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Vy Leon

2 Level (0/900 XP for level-up) Charlatan Background Super-Human Race / Species / Heritage Neutral Good Alignment
Swift
Level 2
Hit Dice: 2/2
1d6+2 Class 1

STR 8

-1

DEX 16

+3

CON 14

+2

INT 13

+1

WIS 10

+0

CHA 12

+1

13
Hit Points
+3
Initiative (DEX)
17
Armor Class (AC)
+2
Prof. Bonus
30ft/15s
Speed (walk/run/fly)
10
Passive Perception
+4 Expertise Bonus
+2 Proficiency Bonus
-1 Strength
+5 Dexterity
+2 Constitution
+3 Intelligence
+0 Wisdom
+1 Charisma
saving throws
+7 Acrobatics DEX
+0 Animal Handling WIS
+1 Arcana INT
-1 Athletics STR
+3 Deception CHA
+1 History INT
+0 Insight WIS
+1 Intimidation CHA
+1 Investigation INT
skills
+0 Medicine WIS
+1 Nature INT
+0 Perception WIS
+1 Performance CHA
+3 Persuasion CHA
+1 Religion INT
+5 Sleight of Hand DEX
+3 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +5 DEX 1d4+3 piercing
 Finesse, light, thrown (20/60)
Spear +1 STR 1d6-1 piercing
 Thrown (20/60), versatile (1d8)
Attacks
Agile
At 1st level, you gain proficiency in a Dexterity based skill, and if you already have proficiency in it, you can double your proficiency bonus. In addition, you can add half your proficiency bonus, rounded down, to any Dexterity based ability check you make that doesn't already include your proficiency bonus.
Quick Strike
Beginning at 1st level, if you move at least 15 ft. straight toward a target and then hit it with a finesse weapon on the same turn, the target takes 1 extra damage from your attacks.
Quick Strike may not activate more than once from any attack you make.
Unarmored Defense
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 13 + your Dexterity modifier + your Charisma modifier.
Remarkable Recovery
When you are successfully stabilized while dying, you regain hit points equal to your Constitution modifier (minimum of 1).
Whenever you regain hit points as a result of a spell, potion, or class feature (but not this feat), you regain additional hit points equal to your Constitution modifier (minimum of 1).
False Identity
You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.
Cunning Action
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can use your bonus action to take the Dash, Disengage, Help, or Use an Object action.
Purposeful Stride
Also at 2nd level, your willpower puts a bounce in your step. Your walking speed increases by a number of feet equal to 5ft and you can use your Dexterity modifier, instead of Strength, to calculate your jumping distances.

Features & Traits
Leather Armor, x1 dagger, x1 Spear, Alchemist supplies, Explorers kit, Fine Clothes, Disguise Kit,

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 1500, Platinum: 0 Money
Armor: Light Armor
Weapons: Simple Weapons, Martial Weapons
Tools:Alchemist Supplies, Disguise Kit, Forgery Kit,

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.10, made by Tillerz - Updated: 2026-05-13
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


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