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Fighter 4 / Rogue 4 Sibra

CLASS & LEVEL PLAYER NAME


Gambit
Vedalken Charlatan 34,000
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

• +3 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH +5 Dexterity
• +3 Constitution +5 16 37 --
+0 +5 Intelligence
CLASS
+1 Wisdom INITIATIVE HIT POINTS
11
+2 Charisma
Total
4d10 + 4d8 SUCCESSES
Saving Throw Modifiers
DEXTERITY FAILURES
Advantage on INT
+5 Advantage on WIS DEFENSES HIT DICE DEATH SAVES

Advantage on CHA
20 SAVING THROWS INSPIRATION
=== ARMOR ===
Heavy Armor, Light Armor, Medium Armor,
CONSTITUTION P +8 Acrobatics DEX Shields
+3 PROFICIENCY BONUS
+0 +1

+5
Animal Handling WIS
Arcana INT
=== WEAPONS ===
Martial Weapons, Simple Weapons

11 +0 Athletics STR === TOOLS ===


ABILITY SAVE DC Dice Set, Disguise Kit, Forgery Kit, Thieves'
P +5 Deception CHA
Tools
+5 History INT
INTELLIGENCE
+1 Insight WIS === LANGUAGES ===
30 ft. (Walking) Common, Elvish, Thieves’ Cant, Vedalken
+5 +2 Intimidation CHA
P +8 Investigation INT
20 +1 Medicine WIS SPEED

+5 Nature INT PROFICIENCIES & LANGUAGES

WISDOM P +4 Perception WIS


+2 Performance CHA === ACTIONS === The first time you use this power after each long rest,
+1 +2 Persuasion CHA
Standard Actions
Attack, Cast a Spell, Dash, Disengage, Dodge,
you don’t expend the Psionic Energy die. All other
times you use the power, you expend the die.
Help, Hide, Ready, Search, Use an Object,
+5 Religion INT
13 Opportunity Attack, Grapple, Shove, Improvise, Psionic Power: Telekinetic Movement • 1 / Short Rest
P +8 Sleight of Hand DEX Two-Weapon Fighting, Interact with an Object You can move an object or a creature with your
mind. As an action, you target one loose object that is
E +11 Stealth DEX Psionic Power: Psychic Whispers • 1 / Long Rest Large or smaller or one willing creature, other than
CHARISMA As an action, choose up to 3 creatures you can yourself. If you can see the target and it is within 30 ft.
+1 Survival WIS
see, and then roll one Psionic Energy die (1d6). For a of you, you can move it up to 30 ft. to an unoccupied
space you can see. Alternatively, if it is a Tiny object,
+2 number of hours equal to the number rolled, the
chosen creatures can speak telepathically with you,
and you can speak telepathically with them, as long as
you can move it to or from your hand. Either way, you
can move the target horizontally, vertically, or both.
you are within 1 mile. You and the creature don’t need Once you take this action, you can’t do so again until
15 to speak a common language to understand each you finish a short or long rest, unless you expend a
other. Psionic Energy die to take it again.
SKILLS ACTIONS

NAME HIT DAMAGE/TYPE NOTES

14 PASSIVE WISDOM (PERCEPTION)


Handaxe +3 1d6 Slashing Simple, Light, Thrown, Range (20/60)

Handaxe +3 1d6 Slashing Simple, Light, Thrown, Range (20/60)


11 PASSIVE WISDOM (INSIGHT)

Longbow +8 1d8+5 Piercing Martial, Ammunition, Heavy, Range, Two-Handed, Range (150/600)

18 PASSIVE INTELLIGENCE (INVESTIGATION)


Longsword +3 1d8 Slashing Martial, Versatile

Trident +3 1d6 Piercing Martial, Thrown, Versatile, Range (20/60)

Unarmed Strike +3 1 Bludgeoning

SENSES WEAPON ATTACKS & CANTRIPS

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Fighter 4 / Rogue 4 Sibra
CLASS & LEVEL PLAYER NAME
Gambit
Vedalken Charlatan 34,000
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

=== FIGHTER FEATURES === Special disadvantage on the attack roll.

* Hit Points • PHB 71 | Psionic Power: Psionic Strike: Special | Special

* Proficiencies • PHB 71 | Psionic Power: Telekinetic Movement: 1 / Short * Thieves’ Cant • PHB 96
Rest • 1 Action You have learned thieves’ cant, a secret mix of dialect,
* Fighting Style • PHB 72 jargon, and code that allows you to hide messages in
You adopt a fighting style specialty. | Psionic Power: Recovery: 1 / Short Rest • 1 Bonus seemingly normal conversation. It takes four times
Action longer to convey such a message than it does to
| Thrown Weapon Fighting • TCoE 42 speak the same idea plainly.
You can draw a weapon that has the thrown property * Martial Versatility • TCoE 42
as part of the attack you make with the weapon. Whenever you reach a level in this class that grants * Cunning Action • PHB 96
In addition, when you hit with a ranged attack using a the Ability Score Improvement feature, you can do one You can take a bonus action on each of your turns to
thrown weapon, you gain a +2 bonus to the damage of the following, as you shift the focus of your martial take the Dash, Disengage, or Hide action.
roll. practice:
- Replace a fighting style you know with another | 1 Bonus Action
| Fighting Style: Thrown Weapon Fighting: Special fighting style available to fighters.
- If you know any maneuvers from the Battle Master * Roguish Archetype • PHB 96
* Second Wind • PHB 72 archetype, you can replace one maneuver you know
Once per short rest, you can use a bonus action to with a different maneuver. | Soulknife
regain 1d10 + 4 HP.
* Ability Score Improvement • PHB 72 * Psionic Power • TCoE 64
| 1 / Short Rest • 1 Bonus Action You have 6 Psionic Energy dice (1d6), and they fuel
=== ROGUE FEATURES === various psionic powers you have.
* Action Surge • PHB 72
You can take one additional action on your turn. This * Hit Points • PHB 95 | Psionic Power: Psionic Energy: 6 / Long Rest •
can be used 1 times per short rest. Special
* Proficiencies • PHB 95
| 1 / Short Rest • Special | Psionic Power: Psi-Bolstered Knack: Special
* Expertise • PHB 96
* Martial Archetype • PHB 72 Your proficiency bonus is doubled for any ability check | Psionic Power: Psychic Whispers: 1 / Long Rest • 1
you make for two chosen proficiencies. [6th] Choose Action
| Psi Warrior two additional proficiencies.
| Psionic Power: Recovery: 1 / Short Rest • 1 Bonus
* Psionic Power • TCoE 43 * Sneak Attack • PHB 96 Action
You have 6 Psionic Energy dice (1d6), and they fuel Once per turn, you can deal an extra 2d6 damage to
various psionic powers you have. one creature you hit with an attack with a finesse or * Psychic Blades • TCoE 64
ranged weapon if you have advantage on the attack Whenever you take the Attack action, you can
| Psionic Power: Protective Field: 1 Reaction roll. You don’t need advantage on the attack roll if manifest a psychic blade from your free hand and
another enemy of the target is within 5 ft. of it, that make the attack with that blade (a simple melee
| Psionic Power: Psionic Energy: 6 / Long Rest • enemy isn’t incapacitated, and you don’t have weapon with finesse, thrown, and range 60 ft.). On a

FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

CP 0 Leather 1 10 lb. Torch 10 10 lb.

Longsword 1 3 lb. Waterskin 1 5 lb.

SP 0 Handaxe 1 2 lb. Disguise Kit 1 3 lb.

Handaxe 1 2 lb. Arrows 20 1 lb.


EP 0 Longbow 1 2 lb.

Trident 1 4 lb.
GP 14 Backpack 1 5 lb.

Quiver 1 1 lb.
PP 0 Clothes, Fine 1 6 lb.

Crowbar 1 5 lb.
WEIGHT CARRIED

95.78 lb. Hammer 1 3 lb.

ENCUMBERED Piton 10 2.5 lb. ATTUNED MAGIC ITEMS QTY WEIGHT

165 lb. Rations (1 day) 10 20 lb.

PUSH/DRAG/LIFT Rope, Hempen (50 feet) 1 10 lb.

330 lb. Tinderbox 1 1 lb.

EQUIPMENT

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Fighter 4 / Rogue 4 Sibra
CLASS & LEVEL PLAYER NAME
Gambit
Vedalken Charlatan 34,000
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

hit, it deals <strong>1d6</strong>+5 psychic damage. on your ranged weapon attack rolls and your ranged
After you attack with the blade, you can make a melee weapon attacks ignore half cover and three-quarters
or ranged weapon attack with a second psychic blade cover. Before you make an attack with a ranged
as a bonus action on the same turn, provided your weapon that you are proficient with, you can choose to
other hand is free to create it. The damage die of this take a -5 penalty to the attack roll to add +10 to the
bonus attack is 1d4, instead of 1d6. attack's damage.

| Psychic Blades: Attack (DEX): 1 Action

| Psychic Blades: Attack (STR): 1 Action

| Psychic Blades: Bonus Attack (DEX): 1 Bonus


Action

| Psychic Blades: Bonus Attack (STR): 1 Bonus


Action

* Ability Score Improvement • PHB 96

=== VEDALKEN RACIAL TRAITS ===

* Vedalken Dispassion • GGtR


You have advantage on all Intelligence, Wisdom, and
Charisma saving throws.

* Tireless Precision • GGtR


You are proficient in one of the following skills: Arcana,
History, Investigation, Medicine, Performance, or
Sleight of Hand one tool of your choice. Whenever you
make an ability check with the chosen skill or tool, roll
a d4, and add the number rolled to the check’s total.

* Partially Amphibious • GGtR


You can breathe underwater for up to 1 hour.

=== FEATS ===

* Sharpshooter • PHB 170


Attacking at long range doesn't impose disadvantage

ADDITIONAL FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

ADDITIONAL EQUIPMENT

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Medium
GENDER AGE SIZE HEIGHT WEIGHT
Gambit
CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR

PERSONALITY TRAITS

IDEALS

BONDS

FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

CHARACTER BACKSTORY ADDITIONAL NOTES

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SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

PREP SPELL NAME SOURCE SAVE/ATK TIME RANGE COMP DURATION PAGE REF NOTES

SPELLS

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