Here we go! I got a few different pictures saved for when her appearance gradually changes. Had a hard time deciding which look to go first... but this is suitably goblin-like, since she's still a small sized creature and all. [hider=Garnet, Verdan Cleric][color=silver][center][h1]Garnet Ironhearth[/h1] [img]https://i.postimg.cc/9F3fQJ9W/d2b58053f5bab8e2ad5852709b659555.png[/img] Forge Cleric[sup]「lv1」[/sup]| Verdan | True Neutral | Rival Intern[/center] [hr][h2]Combat Stats[/h2] [b]Armor Class:[/b] 16 (17 with shield) [b]Initiative:[/b] -1 [b]Hit Points:[/b] 11 [sup][1d8][/sup] [b]Speed:[/b] 30 feet [hr][h2]General Stats[/h2] [b]Strength[/b] 15 [sup][+2][/sup] [b]Dexterity[/b] 8 [sup][-1][/sup] [b]Constitution[/b] 16 [sup][+3][/sup] [b]Intelligence[/b] 8 [sup][-1][/sup] [b]Wisdom[/b] 15 [sup][+2][/sup] [b]Charisma[/b] 10 [sup][±0][/sup] [hr][h2]Proficiencies[/h2] [b]Proficiency Bonus:[/b] +2 [b]Passive Perception:[/b] 10 [b]Proficient Saving Throws:[/b] Wisdom, Charisma [b]Proficient Skills:[/b] Perception, History, Investigation, Medicine, Insight [b]Proficient Weapons:[/b] All simple weapons [b]Proficient Armor:[/b] Light armor, medium armor, shields, heavy armor [b]Other Proficiencies:[/b] Smith's tools, mason's tools [b]Languages:[/b] Common, Goblin, Dwarven, Elven [hr][h2]Attacks & Spellcasting[/h2] [b]Spell save DC[/b] 12 [b]Spell Attack modifier[/b] 4 [b]Mace[/b] | +4 | [i]1d6+2 Bludgeoning[/i] [b]Greatclub[/b] | +4 | [i]1d8+2 Bludgeoning[/i] [hr][h2]Features[/h2] [b]Inside Informant[/b][sup]「rival intern」[/sup] You have connections to your previous employer or other groups you dealt with during your previous employment. You can communicate with your contacts. gaining information at the DM’s discretion. [b]Limited Telepathy[/b][sup]「verdan」[/sup] You can telepathically speak to any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathy, but it must be able to understand at least one language. This process of communication is slow and limited, allowing you to transmit and receive only simple ideas and straightforward concepts. [b]Persuasive[/b][sup]「verdan」[/sup] Your people’s lack of history makes you trustworthy and humble. You have proficiency in the Persuasion skill. [b]Telepathic Insight[/b][sup]「verdan」[/sup] Your mind’s connection to the world around you strengthens your will. You have advantage on all Wisdom and Charisma saving throws. [b]Black Blood Healing[/b][sup]「verdan」[/sup] The black blood that is a sign of your people’s connection to That-Which-Endures boosts your natural healing. When you roll a 1 or 2 on any Hit Die you spend at the end of a short rest, you can reroll the die and must use the new roll. [b]Blessing of the Forge[/b][sup]「forge cleric」[/sup] At 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one non-magical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it’s armor or a +1 bonus to attack and damage rolls if it’s a weapon. Once you use this feature, you can’t use it again until you finish a long rest. [hr][h2]Spells[/h2] [b]Cantrips (3):[/b] [i]Guidance, Word of Radiance, Thaumaturgy[/i] [b]1st level (3 + 2*):[/b] [i]Cure Wounds, Inflict Wounds, Command, *Identify, *Searing Smite[/i] [hr][h2]Personality[/h2] [b]Personality Traits[/b] [indent] My previous employer didn’t respect me, and now I’ll do whatever I can to gain respect. I am tolerant of other faiths and respect the worship of other gods. I'm confident in my own abilities and do what I can to instill confidence in others. I work hard so that I can play hard when the work is done. [/indent] [b]Ideals[/b] [indent] Justice. I can’t stand people being treated unjustly. I do whatever it takes to stop injustice and those who flout the law. Aspiration. I seek to prove my self worthy of my god's favor by matching my actions against his or her teachings. Charity. I distribute money I acquire to the people who really need it. Independence. I must prove that I can handle myself without the coddling of my family. [/indent] [b]Bonds[/b] [indent] My family, clan, or tribe is the most important thing in my life, even when they are far from me. I owe a debt I can never repay to the person who took pity on me. The workshop where I learned my trade is the most important place in the world to me. My past mistakes cost someone else dearly. I have to rectify that.[/indent] [b]Flaws[/b] [indent] My piety sometimes leads me to blindly trust those that profess faith in my god. I am too enamored of ale, wine, and other intoxicants. There's no room for caution in a life lived to the fullest. I hide a truly scandalous secret that could ruin my family forever. [/indent] [b]History[/b] [indent] Chaos; for as long as Garnet can remember, her existence has been governed by it. Crafs was born a goblin, far from the luxuries of civilization, further yet from the services of Forgotten Realms' many organizations. For the longest time, all she knew was conflict and hunger. Families being torn apart by bursts of violence, siblings fighting over scraps, friends stabbing each other in the back come the first opportunity. Of course, Crafs was no different; she owed her continued existence to the conflicts, always managing to claw her way out a victor - or, at the very least, a survivor. Then, one day, she came to know real chaos. To this day, she isn't sure what happened - but she knows [i]exactly [/i]what happened [i]after[/i]. She woke as a different person - a different [i]creature[/i], one that did not recognize the place she used to call home. Her tribesmen were alien to her as much as she was alien to them, and before she knew it, she had fled in terror. Confused, alone and still unfamiliar with her new form, she found herself in the territory of a dwarven clan. While there, exhaustion claimed her. Had it not been for the kindness of an elderly dwarven couple, she would've likely succumbed to the elements. As things were, not only was she rescued, she was given a chance at a new life. The couple had no children of their own, and they were eager to adopt the wandering child as their own. They did ask questions - but upon noticing how scared she was to answer them, they pressed her no longer. "Garnet", as she came to be known, was brought up as a dwarf. A... strangely green dwarf, with pointy ears and telepathic powers, who was prone to bursts of almost [i]savage [/i]behaviour at times. But her parents stuck by her, and did their best to quell her worries. Garnet never told them that at times, she remembered her previous life - and all the bad things she did as a goblin, however. Instead, she sought redemption her own way - she came to revere Moradin, and whether on purpose or not, came to adapt some of the most fundamental dwarven traits: sense of justice, loyalty, and... well, [i]stubbornness[/i]. She learnt the art of the forge from her father, and the art of the axe from her mother, and promised never to misuse either gift. But though her life was good, Garnet felt as though she couldn't stay in the remote dwarven city forever. Her parents had raised her to be hardworking and ambitious, and so when she realized money was becoming tight, she offered to go earn her own fortune out in the world. She promised to send home both letters and gold alike, and that she would come visit whenever able - with tales of her adventures in tow. The first employer she found was less than ideal. They were more interested in making a profit from Garnet's peculiar origins and telepathic ability than they were in respecting her as an employee and a smith - and it drove Garnet to anger. An altercation ensued, and at the end of it, she walked out. Hopefully, Acquisitions Incorporated would be a better match for her. If not, well, there were plenty of fish in the sea - or rocks on a mountain, as her mother used to say.[/indent] [hr][h2]Equipment[/h2] [b]PP[/b] 0 | [b]GP[/b] 10 | [b]EP[/b] 0 | [b]SP[/b] 0 | [b]CP[/b] 0 | ⇴ Mace ⇴ Greatclub ⇴ Chain Mail ⇴ Shield ⇴ Holy Symbol ⇴ Explorer's pack [indent]⇴ Backpack ⇴ Bedroll ⇴ Mess kit ⇴ Tinderbox ⇴ 10 torches ⇴ 10 days of Rations ⇴ Waterskin ⇴ 50 feet of Hempen rope [/indent]⇴ Ledger from previous employer containing a small piece of useful information ⇴ Set of fine clothes ⇴ Smith's tools [/color][/hider]