Serrin
Pronouns Moiar
Heritage Underborne Goblin
Underborne
Being part of an underborne community means you’re from a subterranean society.   Low-Light Living: When you’re in an area with low light or heavy shadow, you have advantage on rolls to hide, investigate, or perceive details within that area.
Goblin
Goblins are small humanoids easily recognizable by their large eyes and massive membranous ears.   Surefooted: You ignore disadvantage on Agility Rolls.   Danger Sense: Once per rest, mark a Stress to force an adversary to reroll an attack against you or an ally within Very Close range.
Level 1
Class Witch, Hedge
Domains Dread , Sage
Attributes
AGI
0
Sprint
Leap
Maneuver
STR
-1
Lift
Smash
Grapple
FIN
0
Control
Hide
Tinker
INS   
+2
Perceive
Sense
Navigate
PRE   
+1
Charm
Perform
Deceive
KNO   
+1
Recall
Analyze
Comprehend
Damage and Health
Evasion 10
Armor
Stress
Minor
Damage
2 Major
Damage
Severe
Damage
HP:
Witch Hope
Hope
Hope Feature
Experience
Experience Score
Class Feature

Witch Hope: When you or an ally within Far range rolls a failure on an action roll, you can spend 3 Hope to change into a success with Fear instead.

Hex: When a creature causes you or an ally within Close range to mark any number of Hit Points, you can mark a Stress to Hex them. Action and damage rolls against a Hexed creature gain a bonus equal to your tier. This condition lasts until the GM spends a number of Fear equal to your Spellcast trait to remove it or you Hex another creature. Otherwise, remove it when the scene ends.

Commune: Once per long rest, during a moment of calm, you can commune with an ancestor, deity, nature spirit, or otherwordly being. Ask them a question, then roll a number of d6s equal to your Spellcast trait. Choose one value from the rolled results and reference the chart below for the effect: 1-3: You taste a flavor, smell a scent, or feel a sensation relevant to the answer. 4-5: You hear sounds or see a vision relevant to the answer. 6: You psychically experience a scene relevant to the answer as if you were there.

Herbal Remedies: When you or an ally clear one or more Hit Points or Stress as the result of using a consumable, increase the number cleared by one.

Tethered Talisman: Once per rest, you can imbue a small item with your protective essence. When the person holding the talisman takes damage, you can expend its magic to reduce the number of Hit Points they mark by one. You can't create a new talisman until the old one has been used.

Surefooted: You ignore disadvantage on Agility Rolls.

Danger Sense: Once per rest, mark a Stress to force an adversary to reroll an attack against you or an ally within Very Close range. 1 Stress

Low-Light Living: When you’re in an area with low light or heavy shadow, you have advantage on rolls to hide, investigate, or perceive details within that area.

Weapons
Proficiency
  Wepaon P/S Trait Range Dam. Dice Type Size
Dualstaff P Instinct Melee d6+3 phy 2h
Wand P Knowledge Far d6+1 phy 1h
Armor
  Armor Base Thresholds Base Score
Gambeson 5/11 3
Feature: Flexible: +1 to Evasion
Gold
Handfuls:       Bags:       Chest:  
Inventory

Torch


50ft of Rope


Basic Supplies


Minor Stamina Potion


A small, harmless pet




Domain Cards
Blighting Strike
Blighting Strike
Vicious Entangle 1
Level 1 Spell, Sage
Make a Spellcast Roll against a target within Far range. On a success, roots and vines reach out from the ground, dealing 1d8+1 physical damage and temporarily Restraining the target.   Additionally on a success, you can spend a Hope to temporarily Restrain another adversary within Very Close range of your target.
Vicious Entangle
Vault
This product includes materials from the Daggerheart System Reference Document 1.0, © Critical Role, LLC. under the terms of the Darrington Press Community Gaming (DPCGL) License. More information can be found at https://www.daggerheart.com. There are no previous modifications by others. - Character Sheet v1.00 made by Tillerz - Updated: 2025-05-25

Created by

Reliara.

System

Daggerheart

Statblock Type

Character

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