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Soulknife Rogue Character Sheet

This document summarizes the character details of a level 10 variant human soulknife rogue named Samar Devv. Key details include: - Class: Soulknife Rogue 10 - Background: Spy (Blackmailer) - Alignment: Lawful Neutral - Ability scores and proficiencies in skills, saving throws, and weapons - Equipment including weapons, armor, thieves' tools, and supplies in their backpack - Special rogue features like Sneak Attack, Cunning Action, Uncanny Dodge, and Evasion

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Tony Cruz
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0% found this document useful (0 votes)
127 views6 pages

Soulknife Rogue Character Sheet

This document summarizes the character details of a level 10 variant human soulknife rogue named Samar Devv. Key details include: - Class: Soulknife Rogue 10 - Background: Spy (Blackmailer) - Alignment: Lawful Neutral - Ability scores and proficiencies in skills, saving throws, and weapons - Equipment including weapons, armor, thieves' tools, and supplies in their backpack - Special rogue features like Sneak Attack, Cunning Action, Uncanny Dodge, and Evasion

Uploaded by

Tony Cruz
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Soulknife Rogue 10 Spy (Blackmailer)

CLASS & LEVEL BACKGROUND PLAYER NAME


Samar Devv
Variant Human Lawful Neutral
RACE ALIGNMENT EXPERIENCE POINTS
CHARACTER NAME

INSPIRATION
I am always calm, no matter what the
STRENGTH 16 5 10 situation. I never raise my voice or let my

-1 4 PROFICIENCY BONUS
emotions control me. The best way to get
me to do something is to tell me I can't do
it.
8
Hit Point Maximum 81 PERSONALITY TRAITS
-1 Strength

DEXTERITY 9 Dexterity

5 2 Constitution CURRENT HIT POINTS People. I’m loyal to my friends, not to any
ideals, and everyone else can take a trip
6 Intelligence
down the Styx for all I care. (Neutral)
20 1 Wisdom
0 Charisma IDEALS
TEMPORARY HIT POINTS
CONSTITUTION SAVING THROWS

2 5 Acrobatics (Dex)
10 Someone I loved died because of a
mistake I made. That will never happen
again.
14 1 Animal Handling (…
2 Arcana (Int)
BONDS
INTELLIGENCE -1 Athletics (Str)

2 4
2
Deception (Cha)

History (Int)
NAME

Shortsword
ATK

+9
DAMAGE/TYPE

1d6+5 Piercing
If there’s a plan, I’ll forget it. If I don’t forget
it, I’ll ignore it.
14 5 Insight (Wis)

0 Intimidation (Cha) Shortbow +9 1d6+5 Piercing

2 Investigation (Int)
WISDOM Dagger +9 1d4+5 Piercing FLAWS

1
1 Medicine (Wis)
2 Nature (Int) ATTACKS & SPELLCASTING

9 Perception (Wis) Thieves' Cant


12 15
0 Performance (Cha)
Sneak Attack
CP SP EP GP PP
0 Persuasion (Cha)
CHARISMA Criminal Contact
2 Religion (Int)

0 13 Sleight of Hand (…
13 Stealth (Dex)
1 Dark Common Clothes Including a Hood
1 Belt Pouch
Mobile

Cunning Action
1 Shortsword
10 1 Survival (Wis)
Steady Aim
1 Shortbow
Uncanny Dodge
SKILLS
1 Quiver
Evasion
20 Arrows

19 PASSIVE WISDOM (PERCEPTION) 1 Leather Armor Psionic Power (Soulknife)

EQUIPMENT
Psychic Blades

Soul Blades
TOOL: Playing Card Set, Thieves' Tools⁺
Mage Slayer
LANGUAGE: Abyssal, Common, Thieves' Cant
ARMOR: Light Armor FEATURES & TRAITS

WEAPON: Hand Crossbow, Rapier, Shortsword,


Simple weapons

OTHER PROFICIENCIES & LANGUAGES

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NAME ATK DAMAGE/TYPE Total: 1 Total:
CP SP EP GP PP
1 20
2 Dagger PSIONIC POWER ARROWS

1 Thieves' Tools
1 Crowbar Total: Total:
1 Burglar's Pack

ATTACKS & SPELLCASTING 1000 ball bearing


1 string
2 flask of oil
1 Backpack
Total: Total:
5 Candle
1 Crowbar
1 Hammer
5 Piton
1 Hooded lantern
5 Rations
1 Tinderbox
1 Waterskin
1 Hempen rope

EQUIPMENT

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NONE 0 0

SPELLCASTING SPELL SAVE DC SPELL ATTACK


SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 0 6 0

4 0 7 0
1 0

5 0 8 0
2 0

9 0

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FEATURES & TRAITS
Thieves' Cant Steady Aim Psionic Power (Soulknife)
During your rogue training you learned thieves’ As a bonus action, you give yourself You harbor a wellspring of psionic energy
cant, a secret mix of dialect, jargon, and code advantage on your next attack roll on the within yourself. This energy is represented by
that allows you to hide messages in seemingly current turn. You can use this bonus action your Psionic Energy dice, which are each a d6.
normal conversation. Only another creature only if you haven't moved during this turn, and You have a number of these dice equal to
that knows thieves’ cant understands such after you use the bonus action, your speed is 0 twice your proficiency bonus, and they fuel
messages. It takes four times longer to convey until the end of the current turn. various psionic powers you have, which are
such a message⁠than it does to speak the detailed below. Some of your powers expend
same idea plainly. In addition, you understand Uncanny Dodge the Psionic Energy die they use, as specified
a set of secret signs and symbols used to Starting at 5th level, when an attacker that you in a power's description, and you can't use a
convey short, simple messages, such as can see hits you with an attack, you can use power if it requires you to use a die when your
whether an area is dangerous or the territory your reaction to halve the attack’s damage dice are all expended. You regain all your
of a thieves’ guild, whether loot is nearby, or against you. expended Psionic Energy dice when you finish
whether the people in an area are easy marks a long rest. In addition, as a bonus action, you
or will provide a safe house for thieves on the Evasion can regain one expended Psionic Energy die,
run. Beginning at 7th level, you can nimbly dodge but you can't do so again until you finish a
out of the way of certain area effects, such as short or long rest. When you reach certain
Sneak Attack a red dragon’s fiery breath or an ice storm levels in this class, the size of your Psionic
Beginning at 1st level, you know how to strike spell. When you are subjected to an effect that Energy dice increases: at 5th level (d8), 11th
subtly and exploit a foe’s distraction. Once per allows you to make a Dexterity saving throw to level (d10), and 17th level (d12). The powers
turn, you can deal an extra 5d6 damage to one take only half damage, you instead take no below use your Psionic Energy dice. Psi-
creature you hit with an attack if you have damage if you succeed on the saving throw, Bolstered Knack. When your nonpsionic
advantage on the attack roll. The attack must and only half damage if you fail. training fails you, your psionic power can help:
use a finesse or a ranged weapon. You don’t if you fail an ability check using a skill or tool
need advantage on the attack roll if another with which you have proficiency, you can roll
enemy of the target is within 5 feet of it, that one Psionic Energy die and add the number
enemy isn’t incapacitated, and you don’t have rolled to the check, potentially turning failure
disadvantage on the attack roll. The amount of into success. You expend the die only if the roll
the extra damage increases as you gain levels succeeds. Psychic Whispers. You can
in this class, as shown in the Sneak Attack establish telepathic communication between
column of the Rogue table. yourself and others—perfect for quiet
infiltration. As an action, choose one or more
Criminal Contact creatures you can see, up to a number of
You have a reliable and trustworthy contact creatures equal to your proficiency bonus, and
who acts as your liaison to a network of other then roll one Psionic Energy die. For a number
criminals. You know how to get messages to of hours equal to the number rolled, the
and from your contact, even over great chosen creatures can speak telepathically with
distances; specifically, you know the local you, and you can speak telepathically with
messengers, corrupt caravan masters, and them. To send or receive a message (no action
seedy sailors who can deliver messages for required), you and the other creature must be
you. within 1 mile of each other. A creature can't
use this telepathy if it can't speak any
Mobile languages, and a creature can end the
telepathic connection at any time (no action
You are exceptionally speedy and agile. You
gain the following benefits: Your speed required). You and the creature don't need to
speak a common language to understand
increases by 10 feet. When you use the Dash
action, difficult terrain doesn’t cost you extra each other. The first time you use this power
after each long rest, you don't expend the
movement on that turn. When you make a
melee attack against a creature, you don’t Psionic Energy die. All other times you use the
power, you expend the die.
provoke opportunity attacks from that creature
for the rest of the turn, whether you hit or not.

Cunning Action
Starting at 2nd level, your quick thinking and
agility allow you to move and act quickly. You
can take a bonus action on each of your turns
in combat. This action can be used only to
take the Dash, Disengage, or Hide action.

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Psychic Blades Mage Slayer
You can manifest your psionic power as Soul Blades You have practiced techniques useful in melee
shimmering blades of psychic energy. Your Psychic Blades are now an expression of combat against spell casters, gaining the
Whenever you take the Attack action, you can your psi-suffused soul, giving you these following benefits: When a creature within 5
manifest a psychic blade from your free hand powers that use your Psionic Energy dice: feet of you casts a spell, you can use your
and make the attack with that blade. This Homing Strikes. If you make an attack roll with reaction to make a melee weapon attack
magic blade is a simple melee weapon with your Psychic Blades and miss the target, you against that creature. When you damage a
the finesse and thrown properties. It has a can roll one Psionic Energy die and add the creature that is concentrating on a spell, that
normal range of 60 feet and no long range, number rolled to the attack roll. If this causes creature has disadvantage on the saving throw
and on a hit, it deals psychic damage equal to the attack to hit, you expend the Psionic it makes to maintain its concentration. You
1d6 plus the ability modifier you used for the Energy die. Psychic Teleportation. As a bonus have advantage on saving throws against
attack roll. The blade vanishes immediately action, you manifest one of your Psychic spells cast by creatures within 5 feet of you.
after it hits or misses its target, and it leaves Blades, expend one Psionic Energy die and
no mark on its target if it deals damage. After roll it, and throw the blade at an unoccupied
you attack with the blade, you can make a space you can see, up to a number of feet
melee or ranged weapon attack with a second away equal to 10 times the number rolled. You
psychic blade as a bonus action on the same then teleport to that space, and the blade
turn, provided your other hand is free to create vanishes.
it. The damage die of this bonus attack is 1d4,
instead of 1d6.

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SPELLS

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Common questions

Powered by AI

Sneak Attack synergizes with the rogue's other abilities to maximize damage output by leveraging conditions that grant attack advantages. It relies on advantage from abilities like Steady Aim or the presence of allies engaging enemies to deal extra damage . The precision of Psychic Blades, combined with Homing Strikes and the ability to attack twice in one turn, increases the chances of triggering Sneak Attack’s bonus damage . Psionic Power further bolsters skill checks for setup actions leading to attacks, ensuring frequent activation of this high-damage ability.

The Soulknife Rogue class offers several advantages in terms of combat adaptability and utility. Key features include Sneak Attack, which allows the rogue to deal extra damage under certain conditions, significantly enhancing damage potential . The Mobile feat provides increased speed and eliminates opportunity attacks from targets of melee attacks, improving mobility . Cunning Action enables bonus actions for Dash, Disengage, or Hide, allowing strategic repositioning . The Psionic Power feature grants versatility with psionic energy used for abilities such as Psychic Blades and Psychic Teleportation, providing both offensive options and tactical movement . Homing Strikes and Mage Slayer further augment combat versatility, allowing for accurate attacks and advantages against spellcasters . These features together create a highly adaptable and utility-focused combat style.

The Soulknife Rogue balances offensive capabilities and survivability through a specialized set of features that bolster both aspects. Offensively, features like Sneak Attack and Psychic Blades enable high damage output with precision and vanish risks . Defensively, Evasion, Uncanny Dodge, and the Mobile feat enhance survivability by reducing incoming damage and allowing flexible movement . This balance is maintained by Psionic Teleportation for quick repositioning and Homing Strikes to ensure successful strikes, blending attack potency with evasion and mobility for sustained effectiveness in combat.

Thieves' Cant enhances the rogue's communication and strategic planning capabilities by providing a covert way to convey messages . Through a mix of dialect, jargon, and code, it allows the rogue to communicate hidden messages within normal conversation, which is useful for discreet information sharing. The ability to understand secret signs and symbols also aids in identifying threats, opportunities, and safe havens, supporting strategic planning in environments controlled by or hostile to thieves . This enables the rogue to operate stealthily and coordinate with allies without alerting outsiders.

The combination of Psionic Power features such as Psi-Bolstered Knack, Psychic Whispers, and Psychic Blades significantly enhances a rogue's role in stealth and infiltration scenarios. Psi-Bolstered Knack allows the rogue to turn failures into successes on key skill checks, improving reliability during critical infiltration tasks . Psychic Whispers facilitates silent communication with team members over distance, essential for coordinated efforts without detection . Psychic Blades provide silent, efficient attacks that leave no trace, maintaining stealth even during encounters . Together, these abilities ensure that the rogue can effectively gather information and handle obstacles without compromising their covert status, making them indispensable for stealth missions.

Psychic Teleportation provides significant tactical advantages for the Soulknife Rogue by enabling rapid repositioning without provoking opportunity attacks. By expending a Psionic Energy die, the rogue can teleport to a space up to a number of feet away equal to ten times the die roll . This allows the rogue to quickly close distances or retreat, bypass obstacles, escape hazards, and gain elevated positions. This ability enhances tactical flexibility, making it difficult for enemies to predict and counter the rogue's movements, and supports both offensive and defensive maneuvers.

The Mobile feat effectively enhances a rogue's survivability during combat encounters by increasing their speed and combat options. It boosts movement speed by 10 feet, allowing for rapid repositioning and evasive maneuvers . The ability to avoid opportunity attacks from targets of melee attacks further protects the rogue from retaliatory strikes, supporting hit-and-run tactics . This flexibility in movement makes the rogue a difficult target, allowing them to dodge threats and pursue advantageous positions on the battlefield.

Psychic Blades enhance the offensive capabilities of the Soulknife Rogue beyond physical weaponry by providing a versatile and silent combat option. These blades deal psychic damage, bypassing conventional armor while benefiting from finesse and thrown weapon properties, allowing for agile and tactical attacks . Combined with features like Sneak Attack, they significantly increase damage potential. Additionally, the ability to manifest and vanish the blades instantly reduces the need for physical weapons, facilitating covert operations and maintaining surprise, thereby enhancing the rogue's overall threat profile in both melee and ranged combat scenarios.

Evasion significantly enhances the defensive capabilities of a Soulknife Rogue by allowing them to avoid damage from area effects. When subjected to an area effect that requires a Dexterity saving throw for half damage, such as a dragon's breath or spell, the rogue takes no damage on a successful save and only half damage on a failed one . This dramatically reduces potential damage from powerful area attacks, leveraging the rogue’s agility for survival in combat scenarios.

Homing Strikes has significant implications for a Soulknife Rogue's attack strategy by increasing the likelihood of successful hits. This ability allows the rogue to roll a Psionic Energy die to potentially turn a missed attack with Psychic Blades into a hit, expending the die only on a successful conversion . This boosts attack reliability, allows for more aggressive tactics, and ensures high-impact abilities, such as Sneak Attack, are more frequently applied, maximizing damage potential and pressure on opponents.

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