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Kop Grocknuck

5 Level (0/14000 XP for level-up) Background Goblin Race / Species / Heritage Alignment
Rogue (Theif)
Level 5
Hit Dice: 5/5
1d8+3 Class 1

STR
19
+4
DEX
20
+5
CON
16
+3
INT
8
-1
WIS
14
+2
CHA
10
+0
43
Hit Points
+5
Initiative (DEX)
17
Armor Class (AC)
+3
Prof. Bonus
35
Speed (walk/run/fly)
15
Passive Perception
+6 Expertise Bonus
+3 Proficiency Bonus
+4 Strength
+8 Dexterity
+3 Constitution
+2 Intelligence
+2 Wisdom
+0 Charisma
saving throws
+8 Acrobatics DEX
+2 Animal Handling WIS
-1 Arcana INT
+7 Athletics STR
+0 Deception CHA
-1 History INT
+5 Insight WIS
+0 Intimidation CHA
-1 Investigation INT
skills
+8 Medicine WIS
-1 Nature INT
+5 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
-1 Religion INT
+5 Sleight of Hand DEX
+8 Stealth DEX
+8 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +8 STR 1d4+4 piercing
 Finesse
Shortbow +8 STR 1d6+4 piercing
Attacks

Class Features



Cunning Action. Bonus action Dash, Disengage or Hide
Uncanny Dodge. Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
Sneak Attack. 3d6 additional damage

Fast Hands
Starting at 3rd level, 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.

Second-Story Work
When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement.

In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

Racial Features



Low-light Vision. You can see in dim light within 60 feet of you as if it were bright light.
Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself.
Fury of the Small. When you damage a creature with an attack or a spell and the creature’s size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your proficiency bonus.
You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest, and you can use it no more than once per turn.
Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.

Feats



Healer
When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point.
As an action. you can spend one use of a healer's kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest.

Squat Nimbleness
Increase your Strength or Dexterity score by 1, to a maximum of 20.
Increase your walking speed by 5 feet.
You gain proficiency in the Acrobatics or Athletics skill (your choice).
You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.

Features & Traits
Gauntlets of Ogre Power
Healer Kit x5
Shovel
Oil Lantern
Oil x4
Ball Bearings
Caltrops
Shovel
Bag of Sand
15ft. Ladder

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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