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General Description
Gremlins are the smallest of the Greenskins, and second from the bottom in their hierarchy, usually remaining at the back of the ranks to operate the horde's war machines, advise the Warboss or fulfil other supporting functions. Gremlins are oddly proportioned like all Greenskins, with flat faces on a round head, large eyes, a rather rotund body, extremely oversized ears, and extremely long arms and short legs comparative to the rest of their body. They also have eyebrow ridges on top of their head in the same yellowish tone as their teeth and claws, a row of similar spikes down their backs, and very sharp teeth.
 
Naturally Inventive
Gremlins are the smallest Greenskins, but they are also the most intelligent, having a notable knack with taking technology stolen from other cultures and adapting it to work for the horde or even building their own machines from whatever odds and ends are laying around at the time. They also tend to be their horde's blacksmiths and armourers, resulting in the Greenskins’ famously cobbled-together equipment. Axes made out of iron rein brackets and wheel axles from raided caravans, swords made from flattened pots and pans, and breastplates made out of wooden panelling are all not uncommon to find when encountering Greenskins. 
 
Role in the Horde
The Gremlin’s natural inventiveness and intelligence also flies in the face of their rather “cutesy” appearance, and this appearance along with their small size and lack of physical ability is the reason why they usually sit near the bottom of the Greenskin hierarchy, kept off rock bottom only by their ability to make new weapons for the rest of the horde making them more useful and thus more valued than Goblins. One should not underestimate a Gremlin though, as if forced to fight directly they will usually attack in groups and with just as much ferocity as their larger brethren. 
 
Masters of Sabotage
Along with being good at building machines, Gremlins are also very good at working out what causes what to work and breaking it in such a way that nobody notices until they try to use it. They can surgically dismantle the gearing of a siege engine in minutes in such a way that it will effectively self-destruct the moment it is activated and then retreat in such a way as to render it difficult to trace them. 

Sub-Race Creation Additional

+2 Int, +1 Dex, -1 Str

Small: +1 AC, -4 to Special Attacks, +4 to Hide, x½ Carrying Capacity

Nimble: You can move through the space of any creature that is of a size larger than yours.

Using What’s At Hand: Gremlins are not built for direct combat but are startlingly resourceful if they find themselves in a confrontation. Once per combat you can use any object under 10lbs in weight within 5ft of you as a weapon. This object gains the stat block of a Club if under 5lbs or a Warhammer otherwise. The object breaks on a natural 1 or a natural 20. If not broken, it returns to its former properties after combat.

Technical Knowledge: Once per turn, you can grant advantage to one roll made by a siege crew that you command or are a member of. You also have advantage in opposed rolls to sabotage enemy machines.

Demolitionist: Being a Gremlin, you have a serious appetite for destruction and to this end you have developed a way to create small explosives that are an effective means of combat. You are proficient with explosive weapons. During a long rest, you can create three shrapnel bombs (explosive, 6d4 Piercing + 1d4 Fire (15ft radius), thrown (40/120), unstable, maiming, breaching) if you have access to small containers, oil, rags, and a large array of small sharp objects such as rocks or thumbtacks. These can be used as ordinary thrown weapons and deal double damage to siege engines.

Always Prepared: You have proficiency with tinker’s tools.

Trapmaster: You have the ability to create your own traps to suit the environment. These traps can range from a pit with spikes, trip wire and a crossbow, and more: as many as you can imagine. Depending on the complexity of the trap, you may be required to make an Int check. Your traps, if they deal damage, deal 1d8 damage (increasing to 2d8 at 6th Level, 3d8 at 12th Level and 4d8 at 18th Level) and whatever additional damage your DM feels should be applied (if your trap fires a crossbow bolt aimed at head height, if your target falls into a pit of javelins/acid etc.) In order to detect your traps, a creature needs to make a Perception or Investigation check.