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Level 1 Goblin Rogue Character Guide

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0% found this document useful (0 votes)
44 views3 pages

Level 1 Goblin Rogue Character Guide

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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Rogue - Goblin - lvl 1

HP 9
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers,
shortswords

Saving Throws: Dexterity, Intelligence


Skills: Acrobatics, Stealth, Sleight of Hand, Investigation
Tools: Thieves' tools
Equipment: Leather armor, two daggers, thieves' tools, burglar's pack,
shortbow, quiver of 20 arrows, rapier

Speed: 30ft
Type: Humanoid
Size: Small
Age: 12 (up to 60)
Languages: Common, Goblin

SoulKnife

Expertise
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. (Stealth, Thieves’ Tools)

At 6th level, you can choose two more of your proficiencies (in skills or
with thieves' tools) to gain this benefit.
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.

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
You can take a bonus action on each of your turns in combat to take the
Dash, Disengage, or Hide action.

Psionic Power
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.

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).

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
You can use your Attack action to 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.

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