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Olalias Jath

3 Level (0/2700 XP for level-up) The Phoenix Ward Background Eladrin/Fey Race / Species / Heritage Chaotic Neutral Alignment
Rogue
Level 3
Hit Dice: 3/3
1d8+3 Class 1

STR
8
-1
DEX
16
+3
CON
16
+3
INT
12
+1
WIS
10
+0
CHA
13
+1
27
Hit Points
+3
Initiative (DEX)
15
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
12
Passive Perception
+4 Expertise Bonus
+2 Proficiency Bonus
-1 Strength
+5 Dexterity
+3 Constitution
+3 Intelligence
+0 Wisdom
+1 Charisma
saving throws
+5 Acrobatics DEX
+0 Animal Handling WIS
+1 Arcana INT
-1 Athletics STR
+1 Deception CHA
+1 History INT
+4 Insight WIS
+1 Intimidation CHA
+1 Investigation INT
skills
+2 Medicine WIS
+1 Nature INT
+2 Perception WIS
+1 Performance CHA
+5 Persuasion CHA
+1 Religion INT
+3 Sleight of Hand DEX
+5 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks
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.

---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.

---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.

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---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.

Features & Traits
(a) Shortsword
(a) Shortsword
(a) a dungeoneer's pack
(a) Leather (studded) armor, two daggers, and thieves' tools
(a) One set of traveler's clothes, and 5 Tranq Bombs

Trinket(s): (a) Y.Odogaron Claw: Armour effect; You have a climbing speed equal to your walking speed while you wear this armor.
(a) DUAL BLADES (1d6 slashing - finesse, light)
2/long rest
As a bonus action your body is enveloped in a demonic aura for 30 seconds or until you are knocked prone. While Demon mode is active, you gain +5 movement speed, and deal an extra 1d4 weapon damage on the first attack that hits each turn. Once demon mode ends you cannot use it again for 30 seconds.
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Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 1480, Platinum: 0 Money
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tool Proficiencies: Cartographer's Tools & Herbalism Kit & Thieves' tools
Languages: You can speak, read, and write Common and Elvish.

Languages & Proficiencies
Choose your eladrin's season: autumn, winter, spring, or summer. When finishing a long rest, you can change your season.

Creature Type. You are a Humanoid. You are also considered an elf for any prerequisite or effect that requires you to be an elf.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

---Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself.

----Fey Step. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
When you reach 3rd level, your Fey Step gain an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Charisma modifier

---Autumn. Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to the creatures.

---Winter. When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.

---Spring. When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.

---Summer. Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your proficiency bonus.

---Keen Senses. You have proficiency in the Perception skill.

---Trance. You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness. Whenever you finish this trance, you can change your season, and you can gain two proficiencies that you don't have, each one with a weapon or a tool of your choice selected from the Player's Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest.
ITEMS:::
Sess 1:
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blue mushroom 1sp
Odogaron Sinew 200gp
Wanchovy fish 20gp -casues exhaustion
Burst Arowana fish 1sp
Jaggi Scale x2 5-50gp
Jaggi Hide 5-50gp

Great Jaggi Head; Item Prolonger. Whenever you use a consumable item that has a duration, its duration is increased by an additional 6 seconds. 200gp

Great Jaggi Hide; You reduce necrotic damage you take by 3 while you wear this armor.

Bird Wyvern Fang x3; Your piercing weapon deals an extra 1 piercing damage. 25gp

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Sess 2:
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Barroth Ridge x2 200gp
Barroth Gem 800gp
1 personal Cold Drink (mine)
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Sess: 3:
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X6 Monster Fluid; Uncommon or rare upgrade material that can be used for weapons or armor.
Great Jaggi Claw; Forager. When you harvest mushrooms, you instead gather two.
x4 Bird Wyvern Bone; Uncommon armor upgrade material.

Fulgurbug; While attuned to this armor, a thunderbug (AC 10; 1 hit point) travels with you. As an action, it will take flight (fly 20 ft.), until you use a bonus action to call it back to you. While in flight it sheds bright light in a 5-foot radius and dim light for an additional 15 feet. If the thunderbug is killed, a new one appears on your shoulder when you finish a short or long rest.
Monster Bone+; Rare weapon upgrade material.

Drone Substance; This oily like substance can be applied to the skin of a medium or smaller creature. Applying the substance takes 1 minute. The affected creature then has advantage on Charisma (Persuasion) checks for 1 hour. During this time if they attempt to charm a creature with spells or spell like abilities, the targeted creature has disadvantage on its saving throw.
(Cursed When applied to a creature, there is a 10% chance to attract nearby seltas while in urban areas. While in the wilds, there is a 50% chance to attract nearby seltas.

Piscine Liver; After it is cooked (DC 11), it can be eaten to cure any disease or poison.

Dodogama Jaw (Sorcerer & Wizard only You know the fire bolt cantrip while attuned to this weapon.

Izuchi Hide; When you successfully gather from a bonepile resource, you roll twice on the resource table.

Paolumu Pup Scale
-(Armor You reduce cold damage you take by 3 while you wear this armor.
-(Weapon While you are attuned to this weapon, you can use an action to speak its command word and exhale a blast of strong wind in a 45-foot line that is 5 feet wide. Each creature in that line must succeed on a DC 12 Dexterity saving throw, taking 2d6 thunder damage and be knocked prone on a failed save or half as much on a successful one and is not knocked prone.

Once used, this property cannot be used again until you finish a long rest.

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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