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Faila Dundragon

3 Level (0/2700 XP for level-up) Urchin Background Human Race / Species / Heritage Alignment
Rogue
Level 3
Hit Dice: 3/3
1d8+1 Class 1

STR
11
+0
DEX
14
+2
CON
12
+1
INT
14
+2
WIS
14
+2
CHA
14
+2
24
Hit Points
+2
Initiative (DEX)
13
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
12
Passive Perception
4 / 4
Psionic Power Die (d6)
+4 Expertise Bonus
+2 Proficiency Bonus
+0 Strength
+4 Dexterity
+1 Constitution
+4 Intelligence
+2 Wisdom
+2 Charisma
saving throws
+4 Acrobatics DEX
+2 Animal Handling WIS
+2 Arcana INT
+0 Athletics STR
+4 Deception CHA
+2 History INT
+2 Insight WIS
+2 Intimidation CHA
+4 Investigation INT
skills
+2 Medicine WIS
+2 Nature INT
+2 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
+2 Religion INT
+6 Sleight of Hand DEX
+6 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
14
12
11
11
14
14

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

The statblocks of your Weapons, armor and other important/magical equipment

DnD 5e PHB

Leather

Armor (Light)

Common

Type AC STR Req. Stealth Dis.
Light 11 + Dex modifier No

Cost: 10gp
Weight: 10 lb

Rapier

Weapon

Common

Properties: Finesse
Duelist: If you are attacking other creature wielding melee weapon, you gain +2 on attack roll.

Type Damage Damage Range
Martial Melee 1d10 Piercing 5 ft

Cost: 25 gp
Weight: 2 lb

DnD 5e PHB

Shortbow

Weapon

Common

Ammunition, Two-Handed

Ammunition
You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
Range
A weapon that can be used to make a ranged attack has a range shown in parenthesis 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.
Two-Handed
This weapon requires two hands to use.

Type Damage Damage Range
Simple Ranged 1d6 Piercing 80/320 ft

Cost: 25gp
Weight: 2 lb

PHB, page 151

Explorer's Pack

Adventuring Gear

Common

Includes:
  • a backpack
  • a bedroll
  • a mess kit
  • a tinderbox
  • 10 torches
  • 10 days of rations
  • a waterskin
  • 50 feet of hempen rope

Cost: 10gp
Weight: 35lb

Dagger

Weapon

Common

Properties: Finesse, Light, Thrown ( range 20/60 )
Concealed weapon: When you hit a melee attack with this weapon and target is not expecting it, you automaticaly hit critical with additional dice (total 4d4).

Type Damage Damage Range
Simple Melee 1d4 Piercing 5 ft

Cost: 1 gp
Weight: 1 lb

Disguise Kit

Tool

Common

This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical Appearance.   Proficiency with this kit lets you add your Proficiency bonus to any Ability Checks you make to create a visual disguise.


Weight: 3 lbs

Thieves' Tools

Tool Common

Characters proficient with thieves' tools can use them to find and disarm traps and to open locks. Normally, these tasks are impossible without appropriate tools. A set of thieves' tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers.

Cost: 25 gp Weight: 1 lb


 

The statblocks of your class features

Rogue (Soulknife)


Hit Points

Hit Dice: d8 per Rogue (Soulknife) level
Hit Points at first Level: 8 + your Constitution Modifier
Hit Points at Higher Levels: 1d8!<=2 +your Constitution modifier per Rogue level after 1st (minimum of 2 on the roll)

Proficiences

Armor: Light
Weapons: Simple, Hand Crossbows, Longswords, Rapiers, Shortswords
Tools: Thieves' tools
Saving Throws: Dexterity, Intelligence
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth.

Overview & Creation

Level Proficiency Bonus Features Sneak Attack
1 +2 Expertise, Sneak Attack, Thieves' Cant 1d6
2 +2 Cunning Action 1d6
3 +2 Roguish Archetype : Soulknife, Steady Aim (Optional), Archetype Feature : Psionic Power (d6), Psychic Blades 2d6
4 +2 Ability Score Improvement 2d6
5 +3 Uncanny Dodge, Psionic Power (d8) 3d6
6 +3 Expertise 3d6
7 +3 Evasion 4d6
8 +3 Ability Score Improvement 4d6
9 +4 Archetype Feature : Soul Blades 5d6
10 +4 Ability Score Improvement 5d6
11 +4 Reliable Talent, Psionic Power (d10) 6d6
12 +4 Ability Score Improvement 6d6
13 +5 Archetype Feature : Psychic Veil 7d6
14 +5 Blindsense 7d6
15 +5 Slippery Mind 8d6
16 +5 Ability Score Improvement 8d6
17 +6 Archetype Feature : Rend Mind, Psionic Power (d12) 9d6
18 +6 Elusive 9d6
19 +6 Ability Score Improvement 10d6
20 +6 Stroke of Luck 10d6

 


Class Features

Level 1

Expertise

At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.   At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.  

Sneak Attack

Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.   You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.   The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.  

Thieves' Cant

During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.   In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.  

Level 2

Cunning Action

Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.  

Level 3

At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.  

SoulKnife

Psionic Power

Starting at 3rd level, you harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.   Some of your powers expend the Psionic Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long 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.   When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).   The powers below use your Psionic Energy dice.   Psi-Bolstered Knack. When your nonpsionic training fails you, your psionic 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 only if the roll succeeds.   Psychic Whispers. You can establish telepathic communication between yourself and others-perfect for quiet infiltration. As an action, choose one or 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 equal to the number rolled, the chosen creatures can speak telepathically with you, and you 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 creature can't use this telepathy if it can't speak any languages, and a 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 other.   The first time you use this power after each long rest, you don't expend the Psionic Energy die. All other times you use the power, you expend the die.  

Psychic Blades

Also at 3rd level, You can manifest your 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 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.  

Steady Aim (Optional)

At 3rd level, as a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.  

Level 4

Ability Score Improvement

When you reach 4th level, you can increase one Ability Score of your choice by 2, or you can increase two Ability Scores of your choice by 1. Through this way, you can't increase an Ability Score beyond 20. Alternatively, you can pick a feat.  

Level 5

Uncanny Dodge

Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.  

Level 6

 

Level 7

Evasion

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.  

Level 8

Ability Score Improvement

For detail see Ability Score Improvement  

Level 9

Soul Blades

Starting at 9th level, your Psychic Blades are now an expression of your psi-suffused soul, giving you these powers that use your Psionic Energy dice:   Homing Strikes. If you make an attack roll with your Psychic Blades and miss the target, you can roll one Psionic Energy die and add the number rolled to the attack roll. If this causes the attack to hit, you expend the Psionic Energy die.   Psychic Teleportation. As a bonus action, you manifest one of your Psychic Blades, expend one Psionic Energy die and roll it, and throw the blade at an unoccupied space you can see, up to a number of feet away equal to 10 times the number rolled. You then teleport to that space, and the blade vanishes.  

Level 10

 

Level 11

Reliable Talent

By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.  

Level 12

Ability Score Improvement

For detail see Ability Score Improvement  

Level 13

Psychic Veil

At 13th level, You can weave a veil of psychic static to mask yourself. As an action, you can magically become invisible, along with anything you are wearing or carrying, for 1 hour or until you dismiss this effect (no action required). This invisibility ends early immediately after you deal damage to a creature or you force a creature to make a saving throw.   Once you use this feature, you can't do so again until you finish a long rest, unless you expend a Psionic Energy die to use this feature again.  

Level 14

Blindsense

Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.  

Level 15

Slippery Mind

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.  

Level 16

Ability Score Improvement

For detail see Ability Score Improvement  

Level 17

Rend Mind

When you reach 17th level, you can sweep your Psychic Blade directly through a creature's mind. When you use your Psychic Blades to deal Sneak Attack damage to a creature, you can force that target to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier). If the save fails, the target is stunned for 1 minute. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.   Once you use this feature, you can't do so again until you finish a long rest, unless you expend three Psionic Energy dice to use it again.  

Level 18

Elusive

Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.  

Level 19

 

Level 20

Stroke of Luck

At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.   Once you use this feature, you can't use it again until you finish a short or long rest.


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a rapier or (b) a shortsword
  • (a) a shortbow and quiver of 20 arrows or (b) a shortsword
  • (a) a burglar's pack, (b) dungeoneer's pack, or (c) an explorer's pack
  • Leather armor, two daggers, and thieves' tools

 


Subclass Options

Most assassins strike with physical weapons, and many burglars and spies use thieves' tools to infiltrate secure locations. In contrast, a Soulknife strikes and infiltrates with the mind, cutting through barriers both physical and psychic. These rogues discover psionic power within themselves and channel it to do their roguish work. They find easy employment as members of thieves' guilds, though they are often mistrusted by rogues who are leery of anyone using strange mind powers to conduct their business. Most governments would also be happy to employ a Soulknife as a spy.   Amid the trees of ancient forests on the Material Plane and in the Feywild, some wood elves walk the path of the Soulknife, serving as silent, lethal guardians of their woods. In the endless war among the gith, a githzerai is encouraged to become a Soulknife when stealth is required against the githyanki foe.   As a Soulknife, your psionic abilities might have haunted you since you were a child, only revealing their full potential as you experienced the stress of adventure. Or you might have sought out a reclusive order of psychic adepts and spent years learning how to manifest your power.   Source: Tasha's Cauldron of Everything

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Human

ability score increase:
age: Humans reach adulthood in their late teens and usually live less than a century.
alignment: Humans tend toward no particular alignment. The best and worst are found among every human culture.
Size: Medium
speed: 30 ft.
Languages: You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on. The native language of an area is also an acceptable extra language given that Common is still relatively new.
race features:
Size. Humans vary wildly in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.   Determination. When you make an attack roll, an ability check, or a saving throw, you can do so with advantage. Once you use this ability, you can't use it again until you finish a short or long rest.  

Subrace

There are three main subraces of humans, but they more closely represent their upbringing: astute, generalist, and vigorous. Choose one of these subraces.  

Astute Human

Astute humans are those, that either due to their upbringing or occupation, have chosen to hone their mind. They are the scholars, sages, and storytellers that make their living in large cities or bureaucratic organizations.   Ability Score Increase. Increase either your Intelligence, Wisdom, or Charisma score by 2, and one other Ability Score of your choice increases by 1.   Sharp Mind. You gain proficiency in one Intelligence, Wisdom, or Charisma skill of your choice. You gain expertise with that skill, which means you add double your proficiency bonus to skill checks with that skill.  

Generalist Human

Some humans never settle down on one specialty or way of life. They become restless if they stay in one place or have one occupation for too long. These generalist humans aren't great at any one thing, but they are pretty good at a lot of different things.   Ability Score Increase. Increase all of your Ability Scores by 1.   Skill Versatility. You gain proficiency in two skills of your choice.   Well Traveled. You either learn an additional language of your choice, gain proficiency with light armor, or gain proficiency with one tool or weapon of your choice.  

Vigorous Human

As a vigorous human, you know the value of a hard day's work. These humans come from the ranks of farmers and herdsmen, laborers and shopkeepers, smiths and carpenters.   Ability Score Increase. Increase either your Strength, Dexterity, or Constitution score by 2, and one other Ability Score of your choice increases by 1.   Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you complete a long rest.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

juliaschauer.

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