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Dumont Silencieux

3 Level (0/2700 XP for level-up) Faceless Background Variant Human Race / Species / Heritage Neutral Evil Alignment
Fighter (Psi Warrior)
Level 3
Hit Dice: 3/3
1d10+1 Class 1

STR
14
+2
DEX
16
+3
CON
12
+1
INT
15
+2
WIS
8
-1
CHA
8
-1
25
Hit Points
+3
Initiative (DEX)
13
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
9
Passive Perception
4 / 4
Psionic Energy (D6)
+4 Expertise Bonus
+2 Proficiency Bonus
+4 Strength
+3 Dexterity
+3 Constitution
+2 Intelligence
-1 Wisdom
-1 Charisma
saving throws
+5 Acrobatics DEX
-1 Animal Handling WIS
+2 Arcana INT
+2 Athletics STR
+1 Deception CHA
+2 History INT
-1 Insight WIS
+1 Intimidation CHA
+2 Investigation INT
skills
-1 Medicine WIS
+2 Nature INT
-1 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
+4 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
-1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Unarmed +4 STR 1d6(1d8unarmed)+2 bludgeon
Attacks
Disguise Kit
Mime Costume
Chainmail
Explorer's Pack

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 10, Platinum: 0 Money
Common
Abyssal
Disguise Kit
All Armor
Shields
Simple Weapons
Martial Weapons

Languages & Proficiencies
Fighter
Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you

Second Wind
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.

Once you use this feature, you must finish a short or long rest before you can use it again.

Action Surge
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Psi Warrior
Protective Field.
When you or another creature you can see within 30 feet of you takes damage, you can use your reaction to expend one Psionic Energy die, roll the die, and reduce the damage taken by the number rolled plus your Intelligence modifier (minimum reduction of 1), as you create a momentary shield of telekinetic force.

Psionic Strike.
You can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target within 30 feet of you with an attack and deal damage to it with a weapon, you can expend one Psionic Energy die, rolling it and dealing force damage to the target equal to the number rolled plus your Intelligence modifier.

Telekinetic Movement.
You can move an object or a creature with your mind. As an action, you target one loose object that is Large or smaller or one willing creature, other than yourself. If you can see the target and it is within 30 feet of you, you can move it up to 30 feet to an unoccupied space you can see. Alternatively, if it is a Tiny object, you can move it to or from your hand. Either way, you can move the target horizontally, vertically, or both. Once you take this action, you can't do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again.

Notes


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