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Puffy

5 Level (0/14000 XP for level-up) Background Buddy Bott Race / Species / Heritage Lawful Neutral Alignment
Assasin
Level 5
Hit Dice: 5/5
1d8+4 Class 1

STR 14

+2

DEX 18

+4

CON 18

+4

INT 16

+3

WIS 14

+2

CHA 20

+5

48
Hit Points
+4
Initiative (DEX)
10
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
12
Passive Perception
Spellcasting ...
+15 Attack mod
CHA Ability
+5 Abi Mod
23 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+4 Strength
+11 Dexterity
+8 Constitution
+9 Intelligence
+4 Wisdom
+13 Charisma
saving throws
+7 Acrobatics DEX
+2 Animal Handling WIS
+3 Arcana INT
+2 Athletics STR
+5 Deception CHA
+3 History INT
+5 Insight WIS
+5 Intimidation CHA
+3 Investigation INT
skills
+2 Medicine WIS
+3 Nature INT
+2 Perception WIS
+10 Performance CHA
+10 Persuasion CHA
+3 Religion INT
+4 Sleight of Hand DEX
+4 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Rapier +8 DEX 1d8+4 piercing
 finess
bellows +8 DEX 2d10+4
Dagger +8 DEX 1d4+4
 Finesse, light, thrown (range 20/60)
Dagger +8 DEX 1d4+4
 Finesse, light, thrown (range 20/60)
Butt Smash +9 STR 1d12+2
 our hindquarters is so massive that you can launch yourself into the air and fall on top of your foe dealing 1d12 + Ass modifier + proficiency damage or more depending on jump height and weight. The enemy must make Strength saving throw with the DC being 10 + Ass modifier + proficiency or else be knocked down or even pinned if the person attacking chooses to sit on them.
Hip Check +9 STR 1d6+2
 You use your weight to slam your rear into the enemy to knock them prone or make them drop their weapon/shield causing 1d6 + Ass modifier + proficiency damage with DC being the same as Butt Smash but the saving throw is Constitution.
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Swelling Slap +15 1d10 inflation
 Notes:Make a melee spell attack against the target. On a hit, the target gains 1d10 gas fullness.
Healing Puffkiss +15 1d10/healong/inflation
 Notes:Description: send a Healing puffkiss to an ally you see within 60ft, Healing 1d10 but also causing the same amount healed to be dealt as inflation damage. If the character healed popped because of this effect then they do not gain any health. At level 6, heals 2d10. At level 9, heals 3d10. At level 12, does not lose the effect of healing when an ally pops.
alluring gaze +15
 Notes:You look at a target and beckon them towards you. The target must make a Wisdom save or take half their movement speed to walk towards you in the safest way they can. This doesn't take up their movement for the turn or their round however. At level 5 the target moves up to their full speed to get close to you safely. At level 11 the target has disadvantage at making the save. At level 17 you may force the target to take up their movement for the turn when getting close to you.
Air Bullets +15 2d10 inflation
 Notes:You snap your fingers at one creature you can see within range, and a shot of wind fires out at them. Make a magic ranged attack to see if the spell lands. If it does deal 1d10 inflation damage to the target. The spell's damage increases by one die when you reach 5th level 2d10, 9th level 3d10, and 13th level 4d10.
Smother them +15 1d10 (+1d6 each round)
 Notes:Description: The caster inflates one of their “assets”, such as their rear, to half their inflation limit and knocked down an enemy near them causing that enemy to become proned if the enemy fails a Strength Saving throw against the caster’s DC taking 1d10 bludgeoning damage. The enemy remains prone until the caster sits up or is popped. The one pinned under the caster can get out after succeeding a Strength saving throw. The caster can deflate after a minute of forcing it out. While the enemy is under the caster, they take 1d6 from suffocation. At level 6, the caster can pin 2 enemies under them and the enemies have disadvantage for their saving throws. At level 9, they can pin 3 enemies. At level 12, they can pin 4 enemies and instead deal 3d6 per turn.
Mini Explosion +15 1 action alteration 1D10 per 10 points
 Notes:Description: The caster inflates to their max inflation limit and intentionally bursting in a radius of 15 ft causing 1d10 per 10 points after their inflation limit is divided by 4 (So if the caster has an inflation limit of 60, it is 60 divided by 4 equaling 15 and then divide by 10, it equals 1.5 and then round down making it a 1d10, but if the inflation limit is 80, it naturally 2d10). This does cause popping damage to the caster as if the enemy popped them (1d10 per 40 points of inflation with a minimum of 1d10). This spell cannot kill the caster and will always leave the caster at 1 hp even if the damage would be fatal. At level 6, it gets divided by 3 instead of 4. At level 9, it gets divided by 2 instead. At level 12, the amount no longer gets divided except for the inflation limit being divided by 10 equaling the amount of d10s for damage (the formula becomes inflation limit divided by 10 instead of inflation limit divided by 4 and then divided by 10. An inflation limit of 40 equals 4d10).
Mage Hand +15
 Notes:A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can't attack, activate magic items, or carry more than 10 pounds.

Expertise: Pursuasion, acrobatics
Thieves cant :thief language
Lucky Bitch: At 1st level, when you roll a 1 on a attack roll, ability check, or saving throw. You can reroll the die and must take the new roll. Equal to half your current level for number of uses. This effect can be regained after a long rest


Extra THICC: ASS mod +4 Milk: +3
Sneaky Puff: 3D6
Beginning at level 2, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal extra 1d6 inflation damage to one creature you hit with an attack if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, and  if that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. You learn the cantrip Puff Kiss. The amount of the extra damage increases as you gain levels in this class.
Cunning Action


Starting at level 2, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.


Bodily Alterations


Beginning at level 3, You gain skills to alter your form in certain ways to gain advantage in battle and even learned a bit of magic along the way. You gain two cantrips and Mage Hand along with three level 1 spells of your choosing. 



  • Belly Like Stone: your belly turns hard as stone. When taking attacks from the front you gain +2 AC.
  • Healing Pillows: Whether you have breasts or not, your chest or crotch begins to produce a large amount of milk which can heal 2d10 + Milk modifier, but also causes just as much inflation damage to them once per day, but can stack multiple days inside the part for later use however it will increase the size of the part with each day increasing ur inflation. You gain a Milk modifier every 2 levels starting with 1 Milk modifier.
  • Junk in the Trunk: your ass can act as a bag of holding of sorts, but you gain a fraction of the weight (¼) which also makes your behind larger.

Ability score increase: Char +2
Bountiful Luck


At level 4, you have extraordinary luck, which you have learned to mystically lend to your companions when you see them falter. You’re not sure how you do it you just wish it, and it happens. Surely a sign of fortune’s favor! When an ally you can see within 30 feet of you rolls a 1 on a d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll. When you use this ability, you can’t use your Lucky trait until the end of your next turn.



Grifter Technique


At level 5, you have become proficient in the art of charm and disguise. You gain charm dice (1d6) which can be used for a couple things. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a Long Rest. Your Charm die changes when you reach certain levels in this class. The die becomes a d8 at 7th level, a d10 at 10th level, and a d12 at 15th level.


Cutting Words: you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Charm dice, rolling a Charm die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the GM determines whether the attack roll or ability check succeeds or fail. The creature is immune if it can’t hear you or if it’s immune to being charmed.


Encouraging Words: You stir your comrade with your words. You target a comrade within 60 feet using a bonus action to give them a charm die to use for a attack roll, ability check, or saving throw.


Courtly senses and charms: Beginning at level 5, you gain a +2 when conversing with people in someway even if it to sense a lie. This effect increases by +2 every three levels.
-
interchangeable feat:


Armor: Light armor


Weapons: simple weapons, pumps, fire arms, longswords, rapiers, shortswords, bows


Tools: Thieves’ tool and Disguise kit 




Features & Traits

Skin tight leather suit (gives +2 to charisma related checks toward  aggressive interactions with people such as intimidation)


Burglar’s pack
Thieves’ tools
Disguise kit




Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money


™ & © 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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