Garm
medium humanoid (dwarf), chaotic neutral
fighter 1st, rogue (thief) 3rd; background: artisan
AC: 16; HP: 37 (D10+3D8+12); Initiative: +2; Senses: darkvision 120 ft., passive Perception 11; Speed: 30 ft., climb 30 ft.
STR: 13, DEX: 16, CON: 14; INT: 14, WIS: 08, CHA: 10
Saves: STR +3, CON +4; Resistances: poison; Skills: Athletics +3, Investigation +4, Perception +3, Persuasion +4, Sleight of Hand +5; Feats: Crafter, Fighting Style (Defense); Tool Proficiency: thieves' tools, tinker's tools; Weapon Proficiency: simple, martlal; Armor Proficiency: heavy, shields; Languages: 3- Dwarvish, 2- Lowlander, Saxon, Thieves' Cant; PB: +2;
TRAITS
Dwarven Resilience: Advantage on saves to avoid or to end the poisoned condition.
Second Story Work: Use DEX to determine Jumping distance.
Sneak Attack: Once per turn, he can deal an extra 2D6 damage to one creature he hit with an attack roll that had Advantage and used a finesse or ranged weapon. He doesn't need Advantage on the attack roll if at least one of his allies is within 5 ft. of the target, doesn't have the incapacitated condition, and Garm doesn't have Disadvantage on the attack roll.
ACTIONS
Multiattack: He can make up to two attacks per turn, one with his shortsword, the other with his dagger.
Shortsword: melee weapon attack (+5 to hit, reach 5 ft., one target. Hit: D6+3 piercing damage PLUS Advantage on his next attack against the same target before the end of his next turn)
Dagger: Melee OR ranged weapon attack (+5 to hit, reach 5 ft. OR ranged 20/60 ft., one target. Hit: D4 piercing damage)
Light Crossbow: Ranged weapon attack (+5 to hit, ranged 80/320 ft., one target. Hit D8+3 PLUS target speed reduced by 10 ft. until the start of Garm's next turn)
Unarmed Strike: melee natural attack (+3 to hit, reach 5 ft., one target. Hit: 2 HP bludgeoning damage)
BONUS ACTIONS
Cunning Action: Dash, Disengage or Hide.
Fast Hands: Sleight of Hand or Use Object.
Second Wind (2/Long Rest): Regain D10+1 HP. Regain one expended use after Short Rest. Regain all expended uses after Long Rest.
Steady Aim: Grants himself Advantage on his next attack roll on the current turn. He can only use this feature, if he hasn't already moved during the turn. His speed remains 0 ft. until the end of the current turn.
Stonecunning (2/Long Rest): Gain Tremorsense 60 ft. for 10 minutes. He must be on a natural stone surface. The stone can be natural or worked.
SIGNATURE ITEMS
Gem of Paralysis (requires attunement): Gem has 3 charges. When activated, the gem generates an emanation within 30 ft. radius of its bearer. Those within the radius must make CON save DC15 or be paralyzed for 1 minute. Targets can repeat the save at the end of their turns, ending the effect on themself with a success. It regains D3 charges at dawn.
Ring of Free Action (requires attunement): Difficult Terrain doesn't cost him extra movement. In addition, magic can neither reduce his Speed, nor cause him to have the paralyzed or restrained conditions.
DESCRIPTION/DESIGN NOTES
This is one of those cases where character is revealed by the magic items they own. Garm is the traditional thief, for the most part, with sheer greed and opportunism as his primary motivations. Using his ring of free action, he pried the gem of paralysis from a stationary trap in a dungeon and made the combo his signature move. His usual modus operandi when thieving is to activate the gem and then grab whatever he can in the time remaining,
--LM

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