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Galir Burrowlis

1 Level (0/300 XP for level-up) Background Goblin Race / Species / Heritage neutral evil Alignment
Reaper
Level 1
Hit Dice: 1/1
1d10+2 Class 1

STR
13
+1
DEX
18
+4
CON
14
+2
INT
11
+0
WIS
11
+0
CHA
10
+0
12
Hit Points
+4
Initiative (DEX)
10
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
10
Passive Perception
+4 Expertise Bonus
+2 Proficiency Bonus
+1 Strength
+6 Dexterity
+4 Constitution
+0 Intelligence
+0 Wisdom
+0 Charisma
saving throws
+6 Acrobatics DEX
+0 Animal Handling WIS
+0 Arcana INT
+1 Athletics STR
+0 Deception CHA
+0 History INT
+0 Insight WIS
+0 Intimidation CHA
+0 Investigation INT
skills
+0 Medicine WIS
+0 Nature INT
+0 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+0 Religion INT
+4 Sleight of Hand DEX
+6 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

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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Goblin

Goblins occupy an uneasy place in a dangerous world, and they react by lashing out at any creatures they believe they can bully. Cunning in battle and cruel in victory, goblins are fawning and servile in defeat.
ability score increase: Your Dexterity score increases by 2 and your Constitution score increases by 1.
age: Goblins reach adulthood at age 8 and live up to 60 years.
alignment: Goblins are typically neutral evil, as they care only for their own needs. A few goblins might tend toward good or neutrality, but only rarely.
Size: Small
speed: Your base walking speed is 30 feet.
Languages: You can speak, read, and write Pure Common and Pure Goblin.
race features:
Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of grey.   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 level. Once you use this trait, you can't use it again until you finish a short or long rest.   Nimble Escape: You can take the Disengage or Hide action as a bonus action on each of your turns.   Pack Tactics: You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.

Racial Description

Small and Wiry: Standing around 3 feet tall and covered in warty green or red skin, Goblins have huge noses and ears. Their wiry bodies are surprisingly strong. and their mouths are full of sharp, crooked teeth. Most Goblins are bald, either by heredity or by choice, but a few boast shocks of red or black hair. Their arms and legs are elongated in proportion to their small bodies, and their fingers and toes are also long and slender. Many goblins prefer to go unshod to leave their toes exposed for climbing.   Unfettered Emotion: Creatures of raw impulse they are sometimes driven by wild mood swings, Goblins have an inclination toward destruction, which can take a playful form but is often anything but. Some Goblins clobber things, others like to light them on fire, and many love to blow things up. Goblins have an outrageous sense of humor, usually expressed through mischievous pranks. The malicious among them find pleasure in the misfortune of others and tend to cackle maniacally whenever they're amused. They can act with apparent randomness, sometimes just to confuse and befuddle others.   Goblin Names: The Goblin language is fond of certain sounds, and Goblin names tend to repeat those sounds to form what can sound like nonsense words. A Goblin's name gives no indication of gender.

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