Sloth's Page


Backstory here.


Description here.

<Insert picture, if desired>


Medium humanoid (changeling), neutral
Armor Class 15 Scale Mail
Hit Points 10 (1d8 + 2)
Speed 30 ft.
10 (+0) 12 (+1) 14 (+2) 16 (+3) 13 (+1) 10 (+0)

Saving Throws CON +4, INT +5
Skills Deception +2, Insight +3, Intimidation +2, Investigation +5, Perception +3, Persuasion +2
Senses Passive Perception 13, Passive Investigation 15, Passive Insight 13
Languages Almebezbik, Abyssal, Deep Speech, Gnomish

Magical Tinkering. Sloth may imbue a Tiny nonmagical object with a magical property of his choice: 5ft. radius light, up to 6 second long recorded message, emits odor or nonverbal sound, static visual effect including up to 25 words of text. He can affect a maximum of 3 objects at a time.

Guild Membership. As an established and respected member of a guild, Sloth can rely on certain benefits that membership provides. His fellow guild members will provide him with lodging and food if necessary, and pay for his funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of his profession, which can be a good place to meet potential patrons, allies, or hirelings. Guilds often wield tremendous political power. If he is accused of a crime, his guild will support him if a good case can be made for his innocence or the crime is justifiable. He can also gain access to powerful political figures through the guild if he is a member in good standing. Such connections might require the donation of money or magic items to the guild’s coffers. He must pay dues of 5 gp per month to the guild. If he misses payments, he must make up back dues to remain in the guild’s good graces.

Spellcasting Character is a 1st-level spellcaster. Their spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). He has the following artificer spells prepared:

Cantrips (at will): mage hand, thorn whip

1st level (2 slots): catapult, grease, snare


Spear. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6) piercing damage, or 4 (1d8) piercing damage if used with two hands.

Boomerang. Ranged Weapon Attack: +3 to hit, range 60/120 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.

Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Shapechanger. As an action, Sloth can change his appearance and his voice. He determines the specifics of the changes, including his coloration, hair length, sex, height and weight. He can make himself appear as a member of another race, though none of his game statistics change. He can’t duplicate the appearance of a creature he's never seen, and he must adopt a form that has the same basic arrangement of limbs that he has. His clothing and equipment aren’t changed by this trait.