Remove these ads. Join the Worldbuilders Guild

Six

3 Level (0/2700 XP for level-up) Thievery Background Ego (Weapon) Race / Species / Heritage CN Alignment
Psion
Level 3
Hit Dice: 3/3
1d8+2 Class 1

STR
8
-1
DEX
19
+4
CON
14
+2
INT
14
+2
WIS
10
+0
CHA
12
+1
24
Hit Points
+6
Initiative (DEX)
13
Armor Class (AC)
+2
Prof. Bonus
30 ft. Walk
Speed (walk/run/fly)
12
Passive Perception
3 / 3
Psi Points
99 / 99
Fortune
2 / 2
Sharpened Edge
Spellcasting ...
+4 Attack mod
INT Ability
+2 Abi Mod
12 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
-1 Strength
+4 Dexterity
+2 Constitution
+4 Intelligence
+2 Wisdom
+1 Charisma
saving throws
+4 Acrobatics DEX
+0 Animal Handling WIS
+4 Arcana INT
-1 Athletics STR
+1 Deception CHA
+2 History INT
+0 Insight WIS
+1 Intimidation CHA
+4 Investigation INT
skills
+0 Medicine WIS
+2 Nature INT
+4 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+2 Religion INT
+6 Sleight of Hand DEX
+6 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book

Dual Clasification (Race)

  • You have two creature types: construct and humanoid. You are affected by an effect if it works on either of your creature types. However, you cannot be mended to heal hit points.


Living Weapon (Race)

  • You gain proficiency in one weapon of your choice and you may choose any simple or martial weapon as your item form. If you select a weapon with the light property, your item form may be split into two of the same weapons. You may use an item interaction to change between your humanoid form and your weapon form. Additionally your item form gains the following features:

    • You cannot speak, however you gain 30ft. Telepathy as long as a creature knows one language.

    • You gain a 30 ft. fly speed, however you can only fly up to 5 ft. above the ground.

    • You can project an illusory humanoid form of yourself to wield yourself.

    • Any equipment you are wearing merges with your item form.

    • You can be willingly wielded by another creature.

    • You count as magical for the purpose of overcoming resistance and immunity to non magical attacks and damage.




Sharpened Edge (Race)

  • As a bonus action, you ready yourself for the oncoming battle. For the next minute, you deal an additional amount of damage on attacks made with your item form equal to your Proficiency bonus. Once you use this trait, you can't do so again until you finish a long rest.



Novice Burglar (Thievery Talent)

  • You gain proficiency in Thieves’ Tools, Sleight of Hand, and you learn the language Thieves’ Cant. Additionally you have advantage on Perception or Investigation checks made to find valuables.



Psionic Discipline(s) (Psion)

  • You are granted a Psionic Discipline by your chosen archetype. Each discipline grants you a passive and an active benefit. Additionally, you can recreate the effects of certain spells, listed by your archetypes. You gain an additional archetype at 3rd and 18th level.

  • Psionic powers are suppressed by antimagic fields and can be dispelled with dispel magic, but are only affected by counterspell if recreating the effect of a spell. Any check required to dispel magic, counterspell or to identify a spell being cast with psionics is made with disadvantage unless the caster also has the Psionics feature. The detect magic spell will detect the usage of psionics, but not their nature.

  • When recreating a spell through a psionic effect (using a psionic discipline to cast the spell) the spell has no material or verbal components, but using any psionic ability requires somatic components and causes the psion to vibrantly glow with the otherworldly psionic energies they are controlling.



Psi Points (Psion)

  • Starting at 1st level, you gain access to psi points used to fuel psionic discipline powers and effects. You have a number of psi points equal to your psion level, and you regain all spent points when you finish a short or long rest. You can spend a number of psi points equal to half your Psion level (rounded up) at a time.



Psionic Talents (Psion)

  • Starting at 2nd level, you gain 2 Psionic Talents. You gain an additional talent at levels 5, 7, 9, 12, 15 and 18. When you gain a level in this class, you can replace a psionic talent you have previously selected with a different option.



Spatial Manipulation (Transposition Psion)

  • You gain the Transposition Discipline.

  • You can use your Dexterity Ability Score in place of your Intelligence Ability Score for calculating the DC or attack roll modifier of Transpositional powers, alternate effects, or talents that
    require the Transpositional discipline.



Nomad's Gear (Transposition Psion)

  • You gain proficiency with martial weapons and medium armor.



Cunning Strikes (Transposition Psion)

  • You gain the Rift Strike talent. If you already have the Rift Strike talent, you can gain one other Psionic Talent of your choice. The Rift Strike talent doesn’t count against your Psionic Talents known, but can’t be switched out on leveling up.



Wandering Mind (Transposition Psion)

  • Whenever you finish a long rest, you canselect two skills you lack proficiency in. Until the end of your next long rest, you can add half your proficiency bonus, rounded down, to ability checks made with those skills.



Flicker Step (Transposition Discipline)

  • On your turn, you can replace your movement by teleporting 5 feet in any direction to a space you can see. You can pass through creatures but can’t pass through objects, buildings or terrain more than 4 inches thick. This distance increases by 5 feet at 5th level (to 10 feet), at 11th level (to 15 feet), and becomes equal to your speed at 17th level. This replaces all movement for your turn when used.



Prescience (Precognition Discipline)

  • You can addyour proficiency to Perception and initiative rolls; if you already are able to add your proficiency to Perception, you can add twice your proficiency. If you concentrate on keeping an eye on the future (as if concentrating on a spell), you can use your Intelligence modifier for Wisdom (Perception) checks (instead of Wisdom) and initiative rolls (instead of Dexterity), and you make Intelligence saving throws in place of Dexterity saving throws. You can initiate this concentration at any time.



Rift Strike (Transposition Talent)

  • When you use your Phase Rift power as an action, you can make a single weapon attack as a bonus action.



Phase Shot (Transposition Talent)</ul>
Prerequisite: Rift Strike

  • When use your Phase Rift power, you can instead empower a piece of ammunition you touch, granting it the following special properties when you fire it:

    • It can be fired through all cover, including total cover, that is less than 4 inches thick.

    • It deals 1d8 additional force damage.



  • Additionally, applying Phase Rift modifiers grant special effects on this attack:

    • Disruptive: The attack deals an extra 1d8 force damage on hit.

    • Blurring: You can roll an additional attack roll per psi point spent, selecting the highest roll.

    • Long: The effective range of the attack is increased by 10 feet per point spent.

    • Echoing: A second projectile is created on firing, using a separate attack roll. (You may target any creature in range with this attack, including the same creature)

    • Ethereal: The attack can travel through up to 10 feet of cover.





Psionic Weapon (Psionic Talent)

  • As a bonus action, you can expend 1 psi point to imbue a weapon you are holding with psionic energy. For 1 minute, once per turn when you deal damage with that weapon, you can deal an extra 1d6 psychic damage. At higher levels you can expend additional psi points to further enhance the Psionic Weapon; 2 points to enhance it to 2d6 at 5th level, 3 points to enhance it to 3d6 at 11th level, and 4 points to enhance it to 4d6 at 17th level.



Features & Traits

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Phase Rift (Psionic Power)
PHASE RIFT
Psionic Power

Casting Time: 1 action
Range: Self
Components: S
Duration: 1 round

You step through space, traveling up to 10 feet in a straight line leaving a spatial tear behind. You can pass through creatures but can’t pass through objects, buildings or terrain more than 4 inches thick. Any creature in the path of this tear must make a Dexterity saving throw or take 1d8 force damage. You can spend psi points up to your per use limit to add the following modifiers to Phase Rift (you can add multiple modifiers). The points must be spent when choosing the target of the power.

  • Blurring (1–3 psi point): You gain an illusory duplicate, as per the mirror image spell. You gain 1 duplicate per psi point spent (up to a maximum of 3). One remaining image fades at the start of each of your turns

  • Disruptive (1+ psi points): Each target that fails their saving throw takes an extra 1d8 force damage for each point spent.

  • Echoing (2 psi points): You immediately use Phase Rift again with the same action.

  • Ethereal (2 psi points): You can pass through solid objects, buildings, and terrain as long as you end your Phase Rift in a space you can occupy. If your Phase Rift would end inside a space you can’t occupy, the power fails.

  • Long (1–3 psi points): You can travel an additional 10 feet for each point spent.



Seeing (Psionic Power)
SEEING
Psionic Power

Casting Time: 1 action
Range: Self
Components: S
Duration: Instantaneous

You concentrate and peer into the stream of future possibilities, gaining insight into what will happen next; you can select one of the following:

  • You can grant advantage to yourself or to a creature that can see or hear you on their next attack roll made before the start of your next turn; if an attack that gained advantage from this feature hits, it deals an extra 1d6 damage.

  • You can grant disadvantage on the next attack roll against yourself or a creature that can see or hear you before the start of your next turn; if that attack hits despite the disadvantage, the damaged creature rolls 1d6 and subtracts that from the damage dealt.


You can spend psi points up to your per use limit to add the following modifiers to Seeing (you can add multiple modifiers).

  • Omniscient (1 psi point): The beneficiary of your Seeing is under the effect of bless and guidance until the start of your next turn.

  • Piercing (1+ psi points): You see through the target’s defenses when granting advantage, increasing the damage of the attack benefiting from advantage by 1d8 per psi point spent if it hits.

  • Positioning (1+ psi points): The beneficiary of your Seeing can immediately move 5 feet per psi point spent (up to their speed) without provoking opportunity attacks.

  • Thwarting (2 psi points): The beneficiary of your Seeing has advantage on the next saving throw they make before the start of your next turn.

  • Withheld (0 psi points): Rather than granting advantage or disadvantage on the next attack, you can grant advantage or disavantage as a reaction to an attack being made until the start of your next turn.



Transposition Alternate Effects

  • Level 1 Spell-Like effects (1 Cost):

    • Expeditious Retreat, Flicker.



  • Level 2 Spell-Like effects (1 Cost):

    • Misty Step, Blur, Pass Without Trace.





Precognition Alternate Effects

  • Level 1 Spell-Like effects (1 Cost):

    • Detect Good and Evil, Future Insight.



  • Level 2 Spell-Like effects (1 Cost):

    • Augury, Glimpse the Future.




Spellcasting
Languages

  • Common (Race)

  • One More (Race)

  • Thieves' Cant (Thievery)



Proficiencies & Expertise

  • Stealth (Talent)

  • Sleight Of Hand (Talent)

  • Arcana (Class)

  • Investigation (Class)

  • Perception* (Expertise / Class)



Tool Proficiencies

  • Thieve's Tools (Talent)

  • Tinkers' Tools (Talent)



Languages & Proficiencies
422 GP

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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


Created by

Jaab.

Statblock Type

Character Sheet (latest)

Link/Embed