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"Butler"

6 Level (0/23000 XP for level-up) Hozig Member Background Variant Human Race / Species / Heritage Lawful Neutral Alignment
Rogue Soulknife
Level 6
Hit Dice: 6/6
1d8+2 Class 1

STR
10
+0
DEX
16
+3
CON
14
+2
INT
12
+1
WIS
18
+4
CHA
10
+0
10
Hit Points
+3
Initiative (DEX)
15
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
6d8 / 6d8
Psionic Energy
+6 Expertise Bonus
+3 Proficiency Bonus
+0 Strength
+6 Dexterity
+2 Constitution
+4 Intelligence
+4 Wisdom
+0 Charisma
saving throws
+6 Acrobatics DEX
+4 Animal Handling WIS
+1 Arcana INT
+0 Athletics STR
+0 Deception CHA
+4 History INT
+10 Insight WIS
+0 Intimidation CHA
+7 Investigation INT
+7 Martial WIS
skills
+4 Medicine WIS
+1 Nature INT
+10 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+1 Religion INT
+3 Sleight of Hand DEX
+9 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Psychic Blade +6 DEX 1d6+3 Psychic
 Finesse, Thrown (60 ft)
Psychic Blade (offhand) +6 DEX 1d6+3 Psychic
 Finesse, Thrown (60 ft)
Knife +6 DEX 1d4+3 Piercing
 Concealable, Finesse, Light, Thrown (20/60)
Attacks
Sneak Attack 3d6

Expertise
Insight, Investigation, Perception, Stealth


Cunning Action
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
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.


Uncanny Dodge
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.


Telepathic Feat
Increase your Wisdom 1, to a maximum of 20.
You can speak telepathically to any creature you can see within 60 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn't give the creature the ability to respond to you telepathically.
You can cast the detect thoughts spell, requiring no spell slot or components, and you must finish a long rest before you can cast it this way again. Your spellcasting ability for the spell is the ability increased by this feat. If you have spell slots of 2nd level or higher, you can cast this spell with them.


Observant Feat
Increase your Wisdom 1, to a maximum of 20.
If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.


Psionic Energy Dice
Amount 6. Regained on 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.


Psi-Bolstered Knack​
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
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
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 Hozig insignia, three small knives (concealable daggers), a crowbar, a set of dark-colored common clothes, and a belt pouch containing 10 gp.
Studded Leather

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Hozig Member Background
You learn the Animate Dead spell and can cast it for free once per day (automatically refreshing at sunrise). If you do not have access to 3rd-level spell slots, you can only raise a single skeleton with this feature.
You may play as an undead.
If you choose to do so, you retain your races normal properties, but you no longer need to sleep or breath air. In addition, you gain resistance to necrotic damage but vulnerability to radiant damage.
To gain the benefits of a long rest, you must spend 4 hours during one repairing your skin.


Skill Proficiencies
Gained proficiency with Acrobatics, Insight, Investigation, Perception from Class
Gained proficiency with History, Stealth from Background
Gained proficiency with Martial from Variant Human


Languages
Common, Undercommon, Dwarvish, Infernal, Thieves' Cant

Languages & Proficiencies
Curse of Obscurity - Face is always hidden and as such he can not show emotion or speak via normal means.

Flaws


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

The statblocks of your class features

[block: as with the hallow spell.   You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest]
[block: you regain all expended uses.| Divine Sense [/spoiler   [spoilerYou have a pool of healing power that replenishes when you take a long rest. With that pool]
[block: you can restore a total number of hit points equal to your paladin level × 5.   As an action]
[block: up to the maximum amount remaining in your pool.   Alternatively]
[block: expending hit points separately for each one.   This feature has no effect on undead and constructs. |Lay On Hands[/spoiler   [spoiler As an action on your turn]
[block: and Beg[/spoiler   [spoilerYou have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated. |Pack Tactics[/spoiler   [spoiler You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you]
[block: or whatever you are trying to perceive is in direct sunlight. |Sunlight Sensitivity[/spoiler   [spoiler When a creature you can see attacks a target other than you that is within 5 feet of you]
[block: you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. |Protection Fighting Style[/spoiler   [spoiler Starting at 2nd level]
[block: to a maximum of 6d8.|Divine Smite[/spoiler   [spoilerAs an action]
[block: it becomes magical for the duration. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon]
[block: this effect ends.| Channel Divinity: Sacred Weapon[/spoiler   [spoilerAs an action]
[block: it is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can]

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

[block: [spoiler +2 STR |Race Stats [/spoiler   [spoiler You can see in dim light within 60 feet of you as if it were bright light]

Statblocks for companions, followers and other allies.

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Xiiharu.

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