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Alister Barrett

3 Level (0/2700 XP for level-up) Rennen Background Wood Elf Race / Species / Heritage Chaotic Neutral Alignment
Soulknife Rogue
Level 3
Hit Dice: 3/3
1d8+1 Class 1

STR
16
+3
DEX
20
+5
CON
12
+1
INT
13
+1
WIS
16
+3
CHA
9
-1
18
Hit Points
+5
Initiative (DEX)
16
Armor Class (AC)
+2
Prof. Bonus
35/70/-
Speed (walk/run/fly)
15
Passive Perception
+4 Expertise Bonus
+2 Proficiency Bonus
+3 Strength
+7 Dexterity
+1 Constitution
+1 Intelligence
+5 Wisdom
-1 Charisma
saving throws
+7 Acrobatics DEX
+3 Animal Handling WIS
+1 Arcana INT
+3 Athletics STR
-1 Deception CHA
+1 History INT
+5 Insight WIS
-1 Intimidation CHA
+3 Investigation INT
skills
+3 Medicine WIS
+1 Nature INT
+7 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
+1 Religion INT
+7 Sleight of Hand DEX
+9 Stealth DEX
+5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Shortbow +5 DEX 1d6+5 Piercing
 Ammunition, Range (80/320), Two-Handed
Dagger (2) +5 DEX 1d4+5 Piercing
 Finesse, Light, Thrown (20/60)
Double Bladed Scimitar +6 DEX 2d4+5 Slashing
 DONT HAVE YET***** Double Handed. If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.
Frost Brand Rapier +5 DEX 1d8+5 Piercing
 When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage. In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.
The Hephaestus Hold +3 STR
 https://docs.google.com/document/d/1--0ygSYy-P2d-NoYCzJ6aBMdkUdS1wgk-25sjbMYH_8/edit?tab=t.0
Attacks

Tall and lanky, about 6' but built like a twink. Nineteen years old. Long, navy blue hair with small plaits here and there. Unnerving orange eyes. Light freckles and a scar slicing from the corner of their right eye to the back of their temple. Black abstract tattoos crisscross their arms, none of them really meaning anything (think of Reyna's tattoos if you need a visualizer).




Features & Traits

Small canvas bag. Full of harvested canine teeth. Current count: 34.


Mist Hunter Cloak: Wondrous item (cloak), rare (requires attunement) Woven with flowing tendrils of mist, this cloak is in a constant cycle of dispersal and reformation. This cloak has 3 charges and regains all expended charges daily at midnight. Concealing Mist. As a bonus action, you can take the Hide action, even if you’re only lightly obscured. Living Shadows. When a creature enters a space within 10 feet of you, you can expend 1 charge and use your reaction to cause a shadowy tendril to lash out at that creature. Make an attack roll (+7 to hit) dealing 3d6 necrotic damage on a hit. Mistwalker. As a bonus action, you can expend 2 charges to cast the misty step spell. Shadow’s Toll: The creature wearing this cloak is vulnerable to radiant damage. Mist Filter: TBD





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

Common, Elvish, Thieves' Cant,


Can understand Primordial to an extent




Languages & Proficiencies

Stoic and quiet, usually only speaks when they have something important to say. They have a very determined demeanor and seldom quits anything they've started, preferring to complete any task to the very best of their ability. Good under pressure. They will listen to anyone's problems and is always there as a shoulder to cry on but is very very bad at offering emotional advice (buddy grew up alone in the woods. They are not in tune with their emotions). Easily embarrassed.


Infinite Arms Tracing: Alister can copy any weapons that they can see and store them in a voidal armory. By using their action, Alister can copy and automatically equip a near perfect replica of that weapon. If Alister copies a weapon and then dispels it, it will automatically be stored in their armory. If Alister wants to equip a weapon from their armory, they will need to use an action to summon the armory and equip one. The only weapons that Alister cannot copy are soulbound weapons. Alister must be the target of an attack using the weapon they want to copy before copying.


Steady Aim: As a Bonus Action, you give yourself Advantage on your next attack roll on the current turn. Only use if you haven't moved during this turn and speed is 0 until the beginning of next round once used.




Personality Traits

They love philosophy and enjoy spreading knowledge to people, and they aren't opposed to the idea of being famous, but they detest the idea of being worshipped.





Ideals

A little bit cocky and egotistical, but not necessarily on purpose. Shy, but masks it by just keeping to themself.





Flaws

Alister grew up in the forests of Rennen, fending for themself from a young age. Their family was a part of a not-well-liked group of people living in Stillblood and, as protection, their mother hid them and their two older brothers in the forest from birth. Soon, once finding out what she did to his bastard kids, their fathter (who was the leader of the opposing group who was hunting them) killed their mother suddenly, leaving the siblings lost and hungry in the forest. But the siblings found a way to survive and created a network of survivable lairs in the forest of Rennen. However, when they were about 12 years old, Danzig (eldest) ran off in the middle of the night leaving his siblings with some gold but no note. Seven months later, the night that Aldous (middle) and Alister decided to go off and find their brother, they were ambushed by a group and Aldous was taken away from Alister. Very close to death, Alister eventually learned how to survive in the forest by watching the animals. They are especially fond of owls. They soon realized they were on their own and converted the forest network to a self sustaining, defensive home where they could live without any danger from the outside. They have no idea whether any of their family is alive now. Throughout their life, they have taught themself to hunt, gather, trap, and evade any living thing that may cause them harm. Once they got old enough, they began venturing into Stillblood, finding purpose and skill in mercenary and assassin work before they were hired for a recon mission to Imbellis and got wrapped up in the current mission.


Danzig:: Eldest brother. If alive, is about 23 now. Danzig is very stoic and meticulous, but Alister suspects he ran off with a really beautiful human woman on a whim because they fell in love. He was always kind of the leader of the three and he left first, kind of leaving the other two to scramble to survive. Danzig was a really good chef, both with food and with potions/poisons, and a master at the double bladed scimitar so he taught Alister how to fight with it. Vices include gambling and pride, he is quite egotistical and has a tendency to bet on his favorite game (chess) in which he is undefeated.


Aldous-Leith:: Middle brother, about 21 if alive. Aldous-Leith is really reckless and energetic, but fiercely loyal and caring towards Alister. He and Danzig always clashed but they cared about each other deep down. Alister actually knows how Aldous disappeared; he got snatched in the middle of the night by a masked group of strangers while protecting Alister, and sacrificed himself to save his younger brother from possibly being enslaved. An aggressive fighter, Aldous was a really good climber, so he usually scouted for them by jumping across the trees really gracefully, and shooting from above before dropping in for the kill. He was a master of stealth (makes a lot of money pickpocketing) but he always had dreams of being a bard and would accidentally give away his position by singing to himself.




Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.09, made by Tillerz - Updated: 2025-10-07
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

Revenant Blade

Elf

You are descended from a master of the double-bladed scimitar, and some of that mastery has passed on to you. You gain the following benefits:

  • Increase your Dexterity or Strength score by 1, to a maximum of 20.
  • While you are holding a double-bladed scimitar with two hands, you gain a +1 bonus to Armor Class.
  • A double-bladed scimitar has the finesse property when you wield it.

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.
hit dice:
hit points at 1st level:
hit points at higher levels:
armor proficiencies:
weapon proficiencies:
tools:
saving throws:
skills:
starting equipment:
spellcasting:
class features:
subclass options:

Player's Handbook

Soulknife

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.
hit dice: 1d8 per level
hit points at 1st level: 8 + your Constitution modifier
hit points at higher levels: 1d8 (or 5) + your Constitution modifier per level after 1st
armor proficiencies: Light armor
weapon proficiencies: Simple weapons, 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
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) a dungeoneer’s pack, or (c) an explorer’s pack

  • Leather armor, two daggers, and thieves’ tools


spellcasting:
class features:
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.     Psionic Power 3rd-level Soulknife feature   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 3rd-level Soulknife feature   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.   Ability Score Improvement   When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.   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.   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.
Soul Blades 9th-level Soulknife feature   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.
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.
Psychic Veil 13th-level Soulknife feature   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.
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.   Slippery Mind   By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.
Rend Mind 17th-level Soulknife feature   You can sweep your Psychic Blades 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.
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.   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.
subclass options:
LevelProficiency BonusFeaturesSneak Attack
1st+2Expertise, Sneak Attack, Thieves’ Cant1d6
2nd+2Cunning Action1d6
3rd+2Psionic Power, Psychic Blades 2d6
4th+2Ability Score Improvement2d6
5th+3Uncanny Dodge3d6
6th+3Expertise3d6
7th+3Evasion4d6
8th+3Ability Score Improvement4d6
9th+4Soul Blades5d6
10th+4Ability Score Improvement5d6
11th+4Reliable Talent6d6
12th+4Ability Score Improvement6d6
13th+5Psychic Veil7d6
14th+5Blindsense7d6
15th+5Slippery Mind8d6
16th+5Ability Score Improvement8d6
17th+6Rend Mind9d6
18th+6Elusive9d6
19th+6Ability Score Improvement10d6
20th+6Stroke of Luck10d6

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