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Imitar / 3 Charlatan

CLASS & LEVEL BACKGROUND PLAYER NAME


August
Changeling Chaotic Neutral
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
15 +4 30 ft
13 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

+1 PERSONALITY TRAITS

Hit Point Maximum 25


+1
Strength
DEXTERITY

18 ●


+4

+4
Dexterity
Constitution
25
CURRENT HIT POINTS IDEALS
+1
Intelligence
+4 +3
Wisdom
● +7
Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
14 3d8+6

+6
Acrobatics (Dex) Total SUCCESSES
+2
+3
Animal Handling (Wis) FAILURES

+3
Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE
+1
Athletics (Str)

13 ●
+7
Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE
History (Int)
+1 Race:

Rapier +6 d8 Pierci. Unsettling Visage. When a creature you can see makes an attack roll against
+1 ●
+5
Insight (Wis) you, you can use your reaction to impose disadvantage on the roll. You must
use this feature before knowing whether the attack hits or misses.

+5
Intimidation (Cha) Sling +6 d4 Bludg. Using this trait reveals your shapeshifting nature to any creature within 30 feet
that can see you. Once you use this trait, you can’t use it again until you finish a
short or long rest.
WISDOM +1
Investigation (Int)
Dagger +6 d4 Pierc. Divergent Persona. You gain proficiency with one tool of your choice. Define a
unique identity associated with that proficiency; establish the name, race,
+3
Medicine (Wis)
16 +1
Nature (Int)
gender, age, and other details. While you are in the form of this persona, the
related proficiency bonus is doubled for any ability check you make that uses
that proficiency.

Changeling Instincts. You gain proficiency with two of the following skills of your

+3

+5
Perception (Wis) choice: Deception, Insight, Intimidation, and Persuasion.

Class:

+9
Performance (Cha)
Focus. You have a number of Focus Points as shown on the Focus Points

CHARISMA

+7
Persuasion (Cha) column of the Imitar table. These represent your ability to focus your attention
on some of the more powerful or long-lasting aspects of creatures you've
observed, or to split your attention between your varied abilities. You regain all
+1
Religion (Int) of your Focus Points at the end of a short or long rest.

20 ●
+6
Sleight of Hand (Dex) Some of your Focus features require your target to make a saving throw to
resist the feature's effects. The saving throw DC is calculated as follows:

+6
Stealth (Dex) Focus Save DC: 8 + your Proficiency Bonus + your Charisma modifier
+5
Survival (Wis)
+3 Magical Hoodwink. When you see a creature complete a skill check, you can
use your reaction and spend 1 Focus point to memorise their moves exactly.
The next time you make a skill check using the same skill before the end of your
next turn, you can replace your total result with the creature's total.
SKILLS ATTACKS & SPELLCASTING
Focused Defense. As a bonus action, you can use 1 Focus point to increase
your AC by a value equal to your Charisma modifier until the end of your next
turn.

15 PASSIVE WISDOM (PERCEPTION) Focus Points - 5


CP Rapier Harlequin's Mask. Also, at 1st level, you gain expertise with the Disguise Kit and

Sling two of the following: Acrobatics, Performance, or one kind of gaming set. If you
are already proficient with one of these skills, you gain expertise with it.

Armor: Light Armor SP 20 Ammo You may, as an object interaction, either don a mask in your possession with
traditional harlequin markings, or apply face paint with your disguise kit to
achieve a similar effect. In either case, while wearing your Harlequin’s Mask,
Forgery Kit you have advantage on any check to specifically cause a distraction, or
otherwise draw attention to you.
Weapons: Simple Weapons, Rapier, EP
Explorer's Pack While wearing your mask, you learn the vicious mockery cantrip, and may cast it
Shortsword, Scimitars, Whip, Blowguns, as a bonus action on your turn.

Longbows 2 Daggers Imitar Expressions. At 2nd level, choose your Imitar Expression: Wilder,
GP 15 Leather Armor Otherworldly Prodigy, or Channeler, all of which are detailed at the end of the
class description. Your choice determines the situations and opponents you're
best able to adapt to, and grants you features at 2nd level and again at 7th,
Tools: Disguise Kit, Forgery Kit, Fine Clothes 13th, and 20th level.

Thieves' Tools, Painter's Supplies PP Entitic Essences. Starting at 3rd level, you gain the ability to, through close
Thieves' Tools study and evaluation, learn and retain the essence of various types of creatures
that you come across. You can retain a number of essences equal to your

Languages: Common, Primordial, Elvish Weighted Dice Charisma modifier (minimum 1). If you must remove an Entitic Essence, either
because your ability modifier decreased or because you learned a new one, you
may choose which to discard. The Entitic Essence options are detailed at the
end of the class description.

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

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AGE HEIGHT WEIGHT
August
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Change Appearance. As an action, you can transform your appearance or revert to your natural form. You can’t duplicate the appearance of
a creature you’ve never seen, and you revert to your natural form if you die.

You decide what you look like, including your height, weight, facial features, the sound of your voice, coloration, hair length, sex, and any
other distinguishing characteristics. You can make yourself appear as a member of another race, though none of your game statistics
change. You also can’t appear as a creature of a different size than you, and your basic shape stays the same; if you’re bipedal, you can’t
use this trait to become quadrupedal, for instance. Your clothing and other equipment don’t change in appearance, size, or shape to match
your new form, requiring you to keep a few extra outfits on hand to make the most compelling disguise possible.

Even to the most astute observers, your ruse is usually indiscernible. If you rouse suspicion, or if a wary creature suspects something is
amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.

Entitic Abberation.

Celestial
Fey

Subclass:

Arcane Buffoonery. Starting at 2nd level, you gain the ability to cast a variety of spells as part of your acts.

Dreams of Magic. Additionally at 2nd level, you find that when you wake, you have lingering memories of magic. At the end of a long rest, you
can choose 1 cantrip from any spell list. You may cast that spell until the start of your next long rest without Memorizing it. It counts as an
Imitar spell for you, but doesn’t count against your total spell number.

Feats:

Magic Initiate. Warlock

ADDITIONAL FEATURES & TRAITS

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Channeler
Charisma 15 +7
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Friends
Prestidigitation
Minor Illusion
Vicious Mockery
Eldritch Blast
Mind Silver

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 7
EPAR
SPELL NAME
ED
PR

● Faerie Fire

● Feather Fall
4
● Illusory Script

● Hex
SPELLS KNOWN

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

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