Character Concept Package - Goblin Sticker

Character Concept Package

The character concept package is a collection of backgrounds, feats, equipment, and other role playing ideas related to a single concept. Materials in a package can be used by any character of any class. Though a particular concept might be race related, they can generally be used by any race as well.

This is the third package I've posted to my blog (the first was for a toy maker and the second was the rocktender) beta testing and feedback. Eventually, I'll be publishing a final product on DMsGuild. I look forward to constructive feedback.

Goblin Sticker*


Background

They came at night. They swarmed your burrow. They crushed its protectors. They slaughtered the defenseless. You don't remember how you managed to escape the massacre. You used to try, of course, in a desperate attempt to explain your own survival. But those moments had a will of their own. They revealed themselves without warning as disconnected, stinging flashbacks. So you resigned yourself to a pitiful existence, a mere fragment of the gnome you once were.
Some time later, you stumbled upon one of your attackers. It was alone, vulnerable, weak. The brutal struggle that you instigated lasted for what felt like a lifetime. In the end, you were victorious. Your triumph finally justified your survival. You had purpose. You've been exterminating every member of your attackers' kind since. While you feel mostly whole again, your memories are still not yours to control and in some ways neither are your actions.

Skill Proficiency: Survival, History
Tool Proficiency: Smith tools
Languages: One of your choice (likely that of your hated foe)
Equipment: adventurer's pack, smith tools, pouch of victory souvenirs, family keepsake, small pouch containing 15 GP

Hated Foe

Your hated foe is the kind of your creature you despise and hunt. Choose the type of creature that you have marked as your hated foe: aberrations, beasts, celestials, constructs, dragons, elemental, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can choose two races of humanoid (such as goblins and orcs).

Feature: Lore of the Hated Foe

You obsessively devoted yourself and all of your resources to studying your hated foe. You command a vast knowledge of its origins, anatomy, and environment. In the rare event that you cannot recall a piece of information about your foe, either you or someone you know will have access to materials that will reveal that information.

Suggested Characteristics: 

You either led a solitary life of revenge or traveled with a group of gnomes who shared your hatred. You might have hired yourself out as an exterminator to support your campaign against your enemy. When presented a choice between fighting (and killing) your hated foe or letting them live, you will almost always chose the former unless your mercy will lead to better hunting later. You are extremely reluctant to leave a fight your hated foe too, even when the odds are against you. While you have managed to hold onto a sliver of your lighthearted gnomish nature, it sometimes expresses itself in gallows humor that unsettles less experienced souls. Ironically, you might have become so obsessed with your hated foe that you've unknowingly taken on a few of its characteristics or behaviors.

Note that the title "goblin sticker" is used here to cover anyone who leads a life of vengeance against a hated foe. The title can be altered, of course, to indicate the foe you hunt, such as "orc sticker" or "fiend sticker."

Magic Items

Map of Villains

Wondrous item, Rare (requires attunement)
This hard leather case is decorated with glyphic representations of various monsters. It contains a three-foot square piece of rolled canvas painted with a faux landscape and an elegant compass. During attunement, declare a hated foe.

Use an action to unroll the map and activate it. One marker for each hated foe within a 1000-foot radius of you appears on the map. Each marker also indicates whether the hated foe is at a higher or lower elevation relative to you. 

Fell Fang

Weapon (dagger), Rare (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon. You also cause an additional 1d4 Necrotic damage. During attunement, declare a hated foe.

When you successfully attack a hated foe with this weapon, your target must make a DC 16 Constitution saving throw. Upon failure, double the Necrotic damage you cause. At the start of each turn following a failure, the target takes an additional 1d4 Necrotic damage. The target can repeat the saving throw at the end of each of their turns, ending this effect on a success.

Storm Master

Weapon (any that causes bludgeoning damage), Rare (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon. You also cause an additional 1d4 Bludgeoning, Thunder, or Lightning damage, your choice. During attunement, declare a hated foe.

When you successfully attack a hated foe, your target suffers the following additional effects based on the damage type you chose to afflict with the attack. 
  • Bludgeoning: Upon failing a DC 16 Dexterity saving throw, your target is stunned. At the end of each of their turns your target can repeat the saving throw, ending the Stunned condition upon a success.
  • Thunder: Upon failing a DC 16 Strength saving throw, your target is knocked back 10 feet, falls prone, and becomes deafened. At the end of each of their turns, your target can repeat the saving throw, ending the Deafened condition upon a success.
  • Lightning: Upon failing a DC 16 Constitution saving throw, your target is blinded. At the end of each of their turns, your target can repeat the saving throw, ending the Blinded condition upon a success.

Weave Blade

Weapon (any sword), Very Rare (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon. You also cause an additional 1d4 Force damage. During attunement, declare a hated foe.

Once per turn, when you successfully attack a hated foe, you can attempt to disrupt the magical energy that suffuses them. Your target must make a DC 16 Wisdom saving throw. Upon failure, they immediately lose their attunement to all magic items. Also, until the end of their next turn, they cannot cast spells and any magical effects targeting them (from spells or magic items) fail (this includes any spell attacks you or your allies might use against the target as well). If your target succeeds at the saving throw, you cannot attempt to disrupt their magical energy again in this way for 1 hour.

Feats

Studied Attack 

You've studied the weaknesses of your hated foe.
  • You get a +1 bonus to all attack rolls (melee, ranged, and spell) you make against your hated foe. 
  • You have advantage on attacks of opportunity against your hated foe.
  • When you have advantage on an attack roll against your hated foe, if the lower of the two rolls also hits, you can double your ability modifier on the damage roll (to a minimum of 0)

Studied Defense 

You've studied the dangers of your hated foe. 
  • You get a +1 bonus to your AC whenever your hated foe makes an attack roll (melee, ranged, or spell) against you.
  • When your hated foe has advantage on a melee attack against you, if the higher roll succeeds but the lower roll fails, you can redirect some of the damage that would have been inflicted on you to either your attacker or one of their allies that is adjacent to both of you. You can redirect a number of points equal to your Strength bonus not to exceed the total damage that would have been applied.
  • When your hated foe fails an attack (melee or ranged) roll against you, you can use your reaction to assume a defensive posture that grants an additional +1 to your AC. This bonus only applies to your attacker and any other hated foes in combat with you. It can only be granted one at a time. It ends at the start of your next turn.

Studied Lore

You've studied the history, life cycle, habits, and habitat of your hated foe.
  • Increase your Intelligence or Wisdom score by +1, to a maximum of 20.
  • Whenever you make an Intelligence (Arcana, History, Nature, or Religion) check regarding your hated foe, you add double your proficiency bonus to the check even if you're not normally proficient.
  • Whenever you make a Wisdom (Insight, Medicine, or Survival) check regarding your hated foe, you add double your proficiency bonus to the check even if you're not normally proficient. 

Studied Psychology 

You've studied the psychology of your hated foe. 
  • Whenever you make a Charisma (Deception, Intimidation, Performance) check against your hated foe, you add double your proficiency bonus to the check even if you're not normally proficient. 
  • When a hated foe within 30 feet of you that you can see and hear fails an attack roll (melee, ranged, or spell) against you, you can use your reaction to demoralize your attacker. Make a Charisma (Intimidation) check contested by the target's Wisdom (Insight) check. If your check succeeds, the target is Frightened until the end of their next turn. If your check fails, the target can't be frightened by you in this way for 1 hour.
  • Use your action to attempt to convince a hated foe within 30 feet of you that you can see and hear that you are not a threat. Make a Charisma (Performance or Persuasion) check contested by the target's Wisdom (Insight) check. If your check succeeds, the target is Charmed by you until the end of their next turn. The effect also ends if you target your victim or any of their allies with harmful abilities or harmful magical effects. If your check fails, the target can't be charmed by you in this way for 1 hour.



* This concept package is based on the goblin sticker character kit as it appeared in The Complete Book of Gnomes and Halflings, an AD&D rules supplement.

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