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Eliana

Changeling Race
Rorrick (Streets) Origin
Rogue (Soul Knife) 7 Class & Level
Chaotic Good Alignment
- Deity
- Faction
- Rank/Position
- Loyalty
- Company

Strength 10
+0
Dexterity 18
+4
constitution 11
+0
intelligence 18
+4
wisdom 11
+0
charisma 14
+2
Total Hit Dice
Hit Die
1d+0
+3 proficiency bonus
+0 Strength
+7 Dexterity
+0 Constitution
+6 Intelligence
+0 Wisdom
+3 Charisma
saving throws
+10 Acrobatics
+0 Animal Handling
+10 Arcana
+0 Athletics
+5 Deception
+3 History
+0 Insight
+2 Intimidation
+10 Investigation
+0 Martial
+0 Medicine
+4 Nature
+0 Perception
+2 Performance
+5 Persuasion
+4 Religion
+7 Sleight of Hands
+10 Stealth
+0 Survival
skills

 

MV

Prestige
3
Attunement Slots
16
Armor Class
37
Hit Points
+4
Initiative
30ft
Speed
Attacks
Deception (Changeling)
Persuasion (streets)
Stealth (Rogue) (Expertise from feat)
Slight of Hand (Rogue)
Arcana (Rogue) [Expertise]
Acrobatics (Rogue) (Expertise)
Investigation (feat) (expertise)


Tools:
Thieves Tools (Rogue) (Expertise)

Languages- Common, Elven, Draconic, Thieves Cant
Proficiences
Studded leather Armor
Longbow- 20 Arrows
Explorers Pack
Rapier
2 Daggers
Thieves Tools
500 Gold

Equipment
-
Faction
The Mad Man
Stat Array
Tashas stats- +2 Dex +1 Cha

Streets- +2 to checks for gambling or getting out of trouble

Sneak Attack- 3d6 currently

Dark Vision
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You cannot discern color in darkness, only shades of grey.


Duplicity
You gain proficiency with the Deception skill.

Shapechanger
You can use an action to shapeshift into any humanoid of your size that you have seen, or back into your true form. Your equipment does not change with you. You do not gain any racial traits or abilities of your form, only cosmetic changes. If you die, you revert to your true form.

Adaptive Physiology
You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled or restrained.


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.


Psionic Power 6 dice per day
Starting at 3rd level, you harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.

Some of your powers expend the Psionic Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can't do so again until you finish a short or long rest.

When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).

The powers below use your Psionic Energy dice.

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.


Psychic blades
Also at 3rd level, You can manifest your psionic power as shimmering blades of psychic energy. Whenever you take the Attack action, you can manifest a psychic blade from your free hand and make the attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals psychic damage equal to 1d6 plus the ability modifier you used for the attack roll. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage.

After you attack with the blade, you can make a melee or ranged weapon attack with a second psychic blade as a bonus action on the same turn, provided your other hand is free to create it. The damage die of this bonus attack is 1d4, instead of 1d6.


Uncanny dodge
Starting at 5th Level, when an attacker that you can see hits you with an Attack, you can use your Reaction to halve the attack's damage against you.

Feats/ASI's

Skill expert- +1 Int
Prof- Investigation
Expertise- Stealth

Level 5- Fey Touched
Misty step
Bless

Class/Racial Features & Traits

The statblocks of your Weapons, armor and other important/magical equipment

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

poison57.

Statblock Type

Verum Character Sheet

Link/Embed