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Mable

Medium Bloodline of Mammon Tiefling, 7th Soul Knife Rouge, Criminal, Any

Armor Class 17 (Studded Leather)
Hit Points 38 (7d8)
Speed: 30 ft Fly: 50 on Broom ft

STR

10
( +0 )

DEX

20
( +5 )

CON

10
( +0 )

INT

11
( +0 )

WIS

16
( +3 )

CHA

14
( +2 )

Saving Throws Strength +1, Dexterity +9, Constitution +1, Intelligence +4, Wisdom +4, Charisma +3
Skills Acrobatics +12, Animal Handling +4, Arcana +1, Athletics +3, Deception +3, History +1, Insight +10, Intimidation +3, Investigation +1, Medicine +4, Nature +1, Perception +4, Performance +6, Persuasion +3, Religion +1, Sleight of Hand +12, Stealth (Adv) +12, Survival +4, Thieves' Tools = Ability Bonus + 4, Disguise Kit = Ability Bonus + 4, Whistle = Ability Bonus + 4
Damage Resistances Fire
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 60ft.
Languages Common and Infernal
Challenge Rating 7
Proficiency Bonus +3

Legacy of Minauros. You know the Mage Hand cantrip. You can cast the Tenser's Floating Disk and Arcane Lock spells once each as a 2nd-level spell. You regain the ability to cast these spells on long rest. Charisma is your spellcasting ability for these spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for Legacy of Minauros spells you cast and when making an attack roll with one. You must finish a long rest to cast this spell again with this trait.   Spell save DC = 8 + your proficiency bonus + your Charisma modifier = 13   Spell attack modifier = your proficiency bonus + your Charisma modifier = +5

At will: Mage Hand

1/day: Tenser's Floating Disk and Arcane Lock as a 2nd-level spell.


Sneak Attack. You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 4d6 damage to one creature you hit with an attack if you have advantage on the attack roll. 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 attack must use a finesse or a ranged weapon.   Psionic Power. You harbour a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d8. You have 6 of these dice, 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. The powers below use your Psionic Energy dice.   Psi-Bolstered Knack. When your non psionic 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 (a D8) and add the number rolled to the check, potentially turning failure into success. You expend the die only if the roll succeeds.   Psychic Blades. 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.   Evasion. 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.   Equipment. Ring of Spell Storing (Attuned), Cloak of Elvenkind (Attuned), Stone of Good Luck (Attuned), Purse of Holding, Immovable Rod, Circlet of Blasting, Boots of the Vigilant, Broom of Flying, Horn of Silent Alarm, Alchemy Jug, Enduring Thieves' Tools, Sentinel Shield, Ring of Warmth (Requires Attunement), Uncommon Red Dragon-Touched Focus (Requires Attunement by Spellcaster), Bag of Holding, Saddle of the Cavalier, Lantern of Revealing, Pipes of Haunting, Periapt of Proof against Poison, Coin of Delving, Chime of Opening, Medal of Wit, Medal of the Conch, Potion of Climbing, Dust of Disappearance, Potion of Heroism, Feather Token, Mystery Key, Pressure Capsule, Antitoxin, Assassins Blood, Truth Serum, Beads of Force, Glowrune Pigment Pots, Potion of Invulnerability, Quaal's Tree Feather Token, Quaal's Whip Feather Token, Gem of Brightness, Potion of Advantage, Potion of Fire Breath, Potion of Poison Resistance, Potion of Psychic Resistance, Bead of Nourishment, Bead of Refreshment, Net, Healer's Kit, Caltrops (bag of 20), Malice (Inhaled), Crawler Mucus (Contact), Ball Bearings (bag of 1,000)

Actions

Psychic Blade. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 60 ft., one target. Hit: 8 (1d6 + 5) psychic damage.   Short Bow. Ranged Weapon Attack: +8 to hit, reach 80/320ft., one target. Hit: 8 (1d6 + 5) piercing damage, Ammunition, range, two-handed.   Psychic Whispers. You can establish telepathic communication between yourself and others — perfect for quiet infiltration. As an action, choose up to 3 creatures you can see, and then roll one Psionic Energy die (a D8). 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.   Spells. Mage Hand, Tenser's Floating Disk, Arcane Lock   Items. Circlet of Blasting, Cloak of Elvenkind, Immovable Rod, Bead of Force, Medal of Wit, Medal of the Conch, Chime of Opening, Dust of Disappearance, Healer’s Kit, Caltrops (bag of 20), Quaal's Tree Feather Token, Quaal's Whip Feather Token, Gem of Brightness, Horn of Silent Alarm, Alchemy Jug, Potion Someone else   Other Actions. Grapple, Shove, Help, Ready   Free Actions. Object Interaction, Boots of the Vigilant, Psi-Bolstered Knack, Evasion, Mystery Key, Pressure Capsule, Get on Broom

Bonus Actions

Psychic Blade. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 60 ft., one target. Hit: 7 (1d4 + 5) psychic damage.   Cunning Action. 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. 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.   Items. Potion Self

Reactions

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.   Other Actions. Attack of Opportunity, Trigger Readied Action


Created by

Noble 7.

Statblock Type

NPC Sheet

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