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Scritch

Rogue 3 Class & Level
Clan Craftsman Background
Kobold Race
Lawful Neutral Alignment

Strength 8
-1
Dexterity 17
+3
constitution 14
+2
intelligence 13
+1
wisdom 10
+0
charisma 12
+1
Total Hit Dice 3
Hit Die
1d8+2
+2 proficiency bonus
-1 Strength
+5 Dexterity
+2 Constitution
+3 Intelligence
+0 Wisdom
+1 Charisma
saving throws
+5 Acrobatics
+0 Animal Handling
+1 Arcana
-1 Athletics
+3 Deception
+3 History
+2 Insight
+1 Intimidation
+5 Investigation
+0 Medicine
+1 Nature
+0 Perception
+1 Performance
+1 Persuasion
+1 Religion
+5 Sleight of Hands
+5 Stealth
+0 Survival
skills Hand Crossbows Light Armor Longswords Rapiers Shortswords Simple Weapons
  proficiencies

 
14
Armor Class
10
Hit Points
+3
Initiative
30ft
Speed
Dagger 1d20+3 1d4+3
Shortsword 1d20+3 1d6+3
Sling 1d20+3 1d4+3P
Attacks
Thieves Tools
Potter's Tools

Common
Draconic
Dwarvish

Proficiences
1 Backpack
1 Belt Pouch
1 Clothes, Traveler's
1 Leathers
10 Candle
1 Crowbar
4 Piton
1 Potter's Tools
5 Rations (1 Day)
1 Rope, Hempen
10 Torch
1 Waterskin
1 A gold coin minted in an unknown land
1 Lapis Lazuli
1 Sling
1 Thieves' Tools
1 Tinderbox
2 Dagger
1 Shortsword

Equipment
I like to talk at length about my profession.
I'm well known for my work, and I want to make sure everyone appreciates it.
I'm always taken aback when people haven't heard of me.
Personality Traits
Aspiration. I work hard to be the best there is at my craft.
Ideals
The workshop where I learned my trade is the most important place in the world to me.
Bonds
I'm quick to assume that someone is trying to cheat me.
I'm horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I'm surrounded by rivals.
Flaws
Respect of Stout Folk
Thieves' Cant
Sneak Attack
Expertise

Diversionary Tactics
Pack Tactics
Sunlight Sensitivity
Features & Traits

Heroes Enabled

The statblocks of your Weapons, armor and other important/magical equipment

Dnd 5e SRD SRD

Leather Armor

Light Armor Common

The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

Type AC STR Req. Stealth Dis. Properties
Light 11 + Dex Modifier

Cost: 10 gp Weight: 10 lb


 

DnD 5e SRD SRD

Dagger

Melee Weapon Finesse, Light, Thrown Common

Type Damage Damage Range Properties
Simple 1d4 Piercing 20/60 ft Finesse, Light, Thrown

Cost: 2 gp Weight: 1 lb


 

DnD 5e SRD SRD

Shortsword

Melee Weapon Finesse, Light Common

Type Damage Damage Range Properties
Martial 1d6 Piercing Finesse, Light

Cost: 10 gp Weight: 2 lb


 

Backpack

Adventuring Gear Common

A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a Bedroll or a coil of rope, to the outside of a backpack.

Cost: 2 gp Weight: 5 lb


 

The statblocks of your class features

Rogue (Soulknife)


Hit Points

Hit Dice: d8 per Rogue (Soulknife) level
Hit Points at first Level: 8 + your Constitution Modifier
Hit Points at Higher Levels: 1d8!<=2 +your Constitution modifier per Rogue level after 1st (minimum of 2 on the roll)

Proficiences

Armor: Light
Weapons: Simple, Hand Crossbows, Longswords, Rapiers, Shortswords
Tools: Thieves' tools
Saving Throws: Dexterity, Intelligence
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth.

Overview & Creation

Level Proficiency Bonus Features Sneak Attack
1 +2 Expertise, Sneak Attack, Thieves' Cant 1d6
2 +2 Cunning Action 1d6
3 +2 Roguish Archetype : Soulknife, Steady Aim (Optional), Archetype Feature : Psionic Power (d6), Psychic Blades 2d6
4 +2 Ability Score Improvement 2d6
5 +3 Uncanny Dodge, Psionic Power (d8) 3d6
6 +3 Expertise 3d6
7 +3 Evasion 4d6
8 +3 Ability Score Improvement 4d6
9 +4 Archetype Feature : Soul Blades 5d6
10 +4 Ability Score Improvement 5d6
11 +4 Reliable Talent, Psionic Power (d10) 6d6
12 +4 Ability Score Improvement 6d6
13 +5 Archetype Feature : Psychic Veil 7d6
14 +5 Blindsense 7d6
15 +5 Slippery Mind 8d6
16 +5 Ability Score Improvement 8d6
17 +6 Archetype Feature : Rend Mind, Psionic Power (d12) 9d6
18 +6 Elusive 9d6
19 +6 Ability Score Improvement 10d6
20 +6 Stroke of Luck 10d6

 


Class Features

Level 1

Expertise

At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.   At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.  

Sneak Attack

Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.   You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.   The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.  

Thieves' Cant

During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.   In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.  

Level 2

Cunning Action

Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.  

Level 3

At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.  

SoulKnife

Psionic Power

Starting at 3rd level, you harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.   Some of your powers expend the Psionic Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can't do so again until you finish a short or long rest.   When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).   The powers below use your Psionic Energy dice.   Psi-Bolstered Knack. When your nonpsionic training fails you, your psionic power can help: if you fail an ability check using a skill or tool with which you have proficiency, you can roll one Psionic Energy die and add the number rolled to the check, potentially turning failure into success. You expend the die only if the roll succeeds.   Psychic Whispers. You can establish telepathic communication between yourself and others-perfect for quiet infiltration. As an action, choose one or more creatures you can see, up to a number of creatures equal to your proficiency bonus, and then roll one Psionic Energy die. For a number of hours equal to the number rolled, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. A creature can't use this telepathy if it can't speak any languages, and a creature can end the telepathic connection at any time (no action required). You and the creature don't need to speak a common language to understand each other.   The first time you use this power after each long rest, you don't expend the Psionic Energy die. All other times you use the power, you expend the die.  

Psychic Blades

Also at 3rd level, 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.  

Steady Aim (Optional)

At 3rd level, as a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action 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.  

Level 4

Ability Score Improvement

When you reach 4th level, you can increase one Ability Score of your choice by 2, or you can increase two Ability Scores of your choice by 1. Through this way, you can't increase an Ability Score beyond 20. Alternatively, you can pick a feat.  

Level 5

Uncanny Dodge

Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.  

Level 6

 

Level 7

Evasion

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.  

Level 8

Ability Score Improvement

For detail see Ability Score Improvement  

Level 9

Soul Blades

Starting at 9th level, your Psychic Blades are now an expression of your psi-suffused soul, giving you these powers that use your Psionic Energy dice:   Homing Strikes. If you make an attack roll with your Psychic Blades and miss the target, you can roll one Psionic Energy die and add the number rolled to the attack roll. If this causes the attack to hit, you expend the Psionic Energy die.   Psychic Teleportation. As a bonus action, you manifest one of your Psychic Blades, expend one Psionic Energy die and roll it, and throw the blade at an unoccupied space you can see, up to a number of feet away equal to 10 times the number rolled. You then teleport to that space, and the blade vanishes.  

Level 10

 

Level 11

Reliable Talent

By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.  

Level 12

Ability Score Improvement

For detail see Ability Score Improvement  

Level 13

Psychic Veil

At 13th level, You can weave a veil of psychic static to mask yourself. As an action, you can magically become invisible, along with anything you are wearing or carrying, for 1 hour or until you dismiss this effect (no action required). This invisibility ends early immediately after you deal damage to a creature or you force a creature to make a saving throw.   Once you use this feature, you can't do so again until you finish a long rest, unless you expend a Psionic Energy die to use this feature again.  

Level 14

Blindsense

Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.  

Level 15

Slippery Mind

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.  

Level 16

Ability Score Improvement

For detail see Ability Score Improvement  

Level 17

Rend Mind

When you reach 17th level, you can sweep your Psychic Blade directly through a creature's mind. When you use your Psychic Blades to deal Sneak Attack damage to a creature, you can force that target to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier). If the save fails, the target is stunned for 1 minute. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.   Once you use this feature, you can't do so again until you finish a long rest, unless you expend three Psionic Energy dice to use it again.  

Level 18

Elusive

Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.  

Level 19

 

Level 20

Stroke of Luck

At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.   Once you use this feature, you can't use it again until you finish a short or long rest.


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a rapier or (b) a shortsword
  • (a) a shortbow and quiver of 20 arrows or (b) a shortsword
  • (a) a burglar's pack, (b) dungeoneer's pack, or (c) an explorer's pack
  • Leather armor, two daggers, and thieves' tools

 


Subclass Options

Most assassins strike with physical weapons, and many burglars and spies use thieves' tools to infiltrate secure locations. In contrast, a Soulknife strikes and infiltrates with the mind, cutting through barriers both physical and psychic. These rogues discover psionic power within themselves and channel it to do their roguish work. They find easy employment as members of thieves' guilds, though they are often mistrusted by rogues who are leery of anyone using strange mind powers to conduct their business. Most governments would also be happy to employ a Soulknife as a spy.   Amid the trees of ancient forests on the Material Plane and in the Feywild, some wood elves walk the path of the Soulknife, serving as silent, lethal guardians of their woods. In the endless war among the gith, a githzerai is encouraged to become a Soulknife when stealth is required against the githyanki foe.   As a Soulknife, your psionic abilities might have haunted you since you were a child, only revealing their full potential as you experienced the stress of adventure. Or you might have sought out a reclusive order of psychic adepts and spent years learning how to manifest your power.   Source: Tasha's Cauldron of Everything

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Kobold

Ability Score Increase +2 dex
Size Small
Speed 30f

Age. Kobolds reach adulthood at age 6 and can live up to 120 years but rarely do so.   Alignment. Kobolds are fundamentally selfish, making them evil, but their reliance on the strength of their group makes them trend toward law.   Size. Kobolds are between 2 and 3 feet tall and weigh between 25 and 35 pounds. Your size is Small.   Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.   Grovel, Cower, and Beg. As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that you can see. Once you use this trait, you can't use it again until you finish a short or long rest.   Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.   Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.   Languages. You can speak, read, and write Common and Draconic.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Player's Handbook

Bigby's Hand

5-level Evocation

Casting Time: 1 Action
Range/Area: 120ft
Components: Verbal, Somatic, Material
Materials: An eggshell and a snakeskin glove
Duration: Concentration, 1 Minute
You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell's duration, and it moves at your command, mimicking the movements of your own hand.
    The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn't fill its space. When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it.
  Clenched Fist. The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage.
  Forceful Hand. The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand's Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it.
  Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier.
  Interposing Hand. The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can't move through the hand's space if its Strength score is less than or equal to the hand's Strength score. If its Strength score is higher than the hand's Strength score, the target can move toward you through the hand's space, but that space is difficult terrain for the target.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th.
Available for: Artificer, Sorcerer, Wizard, The Fathomless Patron

Level 3 Spells

Basic Rules

Blight

4-level Necromancy

Casting Time: 1 Action
Range/Area: 30ft
Components: Verbal, Somatic
Duration: Instantaneous
Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs.
    If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.
  If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw; it simply withers and dies.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Available for: Druid, Sorcerer, Warlock, Wizard, Alchemist, Circle of Spores, Circle of the Land (Desert), Death Domain, Grave Domain, Oathbreaker

Level 6 Spells

Basic Rules

Chill Touch

0-level (Cantrip) Necromancy

Casting Time: 1 Action
Range/Area: 120ft
Components: Verbal, Somatic
Duration: 1 Round
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
At higher levels: This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Available for: Sorcerer, Warlock, Wizard, Circle of Spores

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

LtLarry.

Statblock Type

Character Sheet (Legacy)

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