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Vinci "Guy" Delft Faience

3 Level (0/2700 XP for level-up) Folk Hero Background Changeling Race / Species / Heritage Neutral Evil Alignment
Rogue
Level 3
Hit Dice: 3/3
1d8-1 Class 1

STR
11
+0
DEX
13
+1
CON
9
-1
INT
14
+2
WIS
15
+2
CHA
16
+3
15
Hit Points
+1
Initiative (DEX)
11
Armor Class (AC)
+2
Prof. Bonus
30/60/-
Speed (walk/run/fly)
14
Passive Perception
+4 Expertise Bonus
+2 Proficiency Bonus
+0 Strength
+3 Dexterity
-1 Constitution
+4 Intelligence
+2 Wisdom
+3 Charisma
saving throws
+1 Acrobatics DEX
+4 Animal Handling WIS
+2 Arcana INT
+0 Athletics STR
+5 Deception CHA
+2 History INT
+2 Insight WIS
+3 Intimidation CHA
+2 Investigation INT
skills
+2 Medicine WIS
+2 Nature INT
+4 Perception WIS
+5 Performance CHA
+7 Persuasion CHA
+2 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +1 DEX 1d4+1 Piercing
 Finesse, Light, Thrown
Wand of Magic Missiles +3 DEX 1d4+1 Force
 Ammunition, Range
Shortbow +0 STR 1d6 Piercing
 Ammunition, Range, Two-Handed
Shortsword +3 DEX 1d6+1 Piercing
 Finesse, Light
Attacks
Racial Traits
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 your appearance, including your facial features, height, weight, hair, sex, coloration, the sound of your voice, and any other distinguishable 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.

Divergent Persona: Changelings can maintain a number of personas, but there is often one you prioritize the most. You gain proficiency with one tool of your choice derived from this persona. Define a unique identity associated with that proficiency; establish the name, race, 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.

Languages: You can speak, read, and write Common and two other languages of your choice.

Unsettling Visage: When a creature you can see makes an attack roll against 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. Using this trait reveals your shapeshifting nature to any creature that can see you and is within 30 feet. Once you use this trait, you cannot use it again until you finish a short or long rest.

Features & Traits
Leather, Dagger, Shortbow, Shortsword, Arrows, Backpack, Clothes Common, Shovel, Potter's Tools, Thieves' Tools, Disguise Kit x2, Forgery Kit,Ball Bearings (bag of 1000), Bell, Candle, Wand of Magic Missile, Crowbar, Hammer, Lantern Hooded, Oil (flask), Piton, Rations (1 day), Rope Hempen (50 feet), Tinderbox, Waterskin, String,

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 10, Platinum: 0 Money
Languages
Common, Thieves’ Cant; Elvish, Dwarvish

Armor
Light Armor

Weapons
Crossbow, Longsword, Rapier, Shortsword, Hand(s)

Languages & Proficiencies
I'm somewhat of a hedonist. If it feels good, I want it. If I want it, I'll get it. I'm not to partial towards others unless they're involved in getting to my goal. That said, I don't go out of my way to hurt others, I'm just particularly driven.

Personality Traits
Money—By every God beyond our plane, do I love money and the things money buys!

Ideals
I've made passing friends and enemies, there's no remembering what reaction I'll illicit when I step into a city with a certain face. I do have a family, but I haven't seem them in too long. Surely, that's no issue, right? I can always go home and visit. I'm in no rush to go home, I ought to enjoy myself! I also have my "family", but I assure you, I am definitely in no rush to see them either.

Bonds
I've gotten by so long through scamming others—I've gotten a little too comfortable in my abilities. No one's properly stopped me yet, so clearly, I'm at the top of my game. I also have a questionable habit of chasing where the night-life of a region is. If there are prominent cliques, I want in!

Flaws
Changelings possess both masks and personas. Masks are simple appearances, with little substance or lore behind them, and personas often end up evolving from them. Due to their shallow nature, masks and most personas do not need to be logged. However, because I am insane, one or two or whatever need to be established prior to session 0. For simplicity sake without literally ass blasting this already janky character sheet, this is where I'll lay them out in the form of mini character sheets for organizational purpose (Any specific appearances can be found in Guy's WorldAnvil profile). As stated in traits, no special abilities, skills, etc. outside of proficiency bonuses occur with these. Only one persona may have access to this ability.

Je suis Magiq (Assigned Proficiency Bonus — Wand of Magic Missile)
Reicher Wein (No Proficiency Bonus)

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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