Human Haunted One
Rogue
Keylen RACE
Chaotic Good
BACKGROUND
[-]
CHARACTER NAME ALIGNMENT EXPERIENCE POINTS Soul Knife
ROGUISH ARCHETYPE
LEVEL
+2 PROFICIENCY PASSIVE
PERCEPTION 11 AC INITIATIVE SPEED
SNEAK ATTACK
1
Once per turn, extra damage to one creature you hit if you
INSPIRATION PASSIVE
15 +8 30 ft.
have advantage on the attack roll. Finesse or a ranged
weapon. You don’t need advantage on the attack roll if
another enemy of the target is within 5 ft of it, and you don’t
INSIGHT
have disadvantage on the attack roll.
Hit Point Temporary
LEVEL
10 2
Maximum Hit Points
CUNNING ACTION
STRENGTH -1 SAVING THROWS
Bonus action on each of your turns to Dash, Disengage, or Hide.
-1
-1 ATHLETICS
LEVEL
8
PSIONIC POWER
3
Psionic Energy dice (1-4 lvl: d6, 5-10 lvl: d8, 11-16 lvl d10).
HIT DICE DEATH SAVES Number of dice = 2 x Prof.
DEXTERITY Used Total
◆ +3 SAVING THROWS SUCCESSES You regain all expended PE dice when you finish a long
1
+3
+3 ACROBATICS rest. In addition, as a bonus action, you can regain one
FAILURES
● +5
+7
SLEIGHT OF HAND d8 expended PE die once, until a short or long rest.
●
● STEALTH
LEVEL
16 NAME ATK BONUS DAMAGE/TYPE
PSIONIC POWER CD.
3
Rapier (crit 18-20/2x) +5 1d6 +3; piercing The powers below use your Psionic Energy dice:
CONSTITUTION +2 SAVING THROWS LEVEL
+5 1d4 +3; piercing
+2
dagger (range 20/60) Psi-Bolstered Knack
3
If you fail an ability check using a skill or tool with proficiency,
dagger (range 20/60) +5 1d4 +3; piercing you can roll one PE die and add the number rolled to the check.
15 Psionic Blades (range 60) +5 1d6 +3; psychic
You expend the die only if the roll succeeds.
LEVEL
INTELLIGENCE ◆ +3 SAVING THROWS Psychic Whispers
3
+1
+3 ARCANA
●
SNEAK ATTACK DAMAGE Choose one or more creatures you see (action), up to a Proficiency bonus. For a
+1 number of hours (PE die), chosen creatures can speak telepathically with you,
HISTORY
and you can speak with them. To send or receive a message (no action), you
1d6
● +3 INVESTIGATION must be within 1 mile of each other. A creature can't use this telepathy if it can't
13
+1 NATURE speak any languages, and a creature can end the telepathic connection at any
time (no action). You and the creature don't need to speak a common language
+1 RELIGION to understand each other. Once until long rest unless you expend a PE die to
use it again.
WISDOM +1 SAVING THROWS LEVEL
FEATURES PSYCHIC BLADES
3
+1
+1 ANIMAL HANDLING
● +3 INSIGHT Range 60 ft., psychic dmg 1d6 + Dex, after attack blade vanishes and leaves no
+1 MEDICINE ALERT: mark on target. Bonus action - second attack 1d4
12 +5 PERCEPTION
●
• can’t be surprised while
● LEVEL
+1 SURVIVAL
conscious
UNCANNY DODGE
5
When an attacker hits you , you can use your reaction to
CHARISMA +0 SAVING THROWS • + 5 to Initiative halve the damage.
+0
● +2 DECEPTION
+0 INTIMIDATION • Hidden creatures don’t gain
+0 PERFORMANCE
advantage on attack rolls against
10 +0 PERSUASION
you LEVEL
EVASION
Subjected to an effect that allows to make a Dexterity saving throw to take only half
7
RACIAL TRAITS
NOCTURNAL
damage, instead take no damage if you succeed on the ST, and half damage if you fail.
VARIANT HUMAN:
• Darkvision 60 ft. LEVEL
2x skills +1
1x proficiency • Advantage on Dexterity (Stealth)
SOUL BLADES
Homing Strikes - when attack roll with Psychic Blades miss the target, you
9
1x feat roll one PE die and add the number to the attack roll. If attack hits, you
checks in dim light or nonmagical expend the PE die.
ROGUE: darkness Psychic Teleportation - bonus action, expend one PE die, throw the blade at
an unoccupied space you see, up to a [PE die x 10] ft away. Teleport there,
HP = 8 + Con. the blade vanishes.
LEVEL
-
PROFICIENCIES LANGUAGES
-
LIGHT SIMPLE
Imperial, Raulish, Abyssal, Psionic Energy Dice (2x Prof.):
ARMOUR WEAPONS
-
● ●
Draconic, Thieves'cant
MEDIUM MARTIAL
OOOO/OO/OO LEVEL
ARMOUR WEAPONS
TOOLS & OTHER PROFICIENCIES RELIABLE TALENT
11
HEAVY
ARMOUR
SHIELDS Thieves' Tools When you make an ability check that lets you add
Prof bonus, treat a d20 roll of 9 or lower as a 10.
Monster Hunter's Pack