Class & Level

Rogue Soulknife Lv3
Cleric Lv3

Species

Fey Touched Human

Background

Far Traveller

Alignment

______________

Strength

10

+0

Dexterity

18

+4

Constitution

14

+2

Intelligence

10

+0

Wisdom

16

+3

Charisma

13

+1

16

Armour
Class

+4

Initiative
Bonus

30

Movement
Speed

Health Points

Saving Throws

Strength

+0

Dexterity

+6

Constitution

+2

Intelligence

+2

Wisdom

+2

Charisma

+0

+2

Proficiency
Bonus

WIS

+0

Spellcasting
Modifier

10

Spellsave
DC

Skills

Acrobatics Dex

+6

Animal Handling Wis

+2

Arcana Int

+0

Athletics Str

+0

Deception Cha

+0

History Int

+0

Insight Wis

+0

Intimidation Cha

+3

Investigation Int

+0

Medicine Wis

+2

Nature Int

+0

Perception Wis

+5

Performance Cha

+0

Persuasion Cha

+1

Religion Int

+0

Sleight of Hand Dex

+8

Stealth Dex

+8

Survival Wis

+2

Traits & Gear

Traits

You are one of the Shadar-Kai peoples, elves of the shadow realm. Though influenced by the dark nature of this realm, Shadar Kai are not bound by it, and like others you have sought adventure in the mortal realms. Shadar-Kai are experts in stealth combat, so you found your skills in high demand in the mortal world. You seek adventure, and mercenary work fits that just fine.

Darkvision. You can see in darkness clearly, but can’t see colours. | Fey Ancestry. You have advantage on saving throws you against being charmed. | Resistances: Necrotic Damage.

Equipment & Money

Abilities & Actions

Passive Abilities

Abilities that don’t require an action, bonus action or reaction, such as something that increases your armour or enhances an attack.

Psionic Powers

The powers of the shadowfell are strong in you. You are able to wield psionic powers of shadow to aid you in an out of battle.

Each day you get 5 d6 psionic dice a day and regain 1 per short rest, which you can use for different things

Psi-bolstering: If you fail a skill check, you can use one of these dice to add to the roll.

Psychic Whispers: Once per day you can link mentally to 2 creatures for upto 4 hours and communicate mentally upto 1 mile away. You can use a psionic dice to add 2 more creatures to the link.

Psionic Blades: You can freely summon psychic energy blades in one or both hands. You can use these as you would normal weapons. They have +6 to hit and deal 1d+4 damage. They can be thrown up to 60 feet.

Cunning Action

You can Dash or Hide as a bonus action instead of an action.

Actions

Abilities that take require an action, bonus action or reaction. 

Blade Attack + Sneak Attack

Your basic attack with either your psionic blades or you sabre: +6 to hit, 1d6+4 to hit.

Sneak Attack: if you make an attack with advantage (such as an unexpected attack), you deal an extra 2d6 damage on a hit.

Off-hand Psionic Blade

When you attack using your psionic blades, you can make an extra attack using a psionic blade in your other hand. This can also be thrown or ranged:+6 to hit, 1d4+4 damage.

Take Aim

You can sacrifice all your movement this turn to gain advantage on your next attack.

Spells, Spellslots & Charges

Cantrips

Spells that don’t use up spellslots. A spellcaster’s equivalent to attacking.

Guidance

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

Spare the Dying

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous

You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

Spell Lists. ArtificerCleric

Green flame Blade

Casting Time: 1 action
Range: Self (5-foot radius)
Components: S, M (a melee weapon worth at least 1 sp)
Duration: Instantaneous

You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.

At Higher Levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).

Spell Lists. ArtificerSorcerer (Optional)Warlock (Optional)Wizard (Optional)

Spells

Levelled spells. These consume spellslots of that level, unless stated otherwise.

Hex

Casting Time: 1 bonus action
Range: 90 feet
Components: V, S, M (the petrified eye of a newt)
Duration: Concentration, up to 1 hour

You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.

If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.

Remove Curse cast on the target ends this spell early.

At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

Spell Lists. Warlock

Misty Step

Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Instantaneous

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

Healing Word

Casting Time: 1 bonus action
Range: 60 feet
Components: V
Duration: Instantaneous

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

Spell Lists. BardClericDruid

Command

Casting Time: 1 action
Range: 60 feet
Components: V
Duration: 1 round

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the spell ends.

Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

Drop. The target drops whatever it is holding and then ends its turn.

Flee. The target spends its turn moving away from you by the fastest available means.

Grovel. The target falls prone and then ends its turn.

Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Spell Lists. Bard (Optional)ClericPaladin

Bless

Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a sprinkling of holy water)
Duration: Concentration, up to 1 minute

You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Spell Lists. ClericPaladin

Shield of Faith

1st-level abjuration

Casting Time: 1 bonus action
Range: 60 feet
Components: V, S, M (a small parchment with a bit of holy text written on it)
Duration: Concentration, up to 10 minutes

A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

Spell Lists. ClericPaladin

Faerie Fire

Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Concentration, up to 1 minute

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice).

Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.

Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.

Spell Lists. ArtificerBardDruid

Cure Wounds

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

Spell Lists. ArtificerBardClericDruidPaladinRanger

Misty Step

Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Instantaneous

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

Spell Lists. SorcererWarlockWizard