Soul Knife 3 / Battle Master 2 Soldier
CLASS & LEVEL BACKGROUND PLAYER NAME
Iber Herbson
Quinoa
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS
INSPIRATION
STRENGTH
17 +5 30
1 +3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
13 PERSONALITY TRAITS
Hit Point Maximum 40
1 Strength
DEXTERITY ● 8 Dexterity
5 ●
2
4
Constitution
Intelligence
CURRENT HIT POINTS IDEALS
20 3 Wisdom
4 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
2 Total 3/2
Acrobatics (Dex) SUCCESSES
15 Animal Handling (Wis) d8+2 / d10+2 FAILURES
Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ● 4 Athletics (Str)
1 Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
Rapier +8 1d8+5 Skill Expert (Stealth)
13 ● 9 Insight (Wis)
Intimidation (Cha) Blade MH +8 1d6+5 Expertise (Persuasion,
WISDOM ● 4 Investigation (Int)
Blade OH +8 1d4+5 Insight)
Medicine (Wis)
3 Nature (Int)
Shortbow and 20 arrows Sneak Attack (2d6)
● 6 Perception (Wis)
16
Performance (Cha)
Dagger (2) Cunning Action (You can take
● 10 Persuasion (Cha) a bonus action on each of
CHARISMA
Religion (Int) your turns in combat. This
4 ● 8 Sleight of Hand (Dex) action can be used only to
● 11 Stealth (Dex) take the Dash, Disengage, or
18 Survival (Wis) Hide action.)
SKILLS ATTACKS & SPELLCASTING
Second Wind (Bonus action,
16 PASSIVE WISDOM (PERCEPTION) once per short rest, regain hp
CP Burglar's Pack
equal to 1d10 + your fighter
Sudded Leather level.)
SP Thieves' Tools
Light, Medium Armor, Shield
Common Clothes Action Surge (Once per short
Simple, Martial Weapons
EP Captain's Insignia rest, take one additional action
Belt Pouch on your turn.)
Thieves Tools GP
10 Buckler
Playing Cards
Vehicles (Land) PP
Common, Meat
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT
CHARACTER NAME EYES SKIN HAIR
Psychic Blades (You can manifest your
NAME
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
SYMBOL
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.)
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS
Psionic Power (Six dice, d6's)
Fighting Style - Superior * Psi-Bolstered Knack (When your nonpsionic training fails you, your psionic
Technique 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
Combat Superiority only if the roll succeeds.)
* One die (d6) per short rest. * Psychic Whispers (You can establish telepathic communication between
* Riposte (When a creature yourself and others- perfect for quiet infiltration. As an action, choose one or
misses you with a melee 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
attack, you can use your equal to the number rolled, the chosen creatures can speak telepathically with
reaction and expend one you, and you can speak telepathically with them. To send or receive a message
superiority die to make a (no action required), you and the other creature must be within 1 mile of each
melee weapon attack against other. A creature can't use this telepathy if it can't speak any languages, and a
the creature, ]f you hit, you 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
add the superiority die to the other. The first time you use this power after each long rest, you don't expend
attack's damage roll.) the Psionic Energy die. All other times you use the power, you expend the die.)
ADDITIONAL FEATURES & TRAITS
CHARACTER BACKSTORY TREASURE
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 6
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 7
EPAR
SPELL NAME
ED
PR
4
SPELLS KNOWN
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.