+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
+0 | Strength | |
+5 | Dexterity | |
+3 | Constitution | |
+5 | Intelligence | |
+1 | Wisdom | |
+2 | Charisma |
+5 | Acrobatics | DEX | |
+1 | Animal Handling | WIS | |
+3 | Arcana | INT | |
+0 | Athletics | STR | |
+6 | Deception | CHA | |
+3 | History | INT | |
+3 | Insight | WIS | |
+4 | Intimidation | CHA | |
+3 | Investigation | INT |
+1 | Medicine | WIS | |
+3 | Nature | INT | |
+1 | Perception | WIS | |
+2 | Performance | CHA | |
+4 | Persuasion | CHA | |
+3 | Religion | INT | |
+3 | Sleight of Hand | DEX | |
+7 | Stealth | DEX | |
+1 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Dagger | +5 | DEX | 1d4+3 | Piercing | |
Finesse, Light, Thrown | |||||
Dagger | +5 | DEX | 1d4+3 | Piercing | |
Finesse, Light, Thrown | |||||
Shortbow | +5 | DEX | 1d6+3 | Piercing | |
Ammunition, Range, Two-Handed | |||||
Unarmed Stike | +2 | STR | 1 | Bludgeoning | |
Psychic Blade | +5 | DEX | 1d6+3 | Psychic | |
Finesse, Thrown | |||||
Bonus Psychic Blade | +5 | DEX | 1d4+3 | Psychic | |
Finesse, Thrown |
The statblocks of your Weapons, armor and other important/magical equipment
DnD 5e PHB
Weapon
Common
Ammunition, Two-Handed
Type | Damage | Damage | Range |
---|---|---|---|
Simple Ranged | 1d6 | Piercing | 80/320 ft |
Cost: 25gp
Weight: 2 lb
DnD 5e PHB
Armor (Light)
Common
Type | AC | STR Req. | Stealth Dis. |
---|---|---|---|
Light | 11 + Dex modifier | No |
Cost: 10gp
Weight: 10 lb
DnD 5e PHB
Weapon
Common
Finesse, light, thrown
Type | Damage | Damage | Range |
---|---|---|---|
Simple Melee | 1d4 | Piercing | 20/60 ft |
Cost: 2gp
Weight: 1 lb
The statblocks of your class features
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.
Rogues rely on skill, stealth, and their foes' vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem, demonstrating resourcefulness and versatility that is the cornerstone of any successful adventuring party.You must have a Dexterity score of 13 or higher in order to multiclass in or out of this class.
Level | Proficiency Bonus | Sneak Attack | Features |
---|---|---|---|
1st | +2 | 1d6 | Expertise, Sneak Attack, Thieves' Cant |
2nd | +2 | 1d6 | Cunning Action |
3rd | +2 | 2d6 | Roguish Archetype, Steady Aim (Optional) |
4th | +2 | 2d6 | Ability Score Improvement |
5th | +3 | 3d6 | Uncanny Dodge |
6th | +3 | 3d6 | Expertise |
7th | +3 | 4d6 | Evasion |
8th | +3 | 4d6 | Ability Score Improvement |
9th | +4 | 5d6 | Roguish Archetype feature |
10th | +4 | 5d6 | Ability Score Improvement |
11th | +4 | 6d6 | Reliable Talent |
12th | +4 | 6d6 | Ability Score Improvement |
13th | +5 | 7d6 | Roguish Archetype feature |
14th | +5 | 7d6 | Blindsense |
15th | +5 | 8d6 | Slippery Mind |
16th | +5 | 8d6 | Ability Score Improvement |
17th | +6 | 9d6 | Roguish Archetype feature |
18th | +6 | 9d6 | Elusive |
19th | +6 | 10d6 | Ability Score Improvement |
20th | +6 | 10d6 | Stroke of Luck |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
You know the vicious mockery cantrip. When you reach 3rd level, you can cast the charm person spell as a 2nd-level spell once with this trait. When you reach 5th level, you can cast the enthrall spell once with this trait. You must finish a long rest to cast these spells once again with this trait. Charisma is your spellcasting ability for them. This trait replaces the Infernal Legacy trait.
HellfireOnce you reach 3rd level, you can cast the burning hands spell once per day as a 2nd-level spell. This trait replaces the hellish rebuke spell of the Infernal Legacy trait.
WingedYou have bat-like wings sprouting from your shoulder blades.You have a flying speed of 30 feet while you aren’t wearing heavy armor. This trait replaces the Infernal Legacy trait.
Your tiefling might not look like other tieflings. Rather than having the physical characteristics described in the Player’s Handbook, choose 1d4+1 of the following features: small horns; fangs or sharp teeth; a forked tongue; catlike eyes; six fingers on each hand; goat-like legs; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.
Adventuring Gear
Common
A waterskin can hold 4 pints of liquid.
Cost: 0.2 gp
Weight: 5Ib
Adventuring Gear
Common
This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch -- or anything else with abundant, exposed fuel -- takes an action. Lighting any other fire takes 1 minute.
Cost: 0.5 gp
Weight: 1Ib
Adventuring Gear
Common
Rope, has 2 hit points and can be burst with a DC 17 Strength check.
Cost: 1 pg
Weight: 10Ib
Adventuring Gear
Common
Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.
Cost: 5sp
Weight: 2lbs
Tool
Varies
Can be used to open doors or break thingsA red crowbar, a basic tool that will always be useful when dealing with things in space.
Type | Damage | Damage | Range |
---|---|---|---|
Simple Melee | 1d6 + str | Bludgeoning |
Adventuring Gear
Common
For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
Cost: 0.1 gp
Weight: --
Ammunition
Common
Bundle Size: 20 Arrows are used with a weapon that has the ammunition property to make a ranged attack. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or another container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
Cost: 1 gp
Weight: 1Ib