{"name":"Mable","race":"Bloodline of Mammon Tiefling","profession":"7th Soul Knife Rouge, Criminal","challenge_rating":"7","proficiency_bonus":"+3","size":"Medium","languages":"Common and Infernal","alignment":"Any","description":"","ideals":"","bonds":"","flaws":"","suggested_environments":"","armor_class":"17 (Studded Leather)","hit_points":"38 (7d8)","strength":"10","dexterity":"20","constitution":"10","intelligence":"11","wisdom":"16","charisma":"14","movement_units":"","base_movement":"30","fly_movement":"50 on Broom","burrow_movement":"","hover_movement":"","swim_movement":"","climb_movement":"","senses":"Darkvision 60ft.","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","saving_throws":"Strength +1, Dexterity +9, Constitution +1, Intelligence +4, Wisdom +4, Charisma +3","damage_vulnerabilities":"","damage_resistances":"Fire","damage_immunities":"Poison","condition_immunities":"Poisoned","spellcasting":"[b]Legacy of Minauros. [\/b]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.\r\n\r\nSpell save DC = 8 + your proficiency bonus + your Charisma modifier = 13\r\n\r\nSpell attack modifier = your proficiency bonus + your Charisma modifier = +5","cast_at_will":"Mage Hand","cast_one_per_day":"Tenser's Floating Disk and Arcane Lock as a 2nd-level spell.","cast_twice_per_day":"","cast_thrice_per_day":"","special_abilities":"[b]Sneak Attack.[\/b] 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.\r\n\r\n[b]Psionic Power.[\/b] 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.\r\n\r\n[b]Psi-Bolstered Knack.[\/b] 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.\r\n\r\n[b]Psychic Blades.[\/b] 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.\r\n\r\n[b]Evasion.[\/b] 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.\r\n\r\n[b]Equipment.[\/b]\u00a0Ring of Spell Storing (Attuned),\u00a0Cloak of Elvenkind (Attuned),\u00a0Stone of Good Luck (Attuned),\u00a0Purse of Holding, Immovable Rod,\u00a0Circlet of Blasting,\u00a0Boots of the Vigilant,\u00a0Broom of Flying,\u00a0Horn of Silent Alarm,\u00a0Alchemy Jug,\u00a0Enduring Thieves' Tools,\u00a0Sentinel Shield,\u00a0Ring of Warmth (Requires Attunement),\u00a0Uncommon Red Dragon-Touched Focus (Requires Attunement by Spellcaster),\u00a0Bag of Holding,\u00a0Saddle of the Cavalier,\u00a0Lantern of Revealing,\u00a0Pipes of Haunting,\u00a0Periapt of Proof against Poison,\u00a0Coin of Delving,\u00a0Chime of Opening,\u00a0Medal of Wit,\u00a0Medal of the Conch,\u00a0Potion of Climbing,\u00a0Dust of Disappearance,\u00a0Potion of Heroism,\u00a0Feather Token,\u00a0Mystery Key,\u00a0Pressure Capsule,\u00a0Antitoxin,\u00a0Assassins Blood,\u00a0Truth Serum,\u00a0Beads of Force,\u00a0Glowrune Pigment Pots,\u00a0Potion of Invulnerability,\u00a0Quaal's Tree Feather Token,\u00a0Quaal's Whip Feather Token,\u00a0Gem of Brightness,\u00a0Potion of Advantage,\u00a0Potion of Fire Breath,\u00a0Potion of Poison Resistance,\u00a0Potion of Psychic Resistance,\u00a0Bead of Nourishment,\u00a0Bead of Refreshment,\u00a0Net,\u00a0Healer's Kit,\u00a0Caltrops (bag of 20),\u00a0Malice (Inhaled),\u00a0Crawler Mucus (Contact),\u00a0Ball Bearings (bag of 1,000)","actions":"[b]Psychic Blade.[\/b] Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 60 ft., one target. Hit: 8 (1d6 + 5) psychic damage.\r\n\r\n[b]Short Bow.[\/b] Ranged Weapon Attack: +8 to hit, reach 80\/320ft., one target. Hit: 8 (1d6 + 5) piercing damage, Ammunition, range, two-handed.\r\n\r\n[b]Psychic Whispers.[\/b] You can establish telepathic communication between yourself and others \u2014 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.\r\n\r\n[b]Spells.[\/b]\u00a0Mage Hand,\u00a0Tenser's Floating Disk, Arcane Lock\r\n\r\n[b]Items.[\/b]\u00a0Circlet of Blasting,\u00a0Cloak of Elvenkind,\u00a0Immovable Rod,\u00a0Bead of Force,\u00a0Medal of Wit,\u00a0Medal of the Conch,\u00a0Chime of Opening,\u00a0Dust of Disappearance,\u00a0Healer\u2019s Kit,\u00a0Caltrops (bag of 20),\u00a0Quaal's Tree Feather Token,\u00a0Quaal's Whip Feather Token,\u00a0Gem of Brightness,\u00a0Horn of Silent Alarm,\u00a0Alchemy Jug,\u00a0Potion Someone else\r\n\r\n[b]Other Actions.[\/b] Grapple, Shove, Help, Ready\r\n\r\n[b]Free Actions.[\/b] Object Interaction,\u00a0Boots of the Vigilant,\u00a0Psi-Bolstered Knack,\u00a0Evasion,\u00a0Mystery Key, Pressure Capsule, Get on Broom","bonus_actions":"[b]Psychic Blade.[\/b] Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 60 ft., one target. Hit: 7 (1d4 + 5) psychic damage.\r\n\r\n[b]Cunning Action.[\/b] 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.\r\n\r\n[b]Steady Aim.[\/b] 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.\r\n\r\n[b]Items.[\/b]\u00a0Potion Self","reactions":"[b]Uncanny Dodge.[\/b] 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.\r\n\r\n[b]Other Actions.[\/b] Attack of Opportunity, Trigger Readied Action","legendary_actions":"","lair_description":"","lair_actions":"","regional_effects":"","image_gallery_id":"","source":"","tags":"","isShared":"on","templateId":"3087","blockId":"1460316","world":"3367ec66-a3c2-4cf9-93c7-bc32fa3cb869","folder":"null"}