Joloobo Level 03

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Player Character Basics:
Joloobo

Race and Background GnomeChild of the Forest
Class
Subclass
Rogue  (03)
Soulknife
Alignment | Deity NG | ??
AC |  HP 17 | 30
Speed | Init | Prof 25 | +4 | +2

 

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Ability Scores:

Str 10 +0 Int 19 +4
Dex 18 +4 Wis 16 +3
Con 12 +1 Cha 08 -1

 

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Skills, Senses, Languages:

Saving Throws: Dex +6, Int +6
Skill Proficiencies: Acr +6, Stl +6, Nat +6, Perc +6, Sur +6
Tools and Kits Cartographer’s Tools
Senses: Darkvision 60ft
Languages: Common, Gnomish, Thieves Cant

 

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Actions
:

Weapon Attack Damage Type Extra
Blowgun +1 +6 1d8 (?) Force (?) Ranged Spell Attack (40ft)
Psychic Blade +6 1d6 +4 Psychic Ranged (60ft) or Melee
Acid Net +6 1d6 Acid Ranged Spell Attack (60ft)
Weapons

 

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Feats
:

Sneak Attack 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.
Joloobo’s Blowgun Make a Ranged Spell Attack (d20 +prof +Int)

Roll 1d10 and consult the table below

1d10 Result
1 1d4 +1 Force Damage
2-7 1d8 +1 Force Damage
8-10 2d8 +1 Thunder Damage

 

Upon inflicting any Thunder Damage, the target must make a Con Save Throw (DC = 8 +prof +Int) or be pushed 10 feet directly away from Joloobo.

At Tier1 (1-4) add +1 to damage roll

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.

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 up to two creatures you can see 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.
Forest Secrets You know the secret ways of the forest, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
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.
Fade Away (Reaction) You have learned a magical trick for fading away when you suffer harm.

Immediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can’t do so again until you finish a short or long rest.

Survivalist  Wisdom is increased by +1, you gain an extra proficiency in Survival skill and the Nature skill. You also have advantage on all Dexterity (Stealth) checks when in an outdoor setting.

 

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Magic
:

Minor Illusion. Details
Mage Armor (Ward Ring) Details
Dark Transport (Raven Ring) Details
Gnome Cunning You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

 

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Items Inventory
:
The things in the pack and on the back

 

Item Name Description and Quantity

 

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