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3 Level (900/2700 XP for level-up) Criminal - Charlatan - RANK 2 - HUSTLER Background Variant Human Race / Species / Heritage Lawful Neutral Alignment
Psion
Level 3
Hit Dice: 3/3
1d6+1 Class 1

STR
8
-1
DEX
14
+2
CON
12
+1
INT
16
+3
WIS
12
+1
CHA
14
+2
17
Hit Points
+2
Initiative (DEX)
11
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
3 / 3
PSI
Spellcasting ...
+5 Attack mod
INT Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
-1 Strength
+2 Dexterity
+1 Constitution
+5 Intelligence
+3 Wisdom
+2 Charisma
saving throws
+2 Acrobatics DEX
+1 Animal Handling WIS
+5 Arcana INT
-1 Athletics STR
+6 Deception CHA
+3 History INT
+1 Insight WIS
+4 Intimidation CHA
+3 Investigation INT
skills
+1 Medicine WIS
+3 Nature INT
+5 Perception WIS
+2 Performance CHA
+6 Persuasion CHA
+5 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +4 DEX 1d4+2 Piercing
 Finesse, light, thrown (range 20/60)
Attacks

Spell Book

Mental Awareness
Additionally starting at 1st level, you can use Intelligence
instead of Wisdom when making an Insight check against a
creature with an Intelligence ability score of 6 or higher.
Further, if you have telepathically communicated with a
willing creature, you know their general location (direction
and rough estimate of distance) for the next hour as long as
you are on the same plane as them.

Mind Reader
Starting at 3rd level, when you use Telepathic intrusion, you
can force the target to make an Intelligence saving throw
instead of a Wisdom saving throw against the power
(deciding when you use the ability).
When a creature fails a saving throw against your
Telepathic Intrusion, you gain a d4. Until the end of your next
turn, if you make an attack roll against the creature or the
creature makes a saving throw against a Psionic power other
than Telepathic Intrusion against you, you can add or
subtract the d4 from the roll (deciding to roll before you roll
the attack or use the power).

Telepathic Communication
When you gain this feature, you can communicate
telepathically with any creature you can see within 30 feet of
you. You don't need to share a language with the creature for
it to understand your telepathic utterances, but the creature
must be able to understand at least one language.

Prescience
Your eyes wander to events before they happen. You can add
your proficiency to perception and initiative rolls; if you
already are able to add your proficiency to perception, you
can add twice your proficiency.
If you concentrate on your keeping an eye on the future (as
if concentrating on a spell), you can use your Intelligence
modifier when making Perception (instead of Wisdom) or
Initiative (instead of Dexterity) ability checks, and make
Intelligence saving throws in place of Dexterity saving
throws.

PSIONIC TALENT
Mental Influence
You specialize in the subtly touch, picking stray thoughts and
soothing concerns without overtly intruding upon a mind. You
gain expertise the Persuasion skill, though you are reduced to
normal proficiency against creatures that are immune to
mental influence or charm (such a creature under the effect
of mindblank).

One-Step Ahead
When you are subjected to a saving throw, can expend 1
psi point and glimpse into the feature. You know what the
effect you saving against is if it is a Spell or Psionic effect as
if you passed an Intelligence (Arcana) or Intelligence
(Psionics) check against it. Additionally, can add your
Intelligence modifier to your saving throw against it
regardless of it's nature.


PROFESSION DICE D6
Copycat
Whenever you make an Intelligence or Intelligence (Forgery Kit) check to forge or create a document, you can add your Profession Die to the roll.

Renowed
Whenever you make a Charisma (Persuasion) check, and are interacting with Military, Outlanders, or Criminals, you may add your Profession Die.

False Identity
Upon spending an hour writing and talking to the right people, and succeeding on a medium-DC Charisma (Deception) check, you can create yourself a new identity with fake identification.

FEAT
Skill Expert
(Exp Deception, Prof Religion, +1 CHA)

Features & Traits
Dagger
Quilted
Scholar's pack
Forgery tools, fake currency in a drawstring pouch to deter pickpockets, a set of dark common clothes including a hood.
Lockbox with a secret compartment, a forged Merchant’s Guild membership certificate, imitation fine clothes.
Amuleto misterioso del mentore.

Equipment Copper: 0, Silver: 15, Electrum: 0, Gold: 0, Platinum: 0 Money
Psionic Powers
Telepathic Intrusion
Seeing

1st lvl spells
Compelled Query
Command
Cause Fear
Detect Good and Evil
Future Insight

2nd lvl spells
Detect thoughts
Suggestion
Augury
Glimpse the Future
Locate Object
Spellcasting
Armor: Light armor.
Weapons: Simple weapons.
Tools: Forgery Kit.
Languages: Comune, Castinellano, Thieves' Cant, Burach Alto.

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
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