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Rogue 7 JOKEX

CLASS & LEVEL PLAYER NAME


JOKEX's Character
Air Genasi (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

-1 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH • +8 Dexterity
+2 Constitution +5 17 52 --
-1 • +3 Intelligence
CLASS
+0 Wisdom INITIATIVE HIT POINTS
9
+3 Charisma
Total 7d8 SUCCESSES
Saving Throw Modifiers
Resistances - Lightning
DEXTERITY FAILURES

+5 DEFENSES HIT DICE DEATH SAVES

20 SAVING THROWS INSPIRATION


=== ARMOR ===
Light Armor
CONSTITUTION E +11 Acrobatics DEX
PROFICIENCY BONUS
=== WEAPONS ===
+3
+2 +0

+0
Animal Handling WIS
Arcana INT
Crossbow, Hand, Longsword, Rapier,
Shortsword, Simple Weapons

14 E +5 Athletics STR === TOOLS ===


ABILITY SAVE DC Thieves' Tools
+3 Deception CHA
+0 History INT === LANGUAGES ===
INTELLIGENCE
+0 Insight WIS Common, Thieves’ Cant
35 ft. (Walking)
+0 +3 Intimidation CHA
+0 Investigation INT
11 +0 Medicine WIS SPEED

+0 Nature INT PROFICIENCIES & LANGUAGES

WISDOM +0 Perception WIS


+3 Performance CHA === ACTIONS === The first time you use this power after each long rest,
+0 +3 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,
+0 Religion INT
11 Opportunity Attack, Grapple, Shove, Improvise, === BONUS ACTIONS ===
P +8 Sleight of Hand DEX Two-Weapon Fighting, Interact with an Object Cunning Action
You can take a bonus action on each of your turns
E +11 Stealth DEX Psionic Power: Psychic Whispers • 1 / Long Rest to take the Dash, Disengage, or Hide action.
CHARISMA As an action, choose up to 3 creatures you can
+0 Survival WIS
see, and then roll one Psionic Energy die (1d8). For a Psionic Power: Recovery • 1 / Short Rest
As a bonus action, you can regain one expended
+3 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
Psionic Energy die, but you can’t do so again until you
finish a short or long rest.
you are within 1 mile. You and the creature don’t need
16 to speak a common language to understand each Psychic Blades: Bonus Attack (DEX)
other. After you attack with your Psychic Blade, you can
SKILLS ACTIONS

NAME HIT DAMAGE/TYPE NOTES

10 PASSIVE WISDOM (PERCEPTION)


Unarmed Strike +2 0 Bludgeoning

Psychic Blades: Attack (DEX) +8 1d6+5 Psychic


10 PASSIVE WISDOM (INSIGHT)

Psychic Blades: Attack (STR) +2 1d6-1 Psychic


10 PASSIVE INTELLIGENCE (INVESTIGATION)
Psychic Blades: Bonus Attack (DEX) +8 1d4+5 Psychic

Darkvision 60 ft. Psychic Blades: Bonus Attack (STR) +2 1d4-1 Psychic

SENSES WEAPON ATTACKS & CANTRIPS

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Rogue 7 JOKEX
CLASS & LEVEL PLAYER NAME
JOKEX's Character
Air Genasi (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

=== ROGUE FEATURES === When an attacker that you can see hits you with an
* Psionic Power • TCoE 64 attack, you can use your reaction to halve the attack’s
* Hit Points • PHB 95 You have 6 Psionic Energy dice (1d8), and they fuel damage against you.
various psionic powers you have.
* Proficiencies • PHB 95 | 1 Reaction
| Psionic Power: Psionic Energy: 6 / Long Rest •
* Expertise • PHB 96 Special * Evasion • PHB 96
Your proficiency bonus is doubled for any ability check When you are subjected to an effect that allows you to
you make that uses any of the chosen proficiencies. | Psionic Power: Psi-Bolstered Knack: Special make a DEX saving throw to take only half damage,
you instead take no damage if you succeed on the
* Sneak Attack • PHB 96 | Psionic Power: Psychic Whispers: 1 / Long Rest • 1 saving throw, and only half damage if you fail.
Once per turn, you can deal an extra 4d6 damage to Action
one creature you hit with an attack with a finesse or
ranged weapon if you have advantage on the attack | Psionic Power: Recovery: 1 / Short Rest • 1 Bonus === AIR GENASI RACIAL TRAITS ===
roll. You don’t need advantage on the attack roll if Action
another enemy of the target is within 5 ft. of it, that * Ability Score Increases • MotM 5
enemy isn’t incapacitated, and you don’t have * Psychic Blades • TCoE 64 When determining your character’s ability scores,
disadvantage on the attack roll. Whenever you take the Attack action, you can increase one score by 2 and increase a different score
manifest a psychic blade from your free hand and by 1, or increase three different scores by 1.
| Special make the attack with that blade (a simple melee
weapon with finesse, thrown, and range 60 ft.). On a | Increase two scores (+2 / +1) •
* Thieves’ Cant • PHB 96 hit, it deals <strong>1d6</strong>+5 psychic damage. Increase one of these scores by 2 and a different
You have learned thieves’ cant, a secret mix of dialect, After you attack with the blade, you can make a melee score by 1.
jargon, and code that allows you to hide messages in or ranged weapon attack with a second psychic blade
seemingly normal conversation. It takes four times as a bonus action on the same turn, provided your * Languages • MotM 5
longer to convey such a message than it does to other hand is free to create it. The damage die of this Your character can speak, read, and write Common
speak the same idea plainly. bonus attack is 1d4, instead of 1d6. and one other language that you and your DM agree is
appropriate for the character.
* Cunning Action • PHB 96 | Psychic Blades: Attack (DEX): 1 Action
You can take a bonus action on each of your turns to * Creature Type • MotM 16
take the Dash, Disengage, or Hide action. | Psychic Blades: Attack (STR): 1 Action You are a Humanoid.

| 1 Bonus Action | Psychic Blades: Bonus Attack (DEX): 1 Bonus * Size • MotM 16
Action You choose between Medium or Small when you
* Steady Aim • TCoE 62 select this race.
| Psychic Blades: Bonus Attack (STR): 1 Bonus
| 1 Bonus Action Action * Speed • MotM 16
Your walking speed is 35 ft.
* Roguish Archetype • PHB 96 * Ability Score Improvement • PHB 96
* Darkvision • MotM 16
| Soulknife * Uncanny Dodge • PHB 96 You can see in dim light within 60 ft. of you as if it were

FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

CP 0 Studded Leather 1 13 lb. Rations (1 day) 5 10 lb.

Dagger 1 1 lb. Rope, Hempen (50 feet) 1 10 lb.

SP 0 Dagger 1 1 lb. Tinderbox 1 1 lb.

Shortbow 1 2 lb. Waterskin 1 5 lb.


EP 0 Arrows 20 1 lb. String 10 --

Backpack 1 5 lb.
GP 0 Thieves' Tools 1 1 lb.

Ball Bearings (bag of 1,000) 1,000 2 lb.


PP 0 Bell 1 --

Candle 5 --
WEIGHT CARRIED

66.5 lb. Crowbar 1 5 lb.

ENCUMBERED Hammer 1 3 lb. ATTUNED MAGIC ITEMS QTY WEIGHT

135 lb. Lantern, Hooded 1 2 lb.

PUSH/DRAG/LIFT Oil (flask) 2 2 lb.

270 lb. Piton 10 2.5 lb.

EQUIPMENT

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Rogue 7 JOKEX
CLASS & LEVEL PLAYER NAME
JOKEX's Character
Air Genasi (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

bright light, and in darkness as if it were dim light, only


discerning colors in that darkness as shades of gray.

* Unending Breath • MotM 16


You can hold your breath indefinitely while you’re not
incapacitated.

* Lightning Resistance • MotM 16


You have resistance to lightning damage.

* Mingle with the Wind • MotM 16


You learn <em>shocking grasp</em>. At 3rd level you
can cast <em>feather fall</em>, and at 5th level you
can cast <em>levitate</em>, without requiring material
components. Once you cast either spell, you can’t cast
that spell again until you finish a long rest. You can
also cast these spells using any spell slots you have of
the appropriate level.

Your spellcasting modifier is either Intelligence,


Wisdom, or Charisma (choose when you select this
race).

ADDITIONAL FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

ADDITIONAL EQUIPMENT

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Medium
GENDER AGE SIZE HEIGHT WEIGHT
JOKEX's Character
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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