Lawful Neutral Outlander
Melestan Male halfElf
Level 4 Rogue
https://dicecloud.com/character/Rtem2NAYgAyraTkmB
+3 Initiative
−1 Strength
9 Total: 27
+3 Dexterity
Hit Points
16
Total: 4d8
+1 Constitution
12
Hit Dice
+3 Intelligence Psionic Energy Dice
16
Psychic Whispers Uses
+0 Wisdom
10 −1 Strength Save
+5 Dexterity Save
+1 Charisma +1 Constitution Save
12 +5 Intelligence Save
+0 Wisdom Save *
Active? +1 Charisma Save
Saving Throws
30 Speed
13 Armor Class
60 Darkvision
+2 Proficiency Bonus
+3 Acrobatics Common
+2 Animal Handling Elvish
+3 Arcana Custom Language
+1 Athletics Thieves' Cant
Languages
+3 Deception
+3 History
Tameran's Library of Everything
+2 Insight
This library is still in
+1 Intimidation
development!
+5 Investigation
We have done our best to fix all the bugs we are
+0 Medicine
aware of before releasing version 1.0- however, with
+5 Nature a project of this scale it is all but guaranteed that
some slipped through the cracks!
+4 Perception (14)
+3 Performance If you have found a bug or issue, or if you simply
would like to request that something be added
+3 Persuasion
sooner rather than later, please visit the LoV Discord
+3 Religion server linked here: https://discord.gg/z3FRWzr63B.
+3 Sleight of Hand
Thank you for your patience! And thank you for
+7 Stealth helping us build this massive community project!
+2 Survival
Skills
Simple Melee Weapons
Simple Ranged Weapons
Shortsword
Longsword
Rapier
Hand Crossbow
Weapons
Light Armor
Armor
Lyre
Thieves' Tools
Tools
Action Bonus Action
Psychic Whispers Steady Aim
You can establish telepathic communication As a bonus action, you give yourself advantage on
between yourself and others-perfect for quiet your next attack roll on the current turn. You can use
infiltration. As an action, choose one or more this bonus action only if you haven’t moved during
creatures you can see, up to 2 creatures, and then this turn, and after you use the bonus action, your
roll one Psionic Energy die (1d6). For a number of speed is 0 until the end of the current turn.
hours equal to the number rolled, the chosen
creatures can speak telepathically with you, and you Steady Aim
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
Bonus Action
creature can’t use this telepathy if it can’t speak any
languages, and a creature can end the telepathic +5 Psychic Blades (Second Attack)
connection at any time (no action required). You and After you attack with the blade, you can make a
the creature don’t need to speak a common melee or ranged weapon attack with a second
language to understand each other. psychic blade as a bonus action on the same turn,
provided your other hand is free to create it. The
The first time you use this power after each long
damage die of this bonus attack is 1d4, instead of
rest, you don’t expend the Psionic Energy die. All
1d6.
other times you use the power, you expend the die.
d4 psychic damage
Psychic Whispers
1 psychicWhispersUses damage to self
Bonus Action
Recover Psionic Energy
Attack
As a bonus action, you can regain one expended
+5 Psychic Blades Psionic Energy die, but you can’t do so again until
you finish a short or long rest.
d6 psychic damage
+ 1 psionicEnergyDice to self
Bonus Action
Cunning Action event
Your quick thinking and agility allow you to move Resummon Jon
and act quickly. You can take a bonus action on each
of your turns in combat. This action can be used 2 jonStatus damage to self
only to take the Dash, Disengage, or Hide action.
event Free Action
Permanently Hide This Card Psychic Blades [Summon]
This magic blade is a simple melee weapon with the
Note
finesse and thrown properties. It has a normal range
Hide Tutorial 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
Free Action
target, and it leaves no mark on its target if it deals
Psi-Bolstered Knack damage.
If you fail an ability check using a skill or tool with
After you attack with the blade, you can make a
which you have proficiency, you can roll one Psionic
melee or ranged weapon attack with a second
Energy die and add the number rolled to the check,
psychic blade as a bonus action on the same turn,
potentially turning failure into success. You expend
provided your other hand is free to create it. The
the die only if the roll succeeds.
damage die of this bonus attack is 1d4, instead of
1d6.
Psi-Bolstered Knack
Psychic Blades
Free Action
Psi-Bolstered Knack: Hit Wanderer
You have an excellent memory for maps and
Cost: 1 Psionic Energy Dice
geography, and you can always recall the general
Use this when you succeed on the Psi-Bolstered layout of terrain, settlements, and other features
Knack Roll after adding your additional die. around you. In addition, you can find food and fresh
water for yourself and up to five other people each
For your Psi-Bolstered Knack, you expend the psionic day, provided that the land offers berries, small
energy die only if the roll succeeds. game, water, and so forth.
Darkvision
Thanks to your elf blood, you have superior vision in
dark and dim conditions.
Fey Ancestry
You have advantage on saving throws against being
charmed, and magic can’t put you to sleep.
Thieves' Cant Cunning Action
During your rogue training you learned thieves’ cant, Starting at 2nd level, your quick thinking and agility
a secret mix of dialect, jargon, and code that allows allow you to move and act quickly. You can take a
you to hide messages in seemingly normal bonus action on each of your turns in combat. This
conversation. Only another creature that knows action can be used only to take the Dash, Disengage,
thieves’ cant understands such messages. It takes or Hide action.
four times longer to convey such a message than it
does to speak the same idea plainly.
Steady Aim
In addition, you understand a set of secret signs and As a bonus action, you give yourself advantage on
symbols used to convey short, simple messages, your next attack roll on the current turn. You can use
such as whether an area is dangerous or the territory this bonus action only if you haven’t moved during
of a thieves’ guild, whether loot is nearby, or whether this turn, and after you use the bonus action, your
the people in an area are easy marks or will provide speed is 0 until the end of the current turn.
a safe house for thieves on the run.
Psionic Power
Sneak Attack You have Psionic Energy dice, which are each a d6.
Once per turn, you can deal an extra 2d6 damage to You have 4 of these dice, and they fuel various
one creature you hit with an attack if you have psionic powers you have, which are detailed below.
advantage on the attack roll. The attack must use a
finesse or a ranged weapon. Some of your powers expend the Psionic Energy die
they use, as specified in a power’s description, and
You don’t need advantage on the attack roll if you can’t use a power if it requires you to use a die
another enemy of the target is within 5 feet of it, that when your dice are all expended. You regain all your
enemy isn’t incapacitated, and you don’t have expended Psionic Energy dice when you finish a long
disadvantage on the attack roll. 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.
Sneak Attack
Once per turn, you can deal an extra 2d6 damage to
one creature you hit with an attack if you have Psychic Blades
advantage on the attack roll. The attack must use a Whenever you take the Attack action, you can
finesse or a ranged weapon. manifest a psychic blade from your free hand and
make the attack with that blade. This magic blade is
You don’t need advantage on the attack roll if
a simple melee weapon with the finesse and thrown
another enemy of the target is within 5 feet of it, that
properties. It has a normal range of 60 feet and no
enemy isn’t incapacitated, and you don’t have
long range, and on a hit, it deals psychic damage
disadvantage on the attack roll.
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.
Inventory Hunting Trap
Weight Carried: 112.2 lb 5 gp 25 lb
Net worth: 103 gp 7 sp When you use your action to set it, this trap forms a
saw-toothed steel ring that snaps shut when a
Items attuned:
creature steps on a pressure plate in the center. The
trap is affixed by a heavy chain to an immobile
Equipped object, such as a tree or a spike driven into the
ground. A creature that steps on the plate must
Carried succeed on a DC 13 Dexterity saving throw or take
1d4 piercing damage and stop moving. Thereafter,
Clothes, Traveler's until the creature breaks free of the trap, its
movement is limited by the length of the chain
2 gp 4 lb
(typically 3 feet long). A creature can use its action
to make a DC 13 Strength check, freeing itself or
another creature within its reach on a success. Each
Quarterstaff
failed check deals 1 piercing damage to the trapped
2 sp 4 lb creature.
A 2sp, 4lb, simple melee weapon, that deals 1d6
bludgeoning damage and has the following
properties: Animal Trophy
A trophy from an animal you’ve killed before as an
Versatile (1d8): This weapon can be used with outlander.
one or two hands. A damage value in
parentheses appears with the property — the
damage when the weapon is used with two
Shortsword
hands to make a melee attack.
10 gp 2 lb
A 10gp, 2lb, martial melee weapon, that deals 1d6
piercing damage and has the following properties:
Finesse: When making an attack with a finesse
weapon, you use your choice of your Strength or
Dexterity modifier for the attack and damage
rolls. You must use the same modifier for both
rolls.
Light: A light weapon is small and easy to
handle, making it ideal for use when fighting with
two weapons.
Shortbow 20 Arrows
25 gp 2 lb 1 gp 1 lb
A 25gp, 2 lb, simple ranged weapon, that deals 1d6 5 cp each 0.05 lb each
piercing damage and has the following properties:
Ammunition (range 80/320): You can use a Backpack
weapon that has the ammunition property to
2 gp 5 lb
make a ranged attack only if you have
ammunition to fire from the weapon. Each time A backpack can hold one cubic foot or 30 pounds of
you attack with the weapon, you expend one gear. You can also strap items, such as a bedroll or a
piece of ammunition. Drawing the ammunition coil of rope, to the outside of a backpack.
from a quiver, case, or other container is part of
the attack. Loading a one-handed weapon
requires a free hand. Bedroll
At the end of the battle, you can recover half your
expended ammunition by taking a minute to 1 gp 7 lb
search the battlefield. If you use a weapon that
has the ammunition property to make a melee
Mess Kit
attack, you treat the weapon as an improvised
weapon. 2 sp 1 lb
Range: A weapon that can be used to make a
This tin box contains a cup and simple cutlery. The
ranged attack has a range shown in
box clamps together, and one side can be used as a
parentheses after the ammunition or thrown
cooking pan and the other as a plate or shallow
property.
bowl.
The range lists two numbers. The first is the
weapon’s normal range in feet, and the
second indicates the weapon’s maximum
range. When attacking a target beyond Tinderbox
normal range, you have disadvantage on the 5 sp 1 lb
attack roll. You can’t attack a target beyond
This small container holds flint, fire steel, and tinder
the weapon’s long range.
(usually dry cloth soaked in light oil) used to kindle a
Improvised Weapons: If a character uses a fire. Using it to light a torch—or anything else with
ranged weapon to make a melee attack, it deals abundant, exposed fuel—takes an action. Lighting
1d4 damage. any other fire takes 1 minute.
Two-Handed: This weapon requires two hands
to use. This property is relevant only when you
attack with the weapon, not when you simply 10 Torches
hold it.
1 sp 10 lb
1 cp each 1 lb each
Quiver A torch burns for 1 hour, providing bright light in a
20-foot radius and dim light for an additional 20 feet.
1 gp 1 lb
If you make a melee attack with a burning torch and
A quiver can hold up to 20 arrows. hit, it deals 1 fire damage.
10 Days of Rations 2 Daggers
5 gp 20 lb 4 gp 2 lb
5 sp each 2 lb each 2 gp each 1 lb each
Rations consist of dry foods suitable for extended A 2gp, 1lb, simple melee weapon, that deals 1d4
travel, including jerky, dried fruit, hardtack, and nuts. piercing damage and has the following properties:
Finesse: When making an attack with a finesse
weapon, you use your choice of your Strength or
Waterskin
Dexterity modifier for the attack and damage
2 sp 5 lb rolls. You must use the same modifier for both
rolls.
A waterskin can hold up to 4 pints of liquid.
Light: A light weapon is small and easy to
handle, making it ideal for use when fighting with
two weapons.
Hempen Rope (50 Feet)
Thrown (range 20/60): If a weapon has the
1 gp 10 lb thrown property, you can throw the weapon to
make a ranged attack. If the weapon is a melee
Rope, whether made of hemp or silk, has 2 hit points
weapon, you use the same ability modifier for
and can be burst with a DC 17 Strength check.
that attack roll and damage roll that you would
use for a melee attack with the weapon.
Range: A weapon that can be used to make a
ranged attack has a range shown in
parentheses after the ammunition or thrown
property.
The range lists two numbers. The first is the
weapon’s normal range in feet, and the
second indicates the weapon’s maximum
range. When attacking a target beyond
normal range, you have disadvantage on the
attack roll. You can’t attack a target beyond
the weapon’s long range.
Thieves' Tools Leather Armor
25 gp 1 lb 10 gp 10 lb
This set of tools includes a small file, a set of lock The breastplate and shoulder protectors of this
picks, a small mirror mounted on a metal handle, a armor are made of leather that has been stiffened by
set of narrow-bladed scissors, and a pair of pliers. being boiled in oil. The rest of the armor is made of
Proficiency with these tools lets you add your softer and more flexible materials.
proficiency bonus to any ability checks you make to
disarm traps or open locks.
Belt Pouch
Perhaps the most common tools used by
adventurers, thieves’ tools are designed for picking 5 sp 1 lb
locks and foiling traps. Proficiency with the tools 10 gp contents 0.2 lb contents
also grants you a general knowledge of traps and
locks.
0 Platinum pieces
Components. Thieves’ tools include a small file, a
10 gp 0.02 lb
set of lock picks, a small mirror mounted on a metal
handle, a set of narrow-bladed scissors, and a pair of
pliers. 10 Gold pieces
History. Your knowledge of traps grants you insight 10 gp 0.2 lb
when answering questions about locations that are
1 gp each 0.02 lb each
renowned for their traps.
Investigation and Perception. You gain additional
0 Silver pieces
insight when looking for traps, because you have
learned a variety of common signs that betray their 1 sp 0.02 lb
presence.
Set a Trap. Just as you can disable traps, you can 0 Copper pieces
also set them. As part of a short rest, you can create
1 cp 0.02 lb
a trap using items you have on hand. The total of
your check becomes the DC for someone else’s
attempt to discover or disable the trap. The trap
deals damage appropriate to the materials used in
crafting it (such as poison or a weapon) or damage
equal to half the total of your check, whichever the
DM deems appropriate.
Thieves’ Tools
Activity DC
Pick a lock Varies
Disable a trap Varies
Spells