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changeling House Agent

Nix
neutral evil
Assasino

+2 16
14 +4 9m
1 12

9
0

11
0

+0 Assassinate - You have advantage on attack rolls against any creature that hasn't taken a turn
in the combat yet. In addition, any hit you score against a creature that is surprised is a critical
hit.
Bonus Proficiencies - you gain proficiency with the disguise kit and the poisoner's kit.
As a bonus action, you give yourself advantage on your next attack roll on the current turn. You
◆ 6 SteadyAim - can use this bonus action only if you haven't moved during this turn, and after you
use the bonus action, your speed is 0 until the end of the current turn.

18
● 6
● 6
4

+4
arco curto+20 flecha +8 1d6
1

espada longa +8
13
1d8(cort)/1d10(var)

2 adaga +8 1d4
+1
◆ 4

14
2 Infiltration Expertise
2 Starting at 9th level, you can unfailingly create false identities for yourself. You must spend seven
days and 25 gp to establish the history, profession, and affiliations for an identity. You can't establish
● 4
an identity that belongs to someone else. For example, you might acquire appropriate clothing,

+2
2 letters of introduction, and official-looking certification to establish yourself as a member of a trading
house from a remote city so you can insinuate yourself into the company of other wealthy
2 merchants.

15
2
2
2

+2 ● 4
2

Impostor

3 At 13th level, you gain the ability to unerringly mimic another person's speech, writing, and
behavior. You must spend at least three hours studying these three components of the

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● 5 person's behavior, listening to speech, examining handwriting, and observing mannerism.
3 Your ruse is indiscernible to the casual observer. If a wary creature suspects something is
3 amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.

+3 ● 5

Shapechanger. As an action, you


can change your appearance and Death Strike

your voice. Starting at 17th level, you become a master of instant death. When you
attack and hit a creature that is surprised, it must make a Constitution
saving throw (DC 8 + your Dexterity modifier + your proficiency bonus).
On a failed save, double the damage of your attack against the creature.

2 idiomas+comum
● ●

esp curta/longa,
rapieira.
You have sworn fealty to a
dragonmarked house. If you have a
dragonmark, you're likely a member of
one of the house's influential families;
otherwise you're an outsider who hopes
to make your fortune through the house.
Your main task is to serve as the eyes of
your house, but you could be called on at
any time to act as its hand. Such missions
can be perilous but lucrative.

-Pacote de assaltante
-Ferramentas de ladrão
-armadura couro
fine clothes -alchemist supplyes(two glass
beakers, a metal frame to hold a
ring of cannith beaker in place over an open
flame, a glass stirring rod, a small
mortar and pestle, and a pouch of
common alchemical ingredients,
including salt, powdered iron, and
purified water) (house of cannith)
-thinker tool(Tinker's tools
include a variety of hand tools,
thread, needles, a whetstone,
scraps of cloth and leather, and a
small pot of glue)
-a purse containing 20 gp.

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