Lazarus Oldman/Progression

**Lazarus Oldman** has progressed through the following levels:

#### Healing Hands

As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you cannot use it again until you finish a long rest.

#### Darkvision

Thanks to your celestial heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You cannot discern color in darkness, only shades of gray.

#### Celestial Resistance

You have resistance to necrotic damage and radiant damage.

#### Sneak Attack

Beginning at 1st level, you know how to strike subtly and exploit a doe'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 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, simply 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.

### Level 2: Rogue 2

#### Cunning Action

Beginning 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.

### Level 3: Rogue 3

#### Sneak Attack

Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack

#### Steady Aim

Beginning at 3rd level, 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.

#### Soulknife

Beginning at 3rd level, 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.

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

Also at 3rd level, 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.

### Level 4: Rogue 4

#### Fey Touched

Your exposure to the Feywild's magic has changed you, granting you the following benefits:

* Increase your Charisma score by 1.
* You learn the *Misty Step* spell and *Hex*. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. The spells’ spellcasting ability is the ability increased by this feat.
	+ ***Misty Step***. Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
	+ ***Hex***. You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature. A *Remove Curse* cast on the target ends this spell early.

### Level 5: Rogue 5

#### Sneak Attack

Once per turn, you can deal an extra 3d6 damage to one creature you hit with an attack.

#### Uncanny Dodge

Beginning 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.

#### Psionic Energy

You gain an additional two Psionic Energy die (increasing from 4 to 6), and their size increases from d6 to d8.

### Level 6: Barbarian 1

#### Proficiencies

* **Armor**: Light armor, medium armor, shields
* **Weapons**: Simple weapons, martial weapons
* **Saving Throws**: Strength, Constitution

#### Celestial Intensity (Rage)

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:

* You have advantage on Strength checks and Strength saving throws.
* When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll.
* You have resistance to bludgeoning, piercing, and slashing damage.

If you are able to cast spells, you can't cast them or concentrate on them while raging.

Your rage lasts for one minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Once you have raged twice, you must finish a long rest before you can rage again.

#### Unarmed Defense

while you are not wearing armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

### Level 7: Fighter 1

#### Proficiencies

* **Armor**: All armor, shields
* **Weapons**: Simple weapons, martial weapons

#### Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style more than once, even if you get to choose again.

* **Archery**: You gain a +2 bonus to attack rolls you make with ranged weapons.

#### Second Wind

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.

### Level 8: Fighter 2

#### Action Surge

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again.

### Level 9: Rogue 6

#### Expertise

Beginning at 6th level, choose two more of your skill proficiencies, or one more 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.

### Level 10: Rogue 7

#### Sneak Attack

Once per turn, you can deal an extra 4d6 damage to one creature you hit with an attack.

#### Evasion

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as an ancient 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.

### Level 12: Rogue 9

#### Sneak Attack

Once per turn, you can deal an extra 5d6 damage to one creature you hit with an attack.

#### Psionic Energy

You gain an additional two Psionic Energy die (increasing from 6 to 8).

#### Soul Blades

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.

### Level 13: Rogue 10

#### Tough

Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.

### Level 14: Rogue 11

#### Sneak Attack

Once per turn, you can deal an extra 6d6 damage to one creature you hit with an attack.

#### Psionic Energy

The size of your Psionic Energy die increases from d8 to d10.

#### Reliable Talent

Beginning at 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.

### Level 16: Rogue 13

#### Sneak Attack

Once per turn, you can deal an extra 7d6 damage to one creature you hit with an attack.

#### Psionic Energy

You gain an additional two Psionic Energy die (increasing from 8 to 10).

#### Psychic Veil

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.

### Level 17: Rogue 14

#### Blindsense

Beginning 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.

### Level 18: Rogue 15

#### Sneak Attack

Once per turn, you can deal an extra 8d6 damage to one creature you hit with an attack.

#### Slippery Mind

Beginning at 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

### Level 19: Rogue 16

#### Ability Score Improvement

Your Dexterity score increases by 2 from 18 to 20, increasing your Dexterity modifier from +4 to +5.

### Level 20: Rogue 17

#### Sneak Attack

Once per turn, you can deal an extra 9d6 damage to one creature you hit with an attack.

#### Psionic Energy

You gain an additional two Psionic Energy die (increasing from 10 to 12), and their size increases from d10 to d12.

#### Rend Mind=

Beginning at 17th level, you can sweep your Psychic Blade 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.