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"Kitty"

1 Level (0/300 XP for level-up) Slave Background Pantherian Race / Species / Heritage Alignment
Adventurer
Level 1
Hit Dice: 1/1
1d8+2 Class 1

STR 16

+3

DEX 16

+3

CON 15

+2

INT 11

+0

WIS 12

+1

CHA 12

+1

10
Hit Points
+3
Initiative (DEX)
10
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
13
Passive Perception
+4 Expertise Bonus
+2 Proficiency Bonus
+3 Strength
+5 Dexterity
+2 Constitution
+0 Intelligence
+1 Wisdom
+3 Charisma
saving throws
+3 Acrobatics DEX
+1 Animal Handling WIS
+0 Arcana INT
+3 Athletics STR
+1 Deception CHA
+0 History INT
+1 Insight WIS
+1 Intimidation CHA
+0 Investigation INT
skills
+1 Medicine WIS
+0 Nature INT
+3 Perception WIS
+3 Performance CHA
+1 Persuasion CHA
+0 Religion INT
+3 Sleight of Hand DEX
+5 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks
I existed for someone else's amusement, entertainment, or recreation.
Feature: The Hard Road
Slaves face great difficulty everywhere they go. Escaped slaves are often on the run if not from their former owners, then certainly from the law. Few are educated or have any practical experience to make a way for themselves. Most have limited social skills which give away their social status. Slavers may notice freemen as "unclaimed property" and try to "claim" them as slaves. People sense a sort of "inferiority" about slaves and freemen, and they will likely either ignore you or boss you around. Many freemen turn to crime to make ends meet and so anyone who doesn't assume you a slave immediately, will likely assume that you are a criminal. If you can ever really leave the slavery mindset knowing what it's like to be a slave, then you can pose as a slave with little difficulty and without raising much suspicion. People seem to do things in front of you that they would normally only do when they are alone.

Martial Drive. Pantherians naturally gain recreation
from playing with sharp and dangerous objects. Gain
proficiency with one weapon of choice. At level 3,
increase that proficiency to expertise.
Freedom Reigns. Pantherians naturally have a large
range of skills to find interest in, each a path of strength
which they hope to find their freedom in. Gain 3 skill
proficiencies, or alternatively, gain a feat.

Always on the lookout for danger, you gain the following benefits:
You gain a +5 bonus to initiative.
You can't be surprised while you are conscious.
Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.

Features & Traits
Basic well-worn clothes
Whatever the McGuffin may be

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Sewing kit
Doctor's tools
drums
Land vehichles
Improvised weapon
Simple weapon
Nets
idk, like a gun or something?
Something sharp (racial weapon)

Languages & Proficiencies
No matter how bad things get, I never complain– I've seen worse.

Personality Traits
Apathy. I only think about what is within my power. Anything else is just circumstance.

Ideals
I heard a story about some grand place, and deeply want to go there.

Bonds
When I am told to do something by an enemy, I might do it.

Flaws


™ & © 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.

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