you damage a creature with an


attack or a spell and the creature's size is larger than
Male goblin paladin 1
yours, you can cause the attack or spell to deal 1 extra
Small humanoid (goblinoid), neutral evil
damage to the creature. Once you use this trait, you
can't use it again until you finish a short or long rest.
Armor Class 16 (scale mail, shield) Lay on Hands. Your blessed touch can heal wounds. You
Hit Points 13 (1d10+3) have a pool of healing power that replenishes when
Speed 30 ft. you take a long rest. With that pool, you can restore a
total number of hit points equal to your paladin level
x 5. As an action, you can touch a creature and draw
STR DEX CON INT WIS CHA power from the pool to restore a number of hit points
14 (+2) 10 (+0) 16 (+3) 8 (-1) 10 (+0) 15 (+2) to that creature, up to the maximum amount
remaining in your pool. Alternatively, you can expend
5 hit points from your pool of healing to cure the
Saving Throws Wis +2, Cha +4 target of one disease or neutralize one poison
Skills Deception +4, Medicine +2, Religion +1 affecting it. You can cure multiple diseases and
Senses darkvision 60 ft., passive Perception 10 neutralize multiple poisons with a single use of Lay
Languages Common, Goblin on Hands, expending hit points separately for each
Challenge 1/2 (100 XP) one. This feature has no effect on undead and
constructs.
Divine Sense. The presence of strong good registers on Nimble Escape. You can take the Disengage or Hide
your senses like a noxious odor, and powerful evil action as a bonus action on each of your turns.
rings like heavenly music in your ears. As an action, Ugly Swine. You are a repulsive little freak whose origins
you can open your awareness to detect such forces. are unclear. Your head is small for a goblin and your
Until the end of your next turn, you know the location mouth oddly narrow, allowing you to pass in urban
of any celestial, fiend, or undead within 60 feet of you environments as an unidentifiable mongrel, providing
that is not behind total cover. You know the type you keep a low profile. However, if examined closely,
(celestial, fiend, or undead) of any being whose your goblin origins are revealed. You gain proficiency
presence you sense, but not its identity. Within the in the Deception skill, and have advantage on skill
same radius, you also detect the presence of any checks made to disguise yourself as a member of
place or object that has been consecrated or another race.
desecrated, as with the hallow spell. You can use this
feature a number of times equal to 1 + your Charisma Actions
modifier. When you finish a long rest, you regain all Bastard sword. Melee Weapon Attack: +4 to hit, reach 5
expended uses. ft., one target. Hit: 6 (1d8+2) slashing damage, or 7
(1d10+2) slashing damage if used with two hands.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.

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