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Leon Rogue Level3

The document outlines the character sheet for a Level 3 Soulknife Rogue named Leon, a Lightfoot Halfling with a criminal background. It details his abilities, skills, equipment, and traits, including his psionic powers and various rogue features. Leon is characterized by his greed and desire to become the greatest thief, with a focus on stealth and cunning in his actions.

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0% found this document useful (0 votes)
31 views6 pages

Leon Rogue Level3

The document outlines the character sheet for a Level 3 Soulknife Rogue named Leon, a Lightfoot Halfling with a criminal background. It details his abilities, skills, equipment, and traits, including his psionic powers and various rogue features. Leon is characterized by his greed and desire to become the greatest thief, with a focus on stealth and cunning in his actions.

Uploaded by

lazevedo.edit
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Soulknife Rogue 3 Criminal (Smuggler)

CLASSE & NÍVEL ANTECEDENTE NOME DO JOGADOR


Leon Lightfoot Halfling Neutral
RAÇA ALINHAMENTO PONTOS DE EXPERIÊNCIA
NOME DO PERSONAGEM

INSPIRAÇÃO
I would rather make a new friend than a
FORÇA 13 2 25 new enemy. The first thing I do in a new

-1 2 BÔNUS DE PROFICIÊNCIA
place is note the locations of everything
valuable—or where such things could be
hidden.
8
Pontos de Vida Máximo 18 TRAÇOS DE PERSONALIDADE
-1 Força

DESTREZA 4 Destreza

2 0 Greed. I will do whatever it takes to become


Constituição PONTOS DE VIDA ATUAIS
wealthy. (Evil)
4 Inteligência

15 1 Sabedoria
3 Carisma IDEAIS
PONTOS DE VIDA TEMPORÁRIOS
CONSTITUIÇÃO SALVAGUARDAS

0 2 Acrobacia (Des)
3
I will become the greatest thief that ever
lived.

10 1 Adestrar Animais (…
2 Arcanismo (Int) VÍNCULOS

INTELIGÊNCIA -1 Atletismo (For)

2 7
2
Enganação (Car)

História (Int)
NOME

Shortbow
ATQ

+4
DANO/TIPO

1d6+2 Piercing
When I see something valuable, I can’t think
about anything but how to steal it.

14 5 Intuição (Sab)

3 Intimidação (Car) Dagger +4 1d4+2 Piercing


DEFEITOS
2 Investigação (Int) ATAQUES & CONJURAÇÃO
SABEDORIA

1
1 Medicina (Sab)
2 Natureza (Int) 15 Thieves' Cant
1 Percepção (Sab) CP SP EP GP PP
12 Sneak Attack
3 Atuação (Car)
Lucky
1 Dark Common Clothes Including a Hood
5 Persuasão (Car)
CARISMA 1 Belt Pouch Halfling Nimbleness
2 Religião (Int)

3 9

4
Prestidigitação (D…
Furtividade (Des)
1 Shortsword
1 Shortbow
Naturally Stealthy

Criminal Contact
16 1 Sobrevivência (Sab)
1 Quiver Cunning Action
20 Arrows
PERÍCIAS Living Shadow
1 Burglar's Pack
Grasping Shadow
EQUIPAMENTO
11 SABEDORIA PASSIVA (PERCEPÇÃO) Shadow Strike

Ominous Will

Steady Aim
FERRAMENTA: Playing Card Set, Thieves' Tools
Psionic Power (Soulknife)
IDIOMA: Common, Halfling, Thieves' Cant
ARMADURA: Light Armor Psychic Blades

ARMA: Hand Crossbow, Longsword, Rapier, CARACTERÍSTICAS & TRAÇOS

Shortsword, Simple weapons

OUTRAS PROFICIÊNCIAS & IDIOMAS


NOME ATQ DANO/TIPO Total: 1 Total:
CP SP EP GP PP
1 20
PSIONIC POWER ARROWS
1 Leather Armor
2 Dagger
1 Thieves' Tools Total: Total:
1 Crowbar
ATAQUES & CONJURAÇÃO 1000 ball bearing
2 flask of oil
1 Backpack Total: Total:
5 Candle
1 Crowbar
1 Hammer
5 Piton
1 Hooded Lantern
5 Rations
1 Tinderbox
1 Waterskin
1 Hempen Rope
1 Hooded lantern
1 Hempen rope
1 Gloves of Thievery

EQUIPAMENTO
NENHUM 0 0

SPELLCASTING SPELL SAVE DC SPELL ATTACK


SPELLCASTING ABILITY BONUS
CLASS

0 TRUQUES 3 0 6 0

Mage Hand

4 0 7 0

1 0

5 0 8 0

2 0

9 0
CARACTERÍSTICAS & TRAÇOS
Thieves' Cant Cunning Action Psionic Power (Soulknife)
During your rogue training you learned thieves’ Starting at 2nd level, your quick thinking and You harbor a wellspring of psionic energy
cant, a secret mix of dialect, jargon, and code agility allow you to move and act quickly. You within yourself. This energy is represented by
that allows you to hide messages in seemingly can take a bonus action on each of your turns your Psionic Energy dice, which are each a d6.
normal conversation. Only another creature in combat. This action can be used only to You have a number of these dice equal to
that knows thieves’ cant understands such take the Dash, Disengage, or Hide action. twice your proficiency bonus, and they fuel
messages. It takes four times longer to convey various psionic powers you have, which are
such a message⁠than it does to speak the Living Shadow detailed below. Some of your powers expend
same idea plainly. In addition, you understand The shadow you cast is animate and ever- the Psionic Energy die they use, as specified
a set of secret signs and symbols used to present, even when lighting conditions would in a power's description, and you can't use a
convey short, simple messages, such as otherwise prevent it. Your shadow occasionally power if it requires you to use a die when your
whether an area is dangerous or the territory moves out of sync with you. Sometimes it dice are all expended. You regain all your
of a thieves’ guild, whether loot is nearby, or appears to be undertaking random but expended Psionic Energy dice when you finish
whether the people in an area are easy marks mundane tasks, while at other times it acts out a long rest. In addition, as a bonus action, you
or will provide a safe house for thieves on the your darker impulses, threatening or even can regain one expended Psionic Energy die,
run. attacking other shadows. With effort, you can but you can't do so again until you finish a
bend this shadow puppetry to your will. short or long rest. When you reach certain
Sneak Attack levels in this class, the size of your Psionic
Beginning at 1st level, you know how to strike Grasping Shadow Energy dice increases: at 5th level (d8), 11th
subtly and exploit a foe’s distraction. Once per You learn the mage hand cantrip if you don't level (d10), and 17th level (d12). The powers
turn, you can deal an extra 2d6 damage to one already know it, and require no components to below use your Psionic Energy dice. Psi-
creature you hit with an attack if you have cast it. The hand created by the spell is Bolstered Knack. When your nonpsionic
advantage on the attack roll. The attack must shadowy but is not bound to your actual training fails you, your psionic power can help:
use a finesse or a ranged weapon. You don’t shadow. Your spellcasting ability for this spell if you fail an ability check using a skill or tool
need advantage on the attack roll if another is Intelligence, Wisdom, or Charisma (your with which you have proficiency, you can roll
enemy of the target is within 5 feet of it, that choice when you gain this Dark Gift). one Psionic Energy die and add the number
enemy isn’t incapacitated, and you don’t have rolled to the check, potentially turning failure
disadvantage on the attack roll. The amount of Shadow Strike into success. You expend the die only if the roll
the extra damage increases as you gain levels When you make a melee attack roll, you can succeeds. Psychic Whispers. You can
in this class, as shown in the Sneak Attack increase your reach for that attack by 10 feet. establish telepathic communication between
column of the Rogue table. Your shadow stretches and delivers the attack yourself and others—perfect for quiet
as if it were you. You can use this feature a infiltration. As an action, choose one or more
Lucky number of times equal to your proficiency creatures you can see, up to a number of
When you roll a 1 on an attack roll, ability bonus, and you regain all expended uses creatures equal to your proficiency bonus, and
check, or saving throw, you can reroll the die when you finish a long rest. then roll one Psionic Energy die. For a number
and must use the new roll. of hours equal to the number rolled, the
Ominous Will chosen creatures can speak telepathically with
Halfling Nimbleness Immediately after you make an attack roll, an you, and you can speak telepathically with
You can move through the space of any ability check, or a saving throw and roll a 1 on them. To send or receive a message (no action
creature that is of a size larger than yours. the d20, your shadow exerts a will of its own required), you and the other creature must be
and might assist or hinder you or those around within 1 mile of each other. A creature can't
Naturally Stealthy you. The next time you or a creature within 30 use this telepathy if it can't speak any
You can attempt to hide even when you are feet of you that you can see makes an attack languages, and a creature can end the
obscured only by a creature that is at least one roll, an ability check, or a saving throw, roll telepathic connection at any time (no action
size larger than you. a d4. If the number is odd, reduce the total by required). You and the creature don't need to
the number rolled. If the number is even, speak a common language to understand
Criminal Contact increase the total by the number rolled. Once each other. The first time you use this power
You have a reliable and trustworthy contact this effect occurs, it can't happen again until after each long rest, you don't expend the
who acts as your liaison to a network of other you finish a short or long rest. Psionic Energy die. All other times you use the
criminals. You know how to get messages to power, you expend the die.
and from your contact, even over great Steady Aim
distances; specifically, you know the local As a bonus action, you give yourself
messengers, corrupt caravan masters, and advantage on your next attack roll on the
seedy sailors who can deliver messages for current turn. You can use this bonus action
you. only if you haven't moved during this turn, and
after you use the bonus action, your speed is 0
until the end of the current turn.
Psychic Blades
You can manifest your psionic power as
shimmering blades of psychic energy.
Whenever you take the Attack action, you can
manifest a psychic blade from your free hand
and make the attack with that blade. This
magic blade is a simple melee weapon with
the finesse and thrown properties. It has a
normal range of 60 feet and no long range,
and on a hit, it deals psychic damage equal to
1d6 plus the ability modifier you used for the
attack roll. The blade vanishes immediately
after it hits or misses its target, and it leaves
no mark on its target if it deals damage. After
you attack with the blade, you can make a
melee or ranged weapon attack with a second
psychic blade as a bonus action on the same
turn, provided your other hand is free to create
it. The damage die of this bonus attack is 1d4,
instead of 1d6.
MAGIAS
Mage Hand
Conjuração cantrip
Tempo de Conjuração: 1 action
Alcance: 30 feet
Alvo: A point you choose within range
Componentes: V S
Duração: 1 minute
Descrição:
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.

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