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Ravening Quinoa Soulknife Battle Master 7

Iber Herbson is a Soul Knife 3 / Battle Master 4 soldier character with a variety of skills and abilities, including psychic powers and combat superiority techniques. The character has a high strength score of 17 and a hit point maximum of 63, along with proficiency in multiple weapons and skills. Key features include the ability to manifest psychic blades and telepathic communication with allies.

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Jeff Slick
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0% found this document useful (0 votes)
11 views3 pages

Ravening Quinoa Soulknife Battle Master 7

Iber Herbson is a Soul Knife 3 / Battle Master 4 soldier character with a variety of skills and abilities, including psychic powers and combat superiority techniques. The character has a high strength score of 17 and a hit point maximum of 63, along with proficiency in multiple weapons and skills. Key features include the ability to manifest psychic blades and telepathic communication with allies.

Uploaded by

Jeff Slick
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Soul Knife 3 / Battle Master 4 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 63


1 Strength
DEXTERITY ● 8 Dexterity

5 ●
3

5
Constitution
Intelligence
CURRENT HIT POINTS IDEALS

20 3 Wisdom
4 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

3 Total 3/4
Acrobatics (Dex) SUCCESSES
16 Animal Handling (Wis) d8+2 / d10+2 FAILURES

Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE ● 4 Athletics (Str)

2 Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE

Rapier +8 1d8+5 Skill Expert (Stealth)


14 ● 9 Insight (Wis)
Intimidation (Cha) Blade MH +8 1d6+5
WISDOM ● 5 Investigation (Int)
Blade OH +8 1d4+5 Expertise (Persuasion,
Medicine (Wis)
3 Nature (Int)
Shortbow and 20 arrows
Insight)
6 Perception (Wis)
16

Sneak Attack (2d6)
Performance (Cha)
Dagger (2)
● 10 Persuasion (Cha) Cunning Action (You can take
CHARISMA
Religion (Int) a bonus action on each of
4 ● 8 Sleight of Hand (Dex) your turns in combat. This
● 11 Stealth (Dex) action can be used only to
18 Survival (Wis) take the Dash, Disengage, or
SKILLS ATTACKS & SPELLCASTING Hide action.)

16 PASSIVE WISDOM (PERCEPTION) Second Wind (Bonus action,


CP Burglar's Pack
once per short rest, regain hp
Sudded Leather equal to 1d10 + your fighter
SP Thieves' Tools level.)
Light, Medium Armor, Shield
Common Clothes
Simple, Martial Weapons
EP Captain's Insignia Action Surge (Once per short
Belt Pouch rest, take one additional action
Thieves Tools GP
10 Buckler on your turn.)
Playing Cards
Vehicles (Land) PP
Woodcarver's Tools

Common, Celisian
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)


Combat Superiority * Psi-Bolstered Knack (When your nonpsionic training fails you, your psionic
* Four dice (d6) per short rest. 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
* DC = 16 rolled to the check, potentially turning failure into success. You expend the die
only if the roll succeeds.)
* Riposte (When a creature * Psychic Whispers (You can establish telepathic communication between
misses you with a melee attack, yourself and others- perfect for quiet infiltration. As an action, choose one or
you can use your reaction and more creatures you can see, up to a number of creatures equal to your
expend one superiority die to 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
make a melee weapon attack
you, and you can speak telepathically with them. To send or receive a message
against the creature, ]f you hit, you (no action required), you and the other creature must be within 1 mile of each
add the superiority die to the other. A creature can't use this telepathy if it can't speak any languages, and a
attack's damage roll.) 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
* Commanding Presence (When other. The first time you use this power after each long rest, you don't expend
you make a Charisma the Psionic Energy die. All other times you use the power, you expend the die.)
(Intimidation), a Charisma ADDITIONAL FEATURES & TRAITS
(Performance), or a Charisma
(Persuasion) check, you can
expend one superiority die and Fighting Style - Blind Fighting (You have blindsight with a range of
add the superiority die to the 10 feet. Within that range, you can effectively see anything that
ability check.) isn't behind total cover, even if you're blinded or in darkness.
Moreover, you can see an invisible creature within that range,
* Tactical Assessment (When you unless the creature successfully hides from you.)
make an Intelligence
(Investigation), an Intelligence
(History), or a Wisdom (Insight)
check, you can expend one
superiority die and add the
superiority die to the ability check.)

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.

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