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Rogue 4 - Soulknife Abdu

CLASS & LEVEL PLAYER NAME


Purrincess Clawdia
Tabaxi Faction Agent
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

-1 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH • +7 Dexterity
+3 Constitution +5 16 38
-1 • +2 Intelligence
CLASS
+2 Wisdom INITIATIVE HIT POINTS
9
+2 Charisma
Total
4d8 SUCCESSES
Saving Throw Modifiers
DEXTERITY
1d8+3 FAILURES

+5 DEFENSES HIT DICE DEATH SAVES

20 SAVING THROWS INSPIRATION


=== ARMOR ===
Light Armor
CONSTITUTION +5 Acrobatics DEX
+2 PROFICIENCY BONUS === WEAPONS ===
+3 +2

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

16 -1 Athletics STR
=== TOOLS ===
12 WIS ABILITY SAVE DC ATK +4
P +4 Deception CHA Thieves' Tools
+0 History INT
INTELLIGENCE === LANGUAGES ===
P +4 Insight WIS Cat, Common, Elvish, Orc, Thieves’ Cant
30 ft. (Walking), 20 ft. (Climbing)
+0 +2 Intimidation CHA
P +2 Investigation INT
11 +2 Medicine WIS SPEED

+0 Nature INT PROFICIENCIES & LANGUAGES

WISDOM P +4 Perception WIS


+2 Performance CHA === ACTIONS === === BONUS ACTIONS ===
+2 P +4 Persuasion CHA
Standard Actions
Attack, Cast a Spell, Dash, Disengage, Dodge,
Cunning Action
You can take a bonus action on each of your turns
+0 Religion INT Help, Hide, Ready, Search, Use an Object, to take the Dash, Disengage, or Hide action.
14 Opportunity Attack, Grapple, Shove, Improvise,
P +7 Sleight of Hand DEX Two-Weapon Fighting, Interact with an Object Psionic Power: Recovery • 1 / Short Rest
E +9 Stealth DEX Psychic Blades: Bonus Attack (DEX) - 1d4
Psionic Power: Psychic Whispers • 1 / Long Rest
CHARISMA P +4 Survival WIS
Magic Initiate (Cleric) Magic Initiate (Cleric)

+2 Mending
Sacred Flame
Healing Word - O

14

SKILLS ACTIONS

NAME HIT DAMAGE/TYPE NOTES

14 PASSIVE WISDOM (PERCEPTION)


Dagger +7 1d4+5 Piercing Simple, Finesse, Light, Thrown, Range (20/60)

Shortbow +7 1d6+5 Piercing Simple, Ammunition, Range, Two-Handed, Range (80/320)


14 PASSIVE WISDOM (INSIGHT)

Shortsword +7 1d6+5 Piercing Martial, Finesse, Light


12 PASSIVE INTELLIGENCE (INVESTIGATION)
Claws +1 1d4-1 Slashing

Darkvision 60 ft. Psychic Blades: Attack (DEX) +7 1d6+5 Psychic

Psychic Blades: Bonus (DEX) +7 1d4+5 Psychic

SENSES WEAPON ATTACKS & CANTRIPS

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Rogue 3 Abdu
CLASS & LEVEL PLAYER NAME
Purrincess Clawdia
Tabaxi Faction Agent
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

=== ROGUE FEATURES === | Psionic Power: Psionic Energy: 4 / Long Rest • | Psychic Blades: Attack (DEX): 1 Action
Special
* Hit Points • PHB 95 | Psychic Blades: Bonus Attack (DEX): 1 Bonus
| Psionic Power: Psi-Bolstered Knack: Special Action
* Proficiencies • PHB 95 If you fail an ability check using a skill or tool with
which you have proficiency, you can roll one Psionic === TABAXI RACIAL TRAITS ===
* Expertise • PHB 96 Energy die and add the number rolled to the check.
Your proficiency bonus is doubled for any ability check You expend the die only if the roll succeeds. * Darkvision • VGtM
you make for two chosen proficiencies. [6th] Choose You can see in darkness (shades of gray) up to 60 ft.
two additional proficiencies. | Psionic Power: Psychic Whispers: 1 / Long Rest • 1
Action * Cat’s Talent • VGtM
* Sneak Attack • PHB 96 You have proficiency in the Perception and Stealth
Once per turn, you can deal an extra 2d6 damage to As an action, choose up to 2 creatures you can see, skills.
one creature you hit with an attack with a finesse or and then roll one Psionic Energy die (1d6). For a
ranged weapon if you have advantage on the attack number of hours equal to the number rolled, the * Feline Agility • VGtM
roll. You don’t need advantage on the attack roll if chosen creatures can speak telepathically with you, When you move on your turn in combat, you can
another enemy of the target is within 5 ft. of it, that and you can speak telepathically with them, as long as double your speed until the end of the turn. Once you
enemy isn’t incapacitated, and you don’t have you are within 1 mile. You and the creature don’t need use this trait, you can’t use it again until you move 0
disadvantage on the attack roll. to speak a common language to understand each feet on one of your turns.
other.
| Special | 1 / Other • Special
The first time you use this power after each long rest,
* Thieves’ Cant • PHB 96 you don’t expend the Psionic Energy die. All other * Cat’s Claws • VGtM
You have learned thieves’ cant, a secret mix of dialect, times you use the power, you expend the die. You have a climbing speed of 20 ft. and your claws are
jargon, and code that allows you to hide messages in natural weapons that deal 1d4 -1 slashing damage,
seemingly normal conversation. It takes four times | Psionic Power: Recovery: 1 / Short Rest • 1 Bonus instead of the normal bludgeoning damage for an
longer to convey such a message than it does to Action - 1 Psionic Energy dice unarmed strike.
speak the same idea plainly.
* Psychic Blades • TCoE 64 | Claws: 1 Action
* Cunning Action • PHB 96 Whenever you take the Attack action, you can
You can take a bonus action on each of your turns to manifest a psychic blade from your free hand and === FEATS ===
take the Dash, Disengage, or Hide action. make the attack with that blade (a simple melee
weapon with finesse, thrown, and range 60 ft.). On a * Magic Initiate (Cleric) • PHB
| 1 Bonus Action hit, it deals 1d6+5 psychic damage. You learn two cantrips of your choice from the cleric
spell list. You learn one 1st-level spell from that same
* Roguish Archetype • PHB 96 After you attack with the blade, you can make a melee list and can cast it at its lowest level once per long rest.
or ranged weapon attack with a second psychic blade Cantrips
| Soulknife as a bonus action on the same turn, provided your Mending
* Psionic Power • TCoE 64 other hand is free to create it. The damage die of this Sacred Flame
You have 4 Psionic Energy dice (1d6), and they fuel bonus attack is 1d4, instead of 1d6. Spell
various psionic powers you have. Healing Word

FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

CP Leather 1 10 lb. Piton 10 2.5 lb.

Dagger 1 1 lb. Oil (flask) 2 2 lb.

SP Shortsword 1 2 lb. Rations (1 day) 5 10 lb.

Shortbow 1 2 lb. Tinderbox 1 1 lb.


EP Dagger 1 1 lb. Waterskin 1 5 lb.

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


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

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


PP
Bell 1 --

Candle 5 --
WEIGHT CARRIED
Crowbar 1 5 lb.

ENCUMBERED Hammer 1 3 lb. ATTUNED MAGIC ITEMS QTY WEIGHT

Lantern, Hooded 1 2 lb.

PUSH/DRAG/LIFT Clothes, Common 1 3 lb.

String 10 --

EQUIPMENT

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Female 27 Medium 168 cm 60
GENDER AGE SIZE HEIGHT WEIGHT
Purrincess Clawdia Chaotic Good Pelor Black/Grey Green Red
CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR

=== Allies ===


Nothing can shake my optimistic
The priest who raised her attitude.
Her companions.
I am tolerant of other faiths and
respect the worship of other gods.
PERSONALITY TRAITS

Change. We must help bring about


the changes the gods are constantly
working in the world. (Chaotic)
IDEALS

I owe my life to the priest who took me in


when my parents died.

Her fur is grey with black BONDS


spots on it all over her body.
Her hair is red with green I am suspicious of strangers and expect
the worst of them.
eyes that scares people.
FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

As a child, her parents were hunted for their belts


by a band of humans called the band of the
burning spear. The band killed all the adults in her
clan and abducted the children to sell as slave.
They branded all the captured children to mark as
their own (the brand looked like a burning spear).
She saw all her peers being sold but nobody
wanted her because she wasn’t as big or strong
as her peers. Her red hair gave people a bad
feeling about her as if she could bring them bad
luck. In a dark night, Clawdia noticed that the
guard seemed to be frail so she tried her luck
killed him and ran away. She ran away to a city
populated by humans and she was caught by a
mysterious hand. The man who was holding her
hand got slashed right in the chest but he never let
go. When she took a look at his face, she saw a
man with a face filled with piety. The priest was a
worshipper of the lord Pelor and he taught her his
beliefs. Her past life made her hate all humans
and hate her previous god the Cat Lord for
ignoring her cries when her parents got murdered.
She trust no one except her close circle and her
bff Rosalina (Rosy) and the priest who took her in
and raised her. She learned to blend in within the
walls of the city and and created some trust worthy
relationships to help her find places to hide. She
needed stealth so humans cannot get the
advantage on her and hunt her as her parents
were hunted. Couple of years passed and she got
recognized by one of the band members she
found out that she killed their leader’s son and
they are coming to kill her and kill anything she
loved. So she escaped again without saying a
word to anyone else. She decided to go on a
journey away from the city so she can get stronger
and find a way to kill all the band members to end
all this suffering. On the way that leads her to that
path she became an adventurer helping creatures
in need even some humans who cannot harm her
and fend themselves.

CHARACTER BACKSTORY ADDITIONAL NOTES

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Wis 12 +4

SPELLCASTING SPELL SAVE DC SPELL ATTACK


SPELLCASTING ABILITY BONUS
CLASS

PREP SPELL NAME SOURCE SAVE/ATK TIME RANGE COMP DURATION PAGE REF NOTES
=== CANTRIPS === (At Will)
O Mending Magic Initiate (Cleric) -- 1m Touch V,S,M Instantaneous PHB 259 V/S/M
O Sacred Flame Magic Initiate (Cleric) DEX 12 1A 60 ft. V,S Instantaneous PHB 272 V/S

=== 1st LEVEL ===


O Healing Word Magic Initiate (Cleric) -- 1BA 60 ft. V Instantaneous PHB 250 1/LR, V

SPELLS

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