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Wargob

1 Level (0/300 XP for level-up) Criminal Background Goblin Race / Species / Heritage Lawful Evil Alignment
Warlock
Level 1
Hit Dice: 1/1
1d8+2 Class 1

STR 8

-1

DEX 12

+1

CON 15

+2

INT 11

+0

WIS 11

+0

CHA 18

+4

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

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.


Fey Ancestry
You have advantage on saving throws you make to avoid or end the Charmed condition on yourself.


Nimble Escape
You can take the Disengage or Hide action as a bonus action on each of your turns.


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, once per turn, recharged with long rest.




Features & Traits

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

Goblin / Common





Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.10, made by Tillerz - Updated: 2026-05-13
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Criminal

Overview:

You are an experienced criminal with a history of breaking the law. You have spent a lot of time among other criminals and still have contacts within the criminal underworld. You're far closer than most people to the world of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society.

Skill Proficiencies: Deception, Stealth
Tool Proficiencies: Thieves Tools
Lifestyle: Vagrant
Languages: n/a
Equipment:
  • Crowbar
  • Dark common clothes including a hood
  • A pouch containing 15 gp

Features:

Criminal Contact
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.

Suggested Characteristics:

Criminals might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming, characteristics. There might be honor among thieves, but criminals rarely show any respect for law or authority.

Personality Trait:
  1. I always have plan for what to do when things go wrong.
  2. I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
  3. The first thing I do in a new place is note the locations of everything valuable - or where such things could be hidden.
  4. I would rather make a new friend than a new enemy.
  5. I am incredibly slow to trust. Those who seem the fairest often have the most to hide.
  6. I don't pay attention to the risks in a situation. Never tell me the odds.
  7. The best way to get me to do something is to tell me I can't do it.
  8. I blow up at the slightest insult.

Ideal:
  1. Honor. I don't steal from others in the trade. (Lawful)
  2. Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)
  3. Charity. I steal from the wealthy so that I can help people in need. (Good)
  4. Greed. I will do whatever it takes to become wealthy. (Evil)
  5. People. I'm loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral)
  6. Redemption. There's a spark of good in everyone. (Good)

Bond:
  1. I'm trying to pay off an old debt I owe to a generous benefactor.
  2. My ill-gotten gains go to support my family.
  3. Something important was taken from me, and I aim to steal it back.
  4. I will become the greatest thief that ever lived.
  5. I'm guilty of a terrible crime. I hope I can redeem myself for it.
  6. Someone I loved died because of a mistake I made. That will never happen again.

Flaw:
  1. When I see something valuable, I can't think about anything but how to steal it.
  2. When faced with a choice between money and my friends, I usually choose the money.
  3. If there's a plan, I'll forget it. If I don't forget it, I'll ignore it.
  4. I have a "tell" that reveals when I'm lying.
  5. I turn tail and run when things look bad.
  6. An innocent person is in prison for a crime that I committed. I'm okay with that.

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https://www.dndbeyond.com/species/1026391-goblin

Goblin

Goblins were a race of small and numerous goblinoids common throughout Toril, often living in underground caverns near the surface known as lairs. The race was often, though not always, dominated by other goblinoids, most commonly hobgoblins. Goblins may have, in fact, been initially created by this related race to serve as scouts and infiltrators

ability score increase:
age: 60
Size: Small
speed: 30ft
Languages: Common, 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 discern colors in that darkness only as shades of gray.

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.

Description:

A subterranean folk, goblins can be found in every corner of the multiverse, often beside their bugbear and hobgoblin kin. Long before the god Maglubiyet conquered them, early goblins served in the court of the Queen of Air and Darkness, one of the Feywild’s archfey. Goblins thrived in her dangerous domain thanks to a special boon from her—a supernatural knack for finding the weak spots in foes larger than themselves and for getting out of trouble. Goblins brought this fey boon with them to worlds across the Material Plane, even if they don’t remember the fey realm they inhabited before Maglubiyet’s rise. Now many goblins pursue their own destinies, escaping the plots of both archfey and gods.

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