panniz
panniz
Sheet
AC 16 · HP 11 · 35 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- AthleticsSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- PerceptionWIS
- PersuasionCHA
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
9 featuresBonus action
- Second WindLevel 1
You can draw on limited reserves of physical and mental resilience. You have two uses of Second Wind. As a Bonus Action, you can regain Hit Points equal to 1d10 plus your Fighter level. You regain one expended use when you finish a Short Rest and all expended uses when you finish a Long Rest.
Always on
- Fighting Style: DefenseLevel 1
Choose the Defense Fighting Style. While wearing armor, you gain a +1 bonus to Armor Class.
- Weapon MasteryLevel 1
You have mastered the use of three weapons with the Weapon Mastery property. Choose the longsword, handaxe, and javelin. Whenever you finish a Long Rest, you can change one of those choices for another Simple or Martial weapon for which you are proficient.
- DarkvisionElfYou have Darkvision with a range of 60 feet.
- Elven LineageElfWood Elf. You know the Druidcraft cantrip. Starting at level 3, you can cast Longstrider once per Long Rest. Starting at level 5, you can cast Pass without Trace once per Long Rest. You can also cast these spells using any spell slots you have. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells, chosen when you select this lineage.
- Fey AncestryElfYou have Advantage on saving throws you make to avoid or end the Charmed condition.
- Keen SensesElfYou have proficiency in the Perception skill.
- TranceElfYou do not need to sleep, and magic cannot put you to sleep. You can finish a Long Rest in 4 hours by entering a meditative trance, during which you remain conscious.
- AlertCriminal
You gain the Alert Origin feat. You add your Proficiency Bonus to Initiative rolls. Immediately after rolling Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat, provided neither of you is Incapacitated.
Spells
1 spellSpellcasting. panniz casts with Wisdom (spell save DC 11, to hit with spell attacks).
Cantrips (at will):
Gear
12 itemsWeapons
- LongswordMartial melee weapon, 1d8 Slashing damage, Versatile 1d10, Sap mastery property.
- FlailMartial melee weapon, 1d8 Bludgeoning damage, Sap mastery property.
- HandaxeSimple melee weapon, 1d6 Slashing damage, Light and Thrown properties, Vex mastery property.
- 8×JavelinSimple melee weapon, 1d6 Piercing damage, Thrown property, Slow mastery property.
Armor
- Chain mailHeavy protective armor, Armor Class 16. Strength 13 is required to avoid reducing your Speed by 10 feet.
Tools
- Thieves' toolsUsed to bypass locks and disable traps. Proficiency granted by the Criminal background.
- Gaming setA compact set of weighted bone dice and marked wooden tiles used for gambling.
Gear
- Dungeoneer's PackContains a backpack, 10 torches, a tinderbox, 10 days of rations, a waterskin, and 50 feet of hempen rope.
- CrowbarA sturdy iron pry bar useful for forcing open doors, crates, and shutters.
- Hooded lanternProvides a hooded flame suitable for discreet travel and underground work.
- 2×PouchSmall containers for coins, tools, or stolen valuables.
Purse
- 15×Gold piecesStarting currency remaining from the Criminal background.
Appearance
Panniz is a lean wood elf woman with copper-brown skin, sharp green eyes, and long black hair braided with bits of tarnished silver. A thin scar cuts through her left eyebrow. She wears practical chain mail beneath a weather-stained dark green cloak, with a longsword at her hip and a handaxe secured across her back. Her fingers are nimble and perpetually busy, often turning a coin, lockpick, or gaming piece.
Mannerisms
She rolls one shoulder before drawing a weapon, taps her thumb against her fingertips while thinking, and never sits with her back to a door. When someone says something suspicious, she smiles as if they have just made a particularly entertaining wager.
Personality
Panniz is alert, irreverent, and fiercely self-reliant. She treats danger like a card game, studying the table before committing to a move. Beneath her cynical humor is a reluctant protectiveness toward outsiders, runaways, and anyone being bullied by people with greater power. She is slow to trust, but once someone earns her loyalty, she becomes remarkably difficult to abandon.
Ideals
Freedom. No crown, guild, temple, or employer has the right to own another person's choices. Panniz would rather live with uncertainty than accept safety purchased through obedience.
Bonds
She still carries a silver gaming piece taken from the first person who ever trusted her completely. She intends to repay that debt, even if the person who gave it to her no longer remembers her name.
Flaws
Panniz assumes every offer has a hidden cost, every compliment is bait, and every locked door contains something worth stealing. When cornered, she lies reflexively, even when the truth would be safer.
Quirks
Background
Panniz grew up in the shadowed outskirts of an elven woodland settlement, where the respectable citizens saw only a troublesome girl with quick hands and quicker excuses. She learned early that forest paths, city alleys, and noble drawing rooms all had the same rule: whoever noticed the danger first usually survived. Her talent for slipping through guarded places eventually drew the attention of a traveling burglary ring, and for several years she worked as a lookout, courier, and occasional enforcer. She never considered herself cruel, but she became very good at leaving before consequences arrived.
“She learned early that forest paths, city alleys, and noble drawing rooms all had the same rule: whoever noticed the danger first usually survived.”
- Background
- Criminal
Connections
Species
Elf
Media
0 imagesNo images yet.
Turn panniz into a sheet
A high-res, share-ready sheet you can post or print.