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D&D Character Sheet: Changeling Psion

The document details a character sheet for a Level 7 Changeling Psion and Sorcerer with a Draconic Bloodline. The character, named Tears, has a chaotic good alignment and a faceless background, allowing for disguise and dual identities. It includes information on abilities, spells, equipment, and personal traits that define the character's gameplay and narrative role.

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ankaderin2004
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0% found this document useful (0 votes)
35 views7 pages

D&D Character Sheet: Changeling Psion

The document details a character sheet for a Level 7 Changeling Psion and Sorcerer with a Draconic Bloodline. The character, named Tears, has a chaotic good alignment and a faceless background, allowing for disguise and dual identities. It includes information on abilities, spells, equipment, and personal traits that define the character's gameplay and narrative role.

Uploaded by

ankaderin2004
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Level 7 Changeling Psion, Awakened (6) / Sorcerer, Draconic Bloodline (1) 23000

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Tears
Faceless Chaotic Good Caliban
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Psionics (6 Psi Points/Short Rest). You can expend up to


STRENGTH Psionic Defenses | Draconic Resilience (Sorcerer) (13) 13 3 Psi Points at one time.
PROFICIENCY BONUS +3
8
SHIELD Visionary Sight. You no longer need to see targets of
AC
Psionic powers, so long as they are within range and you
know where they are. Being unable to see an attacker no
N
CIE C longer grants them advantage against you, and you do
-1 Strength
Y
PROFI

-1 not suffer disadvantage attacking unseen targets.


+0 Dexterity
Mind Devourer. You can cast psychic drain for 2 psi
+2 Constitution ARMOR CLASS points. Additionally, whenever a creature within 10 feet
DEXTERITY of you that had an Intelligence score of 6 or higher dies,
✘ +6 Intelligence you can expend your reaction to draw in its psionic
MAXIMUM HIT DICE TEMPORARY

11 ✘ +3 Wisdom

+3 Charisma
45 7d6 4
power, regaining 1d4 hit points and 1 expended psi point.

Projection Discipline (Action). You can use your powers


CONDITIONAL to project an inanimate object you imagine into your
+0 hands. It cannot be larger than 3 feet on any side or
weigh more than 10 pounds, and is clearly ethereal in
nature. This item behaves as a solid object. Projected
CURRENT HIT POINTS
items fade after 1 minute, and you can have no more
CONSTITUTION DEATH SAVING THROWS
than 3 projected items at a time.
SAVING THROWS

14 N
CIE C

+0 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Psionic Mastery. At the start of your turn you get 1 free
Psi Point. This can be spent to empower Psionic
Y
PROFI

Disciplines, but not to recreate spells or fuel Psionic


RT

EXPE

+0 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION Talents. If you have any unspent free Psi Points left at the
+2 +3 Arcana (Int)
end of your turn, then they are lost.

Telepathy Discipline. You can communicate telepathically


-1 Athletics (Str) 5 psi point with any creature you can see within 30 feet of you. You
INTELLIGENCE ✘ +6 Deception (Cha) don’t need to share a language with the creature for it to
understand your telepathic utterances, but the creature
16 ✘
+3 History (Int)
+3 Insight (Wis)
must be able to understand at least one language. You
can duplicate the effects of spells by spending Psi Points
as indicated in the Alternate Effects table. If a spell can be
✘ +6 Intimidation (Cha) SPEED, SENSES, & CONDITIONS cast at a higher level, you can spend an additional psi
+3 ✘ +6 Investigation (Int)
point to cast it at that higher level.

+0 Medicine (Wis) Change Appearance. As an action, you can Mental Awareness. You can use Intelligence instead of
transform your appearance or revert to your Wisdom when making an Insight check against a creature
WISDOM +3 Nature (Int) with an Intelligence ability score of 6 or higher. Further,
natural form. You can't duplicate the appearance
once you have telepathically communicated with an
10 ✘ +3 Perception (Wis) of a creature you've never seen, and you revert to
allied creature, you know their location for next hour.
your natural form if you die. Your ruse is usually
+3 Performance (Cha) indiscernible, you have advantage on any Exposed Plans (Bonus Action). If a creature has failed a
✘ +6 Persuasion (Cha) Charisma (Deception) check you make to avoid saving throw against your Telepathic Intrusion since the
+0 +3 Religion (Int)
detection. start of your last turn, you can use a bonus action to give
it disadvantage on its next saving throw against a psionic
+0 Sleight of Hand (Dex) Unsettling Visage (1/Short Rest). When a creature power besides Telepathic Intrusion or give yourself
you can see makes an attack roll against you, you advantage on your next attack roll against that target.
CHARISMA +0 Stealth (Dex) can use your reaction to impose disadvantage on
Empowered Psionics. When you deal damage with a
16 +0 Survival (Wis) the roll. Using this trait reveals your shapeshifting
nature to any creature within 30 feet that can see psionic discipline you can add 3 to one damage roll of
SKILLS that power.
you.
Dragon Ancestor. Whenever you make a Charisma check
+3 13 PASSIVE PERCEPTION
when interacting with dragons, your proficiency bonus is
doubled if it applies to the check.
Red Dragon. The red dragon as your ancestor.
ADVANTAGE
Draconic Resilience. When you aren’t wearing armor,
INITIATIVE +0 1 Attack / Attack Action RACIAL TRAITS
your AC equals 13.

NAME RANGE ATTACK DAMAGE / TYPE


Dagger 20/60 +4 vs AC 1d4+2 piercing
Finesse, Light, Thrown
FEATURES & TRAITS

Armor Proficiencies. Light Armor

Weapon Proficiencies. Simple Weapons

Tool Proficiencies. Vehicles land, Disguise kit

Languages. Common, Gnomish, Draconic, Giant

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Female Unkown 168 58
GENDER AGE HEIGHT WEIGHT
Tears Black White Brown
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

Being who you are, you could never be a hero. Whether due to your class, your people, your family, or your sins,
something about you prevents you from effectively pursuing the path you’ve chosen. Even so, that doesn’t stop you.
You’ve left your old face behind, taking on a new persona, becoming something more.
I strive to have no personality—it’s easier to forget
what’s hardly there. Characters with the faceless background don a disguise—literally or otherwise—as they adventure. This persona might
be dramatic or subtle. In a way, though, many characters have such larger than life personalities. Therefor, this
background largely focuses on detailing the hero behind the mask.

PERSONALITY TRAITS

Anonymity. It’s my deeds that should be


remembered, not their instrument. (Any)

IDEAL

I a exceptional. I do this because no one else can,


and no one can stop me.

BOND

Ejderhaya dönüşmekten çok korkuyorum

FLAW BACKGROUND STORY

Dual Personalities
Most of your fellow adventurers and the world know you
as your persona. Those who seek to learn more about
you—your weaknesses, your origins, your purpose—find
themselves stymied by your disguise. Upon donning a
disguise and behaving as your persona, you are
unidentifiable as your true self. Be removing your disguise
and revealing your true face, you are no longer
identifiable as your persona. This allows you to change
appearances between your two personalities as often as
you wish, using one to hide the other or serve as
convenient camouflage. However, should someone realize
the connection between your persona and your true self,
your deception might lose its effectiveness.
BACKGROUND FEATURE

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
Disguise Kit 1 3
Clothes, Costume 1 4
Backpack 1 5
Bedroll 1 7
Mess Kit 1 1
Tinderbox 1 1
Torch 10 10
Rations (1 day) 10 20
Waterskin 1 5
Rope, Hempen (50 feet) 1 10
Clothes, Common 1 3
Leather 1 10

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 6 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

79.1 lb / 120 lb 240 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

#1 #2
STORED ITEM # lb. STORED ITEM # lb.

STORED ITEMS QUEST ITEMS & TRINKETS

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Intelligence +6 14 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Psion, Awakened

1ST LEVEL Astral Construct Telepathic Intrusion

2ND LEVEL Psychic Drain

Charisma +6 14 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Sorcerer, Draconic Bloodline

CANTRIPS Conflagrate Fire Bolt


Frostbite Glimmer

1ST LEVEL 2 SPELL SLOTS Burning Hands Ill-Fated Word


Conflagrate Fire Bolt Frostbite
Evocation Cantrip Evocation Cantrip Evocation Cantrip

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 60 feet RANGE 120 feet RANGE 60 feet
DURATION Concentration, up to 1 minute DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S

You burn a target and make them susceptible to fire. Make a ranged You hurl a mote of fire at a creature or object within range. Make a You cause numbing frost to form on one creature that you can see
spell attack against the target. On a hit, the target takes 1d6 fire ranged spell attack against the target. On a hit, the target takes 1d10 within range. The target must make a Constitution saving throw. On a
damage and is marked with a fiery rune for the duration of the spell. fire damage. A flammable object hit by this spell ignites if it isn’t failed save, the target takes 1d6 cold damage, and it has
In any round after the one when this spell is cast, a target that takes being worn or carried. disadvantage on the next weapon attack roll it makes before the end
fire damage from any source takes an additional 1d6 fire damage. This spell’s damage increases by 1d10 when you reach 5th level of its next turn.
This effect can only occur once per round. (2d10), 11th level (3d10), and 17th level (4d10). The spell’s damage increases by 1d6 when you reach 5th level
Both instances of this spell’s damage increase by 1d6 when you (2d6), 11th level (3d6), and 17th level (4d6).
reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Spellcasting (Sorcerer) Grimlore’s Grimoire Spellcasting (Sorcerer) Player’s Handbook Spellcasting (Sorcerer) Xanathar’s Guide to Everything

Glimmer Astral Construct Burning Hands


Illusion Cantrip 1st-level psionic power 1st-level evocation

CASTING TIME 1 action CASTING TIME 1 Action CASTING TIME 1 action


RANGE Self (30 feet) RANGE 60 feet RANGE Self (15-foot cone)
DURATION 1 round DURATION Concentration, Up to 1 minute DURATION Instantaneous
COMPONENTS V, S, M (a coin) COMPONENTS S COMPONENTS V, S

It’s far easier to conceal by revealing than to reveal by concealing. You project an ethereal creation from your mind taking the shape of a medium or As you hold your hands with thumbs touching and fingers spread, a
smaller creature, weapon, or other object. This creation is clearly ethereal in nature.
You flick a coin into the air and make it sparkle with shimmering When you create it, and on subsequent turns using your action to mentally control it, thin sheet of flames shoots forth from your outstretched fingertips.
light, drawing the attention of all creatures within 30 feet of you. you can move it up to 30 feet in any direction and attack; so long as it does not move Each creature in a 15-foot cone must make a Dexterity saving throw.
Each creature must make a Wisdom saving throw. A creature that is beyond the range of the power. To attack with it, make a melee spell attack, on a hit, the A creature takes 3d6 fire damage on a failed save, or half as much
in combat has advantage on this saving throw. If a creature fails, it target takes 1d8 force damage. damage on a successful one. The fire ignites any flammable objects in
While the Astral Construct is active, you can spend Psi Points up to your per use limit
suffers disadvantage on ability checks until the start of your next to issue commands that effect and empower your construct. Commands require no the area that aren’t being worn or carried.
turn. action, but you cannot exceed your psi point limit in total commands issued, and each At Higher Levels. When you cast this spell using a spell slot of 2nd
command can only be issued once per turn. level or higher, the damage increases by 1d6 for each slot level above
Strike (2 psi point): The construct makes an attack (even if it has already attacked).
Relocate (1 psi point): The construct disappears and reappears anywhere within 60 1st.
feet of you.
Solidify (1 psi point): You construct becomes solid, blocking its space until the start of
your next turn. You can only use this command if it is not in another creatures space. It
has an armor class of 16, and hit points of your Intelligence modifier + your Psion level.
The construct etheral again if it drops to zero hit points.
Grab (1 psi point): Can only be used while your construct is Solidified. A target
creature within 5 feet of your construct must make a Strength saving throw or be
restrained. At the end of the creatures turns it can repeat the saving throw. The
condition ends of the construct becomes ethereal again.
Grow (1 psi points): Your construct by a size, and its damage increased by one die. It
returns to its normal size at the start of your next turn unless you use Sustain. It can only
gain one additional die (for example, up to 2d8).
Replicate (3 psi points): You use Relocate, but the original does not disappear. Until
the end of your turn, you have another constructs and control both with the same action
(commands only effect one of your choice). Pick one construct to fade at the start of
your next turn or use Sustain.
Sustain (1+ psi point): At the start of your turn, you can sustain the effect of a Solidify,
Grow or Replicate command an additional round. This costs 1 psi point for each effect
sustained. Sustaining solidify refreshes the constructs hit points to its maximum.

Spellcasting (Sorcerer) The Compendium of Forgotten Secrets Projection Discipline (Psion) Kibbles’ Psion Spellcasting (Sorcerer) Player’s Handbook

Ill-Fated Word Telepathic Intrusion Psychic Drain


1st-level divination (chaos) 1st-level psionic power 2nd-level psionic

CASTING TIME 1 reaction CASTING TIME 1 Action CASTING TIME 1 action


RANGE 30 feet RANGE 60 feet RANGE 60 feet
DURATION Instantaneous DURATION Instantaneous DURATION Instantaneous
COMPONENTS V COMPONENTS S COMPONENTS S

You call out a distracting curse to a creature, altering its chance to You assault the mind of a creature you can see directly. The target You draw on the psychic energy of another creature to sustain
succeed at whatever it’s currently doing. You roll a d4 and subtract must succeed on a Wisdom saving throw, or take 1d8 psychic yourself. The target must make a Charisma saving throw. On failure it
the number rolled from an attack roll, ability check, or saving throw damage. If the target fails the saving throw, it has disadvantage on takes 3d8 psychic damage and you gain temporary hit points equal to
that the target creature just made; the target uses the lowered result attacks made against you until the start of your next turn. You can half the amount of psychic damage dealt and regain one expended
to determine the outcome of its roll. choose to deal no damage to the creature when it fails its saving psi point.
throw. At Higher Levels. When you cast this spell using a spell slot of 3rd
You can spend Psi Points up to your per use limit to add the level or higher, the spell deals an additional 1d8 psychic damage.
following modifiers to Telepathic Intrusion (you can add multiple
modifiers). The points must be spent when choosing the target of the
power.
Rending (1+ psi points): The target takes +1d8 psychic damage for
each additional point spent.
Terrifying (1 psi point): The target is frightened of you until the end
of its next turn if it fails its saving throw.
Meddling (2 psi points): You make one creature invisible to target
creature or cause the creature to see something that is not there
with the effect of minor illusion until the start of your next turn if it
fails its saving throw.
Overwhelming (3 psi points): The target is stunned until the end of
its next turn if it fails its saving throw.

Spellcasting (Sorcerer) Deep Magic: Chaos Magic Telepathy Discipline (Psion) Kibbles’ Psion Mind Devourer (Psion) Kibbles’ Psion
Disguise Kit Clothes, Costume Backpack
Tools Adventuring Gear Adventuring Gear

The perfect tool for anyone who wants to engage in trickery, a disguise A backpack is a leather pack carried on the back, typically
kit enables its owner to adopt a false identity. with straps to secure it. A backpack can hold 1 cubic foot/
Components. A disguise kit includes cosmetics, hair dye, small props,
and a few pieces of clothing. 30 pounds of gear.
Deception. In certain cases, a disguise can improve your ability to You can also strap items, such as a bedroll or a coil of
weave convincing lies. rope, to the outside of a backpack.
Intimidation. The right disguise can make you look more fearsome,
whether you want to scare someone away by posing as a plague victim
or intimidate a gang of thugs by taking the appearance of a bully.
Performance. A cunning disguise can enhance an audience’s
enjoyment of a performance, provided the disguise is properly designed
to evoke the desired reaction.
Persuasion. Folk tend to trust a person in uniform. If you disguise
yourself as an authority figure, your efforts to persuade others are often
more effective.
Create Disguise. As part of a long rest, you can create a disguise. It
takes you 1 minute to don such a disguise once you have created it. You
can carry only one such disguise on you at a time without drawing undue
attention, unless you have a bag of holding or a similar method to keep
them hidden. Each disguise weighs 1 pound.
At other times, it takes 10 minutes to craft a disguise that involves
moderate changes to your appearance, and 30 minutes for one that
requires more extensive changes.
DISGUISE KIT
Activity DC
Cover injuries or distinguishing marks 10
Spot a disguise being used by someone else 15
Copy a humanoid’s appearance 20

3 lbs. Player’s Handbook 4 lb. Player’s Handbook 5 lb. Player’s Handbook

Bedroll Mess Kit Tinderbox


Adventuring Gear Adventuring Gear Adventuring Gear

This tin box contains a cup and simple cutlery. The box This small container holds flint, fire steel, and tinder
clamps together, and one side can be used as a cooking pan (usually dry cloth soaked in light oil) used to kindle a fire.
and the other as a plate or shallow bowl. Using it to light a torch—or anything else with abundant,
exposed fuel—takes an action. Lighting any other fire takes
1 minute.

7 lb. Player’s Handbook 1 lb. Player’s Handbook 1 lb. Player’s Handbook

Torch Rations (1 day) Waterskin


Adventuring Gear Adventuring Gear Adventuring Gear

A torch burns for 1 hour, providing bright light in a 20-foot Rations consist of dry foods suitable for extended travel,
radius and dim light for an additional 20 feet. If you make a including jerky, dried fruit, hardtack, and nuts.
melee attack with a burning torch and hit, it deals 1 fire
damage.

1 lb. Player’s Handbook 2 lb. Player’s Handbook 5 lb. (full) Player’s Handbook
Rope, Hempen (50 feet) Clothes, Common Leather
Adventuring Gear Adventuring Gear Armor

Rope, whether made of hemp or silk, has 2 hit points and The breastplate and shoulder protectors of this armor are
can be burst with a DC 17 Strength check. made of leather that has been stiffened by being boiled in
oil. The rest of the armor is made of softer and more
flexible materials.

10 lb. Player’s Handbook 3 lb. Player’s Handbook 10 lb. Player’s Handbook

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