Rogue 15 Monsterelijah
CLASS & LEVEL PLAYER NAME
Phyx
Variant Human Hermit (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS
+2 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH • +10 Dexterity
+3 Constitution +5 15 123 --
+2 • +10 Intelligence
CLASS
• +6 Wisdom INITIATIVE HIT POINTS
14
+3 Charisma
Total 15d8 SUCCESSES
Saving Throw Modifiers
DEXTERITY FAILURES
+5 DEFENSES HIT DICE DEATH SAVES
20 SAVING THROWS INSPIRATION
=== ARMOR ===
Light Armor
CONSTITUTION E +15 Acrobatics DEX
PROFICIENCY BONUS
=== WEAPONS ===
+5
+3 +1
+5
Animal Handling WIS
Arcana INT
Crossbow, Hand, Longsword, Rapier,
Shortsword, Simple Weapons
16 +2 Athletics STR === TOOLS ===
ABILITY SAVE DC Herbalism Kit, Thieves' Tools
+3 Deception CHA
+5 History INT === LANGUAGES ===
INTELLIGENCE
+1 Insight WIS Abyssal, Common, Infernal, Thieves’ Cant
30 ft. (Walking)
+5 +3 Intimidation CHA
P +10 Investigation INT
20 E +11 Medicine WIS SPEED
+5 Nature INT PROFICIENCIES & LANGUAGES
WISDOM +1 Perception WIS
+3 Performance CHA === ACTIONS === The first time you use this power after each long rest,
+1 P +8 Persuasion CHA
Standard Actions
Attack, Cast a Spell, Dash, Disengage, Dodge,
you don’t expend the Psionic Energy die. All other
times you use the power, you expend the die.
Help, Hide, Ready, Search, Use an Object,
E +15 Religion INT
13 Opportunity Attack, Grapple, Shove, Improvise, Psychic Veil • 1 / Long Rest
E +15 Sleight of Hand DEX Two-Weapon Fighting, Interact with an Object You can magically become invisible, along with
anything you are wearing or carrying, for 1 hour or
P +10 Stealth DEX Psionic Power: Psychic Whispers • 1 / Long Rest until you dismiss this effect (no action required). This
CHARISMA As an action, choose up to 5 creatures you can invisibility ends early immediately after you deal
+1 Survival WIS
see, and then roll one Psionic Energy die (1d10). For damage to a creature or you force a creature to make
a saving throw.
+3 a number of hours equal to the number rolled, the
chosen creatures can speak telepathically with you,
and you can speak telepathically with them, as long as === BONUS ACTIONS ===
you are within 1 mile. You and the creature don’t need Cunning Action
16 to speak a common language to understand each You can take a bonus action on each of your turns
other. to take the Dash, Disengage, or Hide action.
SKILLS ACTIONS
NAME HIT DAMAGE/TYPE NOTES
11 PASSIVE WISDOM (PERCEPTION)
Unarmed Strike +7 3 Bludgeoning
Psychic Blades: Attack (DEX) +10 1d6+5 Psychic
11 PASSIVE WISDOM (INSIGHT)
Psychic Blades: Attack (STR) +7 1d6+2 Psychic
20 PASSIVE INTELLIGENCE (INVESTIGATION)
Psychic Blades: Bonus Attack (DEX) +10 1d4+5 Psychic
Psychic Blades: Bonus Attack (STR) +7 1d4+2 Psychic
SENSES WEAPON ATTACKS & CANTRIPS
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Rogue 15 Monsterelijah
CLASS & LEVEL PLAYER NAME
Phyx
Variant Human Hermit (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS
=== ROGUE FEATURES === | 1 Reaction
| Psionic Power: Psionic Energy: 10 / Long Rest •
* Hit Points • PHB 95 Special * Evasion • PHB 96
When you are subjected to an effect that allows you to
* Proficiencies • PHB 95 | Psionic Power: Psi-Bolstered Knack: Special make a DEX saving throw to take only half damage,
you instead take no damage if you succeed on the
* Expertise • PHB 96 | Psionic Power: Psychic Whispers: 1 / Long Rest • 1 saving throw, and only half damage if you fail.
Your proficiency bonus is doubled for any ability check Action
you make that uses any of the chosen proficiencies. * Soul Blades • TCoE 65
| Psionic Power: Recovery: 1 / Short Rest • 1 Bonus Your Psychic Blades are now an expression of your
* Sneak Attack • PHB 96 Action psi-suffused soul, giving you these powers that use
Once per turn, you can deal an extra 8d6 damage to your Psionic Energy dice:
one creature you hit with an attack with a finesse or * Psychic Blades • TCoE 64
ranged weapon if you have advantage on the attack Whenever you take the Attack action, you can | Soul Blades: Homing Strikes: Special
roll. You don’t need advantage on the attack roll if manifest a psychic blade from your free hand and
another enemy of the target is within 5 ft. of it, that make the attack with that blade (a simple melee | Soul Blades: Psychic Teleportation: 1 Bonus Action
enemy isn’t incapacitated, and you don’t have weapon with finesse, thrown, and range 60 ft.). On a
disadvantage on the attack roll. hit, it deals <strong>1d6</strong>+5 psychic damage. * Reliable Talent • PHB 96
After you attack with the blade, you can make a melee Whenever you make an ability check that lets you add
| Special or ranged weapon attack with a second psychic blade your proficiency bonus, you can treat a d20 roll of 9 or
as a bonus action on the same turn, provided your lower as a 10.
* Thieves’ Cant • PHB 96 other hand is free to create it. The damage die of this
You have learned thieves’ cant, a secret mix of dialect, bonus attack is 1d4, instead of 1d6. | Special
jargon, and code that allows you to hide messages in
seemingly normal conversation. It takes four times | Psychic Blades: Attack (DEX): 1 Action * Psychic Veil • TCoE 65
longer to convey such a message than it does to As an action, you can magically become invisible,
speak the same idea plainly. | Psychic Blades: Attack (STR): 1 Action along with anything you are wearing or carrying, for 1
hour or until you dismiss this effect (no action
* Cunning Action • PHB 96 | Psychic Blades: Bonus Attack (DEX): 1 Bonus required). This invisibility ends early immediately after
You can take a bonus action on each of your turns to Action you deal damage to a creature or you force a creature
take the Dash, Disengage, or Hide action. to make a saving throw.
| Psychic Blades: Bonus Attack (STR): 1 Bonus Once you use this feature, you can’t do so again until
| 1 Bonus Action Action you finish a long rest, unless you expend a Psionic
Energy die to use this feature again.
* Roguish Archetype • PHB 96 * Ability Score Improvement • PHB 96
| 1 / Long Rest • 1 Action
| Soulknife * Uncanny Dodge • PHB 96
When an attacker that you can see hits you with an * Blindsense • PHB 96
* Psionic Power • TCoE 64 attack, you can use your reaction to halve the attack’s If you are able to hear, you are aware of the location of
You have 10 Psionic Energy dice (1d10), and they fuel damage against you. any hidden or invisible creature within 10 ft. of you.
various psionic powers you have.
FEATURES & TRAITS
NAME QTY WEIGHT NAME QTY WEIGHT
CP 0 Leather 1 10 lb. Lantern, Hooded 1 2 lb.
Dagger 1 1 lb. Oil (flask) 2 2 lb.
SP 0 Dagger 1 1 lb. Piton 10 2.5 lb.
Shortsword 1 2 lb. Rations (1 day) 5 10 lb.
EP 0 Shortsword 1 2 lb. Rope, Hempen (50 feet) 1 10 lb.
Backpack 1 5 lb. Tinderbox 1 1 lb.
GP 5 Blanket 1 3 lb. Waterskin 1 5 lb.
Clothes, Common 1 3 lb. String 10 --
PP 0 Herbalism Kit 1 3 lb.
Thieves' Tools 1 1 lb.
WEIGHT CARRIED
73.5 lb. Ball Bearings (bag of 1,000) 1,000 2 lb.
ENCUMBERED Bell 1 -- ATTUNED MAGIC ITEMS QTY WEIGHT
210 lb. Candle 5 --
PUSH/DRAG/LIFT Crowbar 1 5 lb.
420 lb. Hammer 1 3 lb.
EQUIPMENT
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Rogue 15 Monsterelijah
CLASS & LEVEL PLAYER NAME
Phyx
Variant Human Hermit (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS
* Slippery Mind • PHB 96 Once per turn when you roll damage for a melee
You gain proficiency in Wisdom saving throws. weapon attack, you can reroll the weapon’s damage
dice and use either total.
=== VARIANT HUMAN RACIAL TRAITS === * Fighting Initiate • TCoE 80
You learn one Fighting Style option of your choice from
* Languages • BR 31 the fighter class.
You can speak, read, and write Common and one
extra language. | Thrown Weapon Fighting • TCoE 42
You can draw a weapon that has the thrown property
* Ability Score Increase • BR 31 as part of the attack you make with the weapon.
Two different ability scores of your choice increase by In addition, when you hit with a ranged attack using a
1. thrown weapon, you gain a +2 bonus to the damage
roll.
* Skills • BR 31
You gain proficiency in one skill of your choice. | Fighting Style: Thrown Weapon Fighting: Special
* Feat • BR 31
You gain one feat of your choice.
=== FEATS ===
* Lucky • PHB 167
You have 3 luck points per long rest. Whenever you
make an attack roll, an ability check, or a saving throw
(or when an attack roll is made against you), you can
spend one to roll an additional d20 and you choose
which die to use. You can choose to spend luck points
after you roll the die, but before the outcome is
determined.
| 3 / Long Rest • No Action
* Keen Mind • PHB 167
Increase your INT score by 1. You always know which
way is north, the number of hours left before the next
sunrise or sunset, and can accurately recall anything
you have seen or heard within the past month.
* Savage Attacker • PHB 169
ADDITIONAL FEATURES & TRAITS
NAME QTY WEIGHT NAME QTY WEIGHT
ADDITIONAL EQUIPMENT
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Medium
GENDER AGE SIZE HEIGHT WEIGHT
Phyx
CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR
PERSONALITY TRAITS
IDEALS
BONDS
FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS
CHARACTER BACKSTORY ADDITIONAL NOTES
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SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
PREP SPELL NAME SOURCE SAVE/ATK TIME RANGE COMP DURATION PAGE REF NOTES
SPELLS
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