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Holtz Kinclaith

6 Level (0/23000 XP for level-up) Urchin Background Human Race / Species / Heritage Chaotic Good Alignment
Rogue Soulknife
Level 6
Hit Dice: 6/6
1d8+2 Class 1

STR
14
+2
DEX
18
+4
CON
15
+2
INT
11
+0
WIS
12
+1
CHA
8
-1
45
Hit Points
+4
Initiative (DEX)
15
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
11
Passive Perception
d8 /
Psionic Energy dice x 6
+6 Expertise Bonus
+3 Proficiency Bonus
+2 Strength
+13 Dexterity
+2 Constitution
+5 Intelligence
+1 Wisdom
-1 Charisma
saving throws
+10 Acrobatics DEX
+1 Animal Handling WIS
+0 Arcana INT
+8 Athletics STR
-1 Deception CHA
+0 History INT
+1 Insight WIS
-1 Intimidation CHA
+0 Investigation INT
skills
+1 Medicine WIS
+0 Nature INT
+1 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
+0 Religion INT
+10 Sleight of Hand DEX
+10 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Rapier +5 STR 1d10+2 piercing
 Finesse 5ft
Rifle +2 STR 2d4+2 piercing
 Range 150/1200ft, reload 4, ammunition, two handed, Does +1 extra damage for every 100 feet further you are in your long range
Psychic Blades +2 STR 1d6+2 piercing
 Finesse, Thrown 60ft
Attacks
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.

Sneak Attack - each round extra 1d6
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.

Features & Traits
Burglar’s pack
Leather armor, two daggers, and thieves’ tools
Belt pouch, a set of common clothes, a token to remember your parents by, urchin pet mouse, a map of the city you grew up in and also a small knife.

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 310, Platinum: 0 Money
Sleight of Hand, Stealth
Light armor
Simple weapons, hand crossbows, longswords, rapiers, shortswords
Thieves’ tools

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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