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Bob Vance

5 Level (0/14000 XP for level-up) Charlatan Background Halfling Race / Species / Heritage Chaotic Neutral Alignment
Rogue
Level 5
Hit Dice: 4/5
1d8+3 Class 1

STR
10
+0
DEX
20
+5
CON
17
+3
INT
14
+2
WIS
13
+1
CHA
18
+4
50
Hit Points
+5
Initiative (DEX)
16
Armor Class (AC)
+3
Prof. Bonus
25
Speed (walk/run/fly)
+6 Expertise Bonus
+3 Proficiency Bonus
+0 Strength
+8 Dexterity
+3 Constitution
+5 Intelligence
+1 Wisdom
+4 Charisma
saving throws
+8 Acrobatics DEX
+1 Animal Handling WIS
+2 Arcana INT
+0 Athletics STR
+10 Deception CHA
+2 History INT
+1 Insight WIS
+4 Intimidation CHA
+5 Investigation INT
+13 Thieves Tools DEX
skills
+1 Medicine WIS
+2 Nature INT
+4 Perception WIS
+4 Performance CHA
+7 Persuasion CHA
+2 Religion INT
+16 Sleight of Hand DEX
+11 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Rapier +8 DEX 1d8+5 Piercing
 Finesse
Short bow +8 DEX 1d6+5 Piercing
 Ammunition, (Range 80/320), Two-Handed
Psi-Dagger +8 DEX 1d6+5 Piercing
 Finesse, light, thrown (range 60)
Psi-Dagger Off-hand +8 DEX 1d4+5 Piercing
 Finesse, light, thrown (range 60)
Dagger +8 DEX 1d4+5 Piercing
 Finesse, light, thrown (range 20/60)
Dagger +8 DEX 1d4+5 Piercing
 Finesse, light, thrown (range 20/60)
psi die +0 STR 1d8
 Energy die
Attacks
Skill Expert

Features & Traits
144gp
Poison dart 1d4

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Common, Halfling

Languages & Proficiencies
I keep multiple holy symbols on me and invoke whatever deity will come in useful at any given moment.

Personality Traits
Material goods come and go. Bonds of friendship last forever.

Ideals
Somewhere out there, I have a child who doesn't know me.

Bonds
I cant resist swindling people who are more powerful than me.

Flaws
I run sleight-of-hand cons on street corners.

Notes


™ & © 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

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.

Cost: 25 gp
Weight: 3 lbs

Burglar's Pack

Adventuring Gear Common

A backpack that contains: a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, and a waterskin. Attached to the outside of the pack is 50 feet of hempen rope.


 

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


 

PHB, page 154. Additional information from XGE, page 81. Available in the SRD.

Dice Set

Gaming Set Common

If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency. See the Tool Proficiencies entry for more information.   Proficiency with a gaming set applies to one type of game, such as Three-Dragon Ante or games of chance that use dice. Components. A gaming set has all the pieces needed to play a specific game or type of game, such as a complete deck of cards or a board and tokens. History. Your mastery of a game includes knowledge of its history, as well as of important events it was connected to or prominent historical figures involved with it. Insight. Playing games with someone is a good way to gain understanding of their personality, granting you a better ability to discern their lies from their truths and read their mood. Sleight of Hand. Sleight of Hand is a useful skill for cheating at a game, as it allows you to swap pieces, palm cards, or alter a die roll. Alternatively, engrossing a target in a game by manipulating the components with dexterous movements is a great distraction for a pick-pocketing attempt. Gaming Set Activity DC Catch a player cheating 15 Gain insight into an opponent's personality 15

Cost: 1sp


 

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

Charlatan

You have always had a way with people. You know what makes them tick, you can tease out their heart’s desires after a few minutes of conversation, and with a few leading questions you can read them like they were children's books. It’s a useful talent, and one that you’re perfectly willing to use for your advantage. You know what people want and you deliver, or rather, you promise to deliver. Common sense should steer people away from things that sound too good to be true, but common sense seems to be in short supply when you’re around. The bottle of pink colored liquid will surely cure that unseemly rash, this ointment—nothing more than a bit of fat with a sprinkle of silver dust—can restore youth and vigor, and there’s a bridge in the city that just happens to be for sale. These marvels sound implausible, but you make them sound like the real deal.

Skill Proficiencies Deception, Sleight of Hand
Tool Proficiencies Disguise Kit, Forgery Kit
Equipment
A set of fine clothes, a disguise kit, tools of the con of your choice (ten stoppered bottles filled with colored liquid, a set of weighted dice, a deck of marked cards, or a signet ring of an imaginary duke), and a belt pouch containing 15 gp

Features

False Identity

You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona.
Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.

Suggested Characteristics

Charlatans are colorful characters who conceal their true selves behind the masks they construct.
They reflect what people want to see, what they want to believe, and how they see the world.
But their true selves are sometimes plagued by an uneasy conscience, an old enemy, or deep-seated trust issues.

Traits

1d8 Personality Trait
1I fall in and out of love easily, and am always pursuing someone.
2I have a joke for every occasion, especially occasions where humor is inappropriate.
3Flattery is my preferred trick for getting what I want.
4I’m a born gambler who can't resist taking a risk for a potential payoff.
5I lie about almost everything, even when there’s no good reason to.
6Sarcasm and insults are my weapons of choice.
7I keep multiple holy symbols on me and invoke whatever deity might come in useful at any given moment.
8I pocket anything I see that might have some value.

Ideal

1d6 Ideals
1Independence. I am a free spirit— no one tells me what to do. (Chaotic)
2Fairness. I never target people who can’t afford to lose a few coins. (Lawful)
3Charity. I distribute the money I acquire to the people who really need it. (Good)
4Creativity. I never run the same con twice. (Chaotic)
5Friendship. Material goods come and go. Bonds of friendship last forever. (Good)
6Aspiration. I’m determined to make something of myself. (Any)

Bond

1d6 Bond
1I fleeced the wrong person and must work to ensure that this individual never crosses paths with me or those I care about.
2I owe everything to my mentor—a horrible person who’s probably rotting in jail somewhere.
3Somewhere out there, I have a child who doesn’t know me. I’m making the world better for him or her.
4I come from a noble family, and one day I’ll reclaim my lands and title from those who stole them from me.
5A powerful person killed someone I love. Some day soon, I’ll have my revenge.
6I swindled and ruined a person who didn’t deserve it. I seek to atone for my misdeeds but might never be able to forgive myself.

Flaw

1d6 Flaw
1I can’t resist a pretty face.
2I'm always in debt. I spend my ill-gotten gains on decadent luxuries faster than I bring them in.
3I’m convinced that no one could ever fool me the way I fool others. I’m convinced that no one could ever fool me the way I fool others.
4I’m too greedy for my own good. I can’t resist taking a risk if there’s money involved.
5I can’t resist swindling people who are more powerful than me.
6I hate to admit it and will hate myself for it, but I'll run and preserve my own hide if the going gets tough.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Halfling

It is commonly thought that halflings value a comfy and quite hearth and home above all else, and while this maybe true for the Stout Halflings it is not for all. There are a few things that they all seem to agree upon though which is the love of fine drink, food, stories and company and an agreement that the long legged races do not understand how to step with care.
ability score increase: +2 DEX
age: Considered fully grown at 25 with a life span up to 170 years
alignment: Alignments are based on the individual
Size: Small
speed: 15ft per action point
Languages: Common language of the area
race features:
Your halfling character has a number of traits in common with all other halflings.  
Halfling Luck
When you roll a 1 on the d20 for an attack roll, ability check or saving throw, you can reroll the die and must use the new roll. No other reroll traits or class abilties can be used after Halfling Luck is rolled unless stated otherwise.  
Brave
You have advantage on saving throws against being frightened.  
Nimbleness
You can move through the space of any creature that is a size category larger than yours. This space is considered diffiuclt terrian if the creature is hostile and aware of you.
These small folk survive in a world full of larger and stronger creatures by avoiding notice and a touch of luck. Halflings are known as a affable and cheerful people happy to welcome others into their homes to share a meal and stories, it is often said by other folk that halfings drive for comfort empties them of a shred of ambition.  
Appearance
Standing at about 3 feet tall, they appear relatively harmless, quarter and half inches are used to tell who is taller among themselves. They tend to have thick curly hair, of tawny and sandy colours, on the top of their heads and over their board feet, though facial hair is extremely rare. Whether on the road or in town they tend to have a 'Halflings paunche' generally caused by their love of food.   Clothing is frequently more pratical then fasionable as many halflings have little use for ostentation, though bright colours still tend to be prefered.  
Halfling Curiosity
Next to their cooking halflings are also known for their cat like curiosity, if there is gossip or a secret to know a halfling can't abide being out of the loop. Some take this a step farther and if someone were to welcome them into their home will soon find their guest has disappeared and is currently nosing through every drawer.  
Folk Traditions
These small folk have a surprising amount of superstitions, folk rituals and rites. Be these putting out a flower stuffed gord each harvest in thanks to Yondalla, that if a dog crosses your path you must pet it three times to avoid inviting bad spirits, their unique names for the gods, and their charmed keepsake.   The charmed keepsake is an item the halfling carries normally from their coming of age rite, when they must perform a task given to them by an elder of the community which can range from hunting, baking or even a series of riddles. At the end of the rite they take a simple item used or found during the rite that is thought to be a physical representation of their natural luck and adaptability.

PHB

Lightfoot Halfling

ability score increase: Your Charisma score increases by 1.
age:
Size: Small
speed:
Languages:
parent race: Halfling
race features:
As a lightfoot halfling, you can easily hide from notice, even using other people as cover. You’re inclined to be affable and get along well with others.   Lightfoots are more prone to wanderlust than other halflings, and often dwell alongside other races or take up a nomadic life.  

Naturally Stealthy

You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you

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