mysticized: DNT. (Default)
❚ DAVAAS ❚ ([personal profile] mysticized) wrote2019-03-13 11:47 am

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DAVAAS RANARATH

"LEVEL: 14"


mystic
CLASS
hermit
BACKGROUND
sam
PLAYER NAME
triton
RACE
neutral good
ALIGNMENT
n/a
XP POINTS





15 Strength ( +2 )
18 Constitution ( +4 )


HEALTH:
129 ( 14d8 )
PASSIVE PERCEPTION:
22


09 Charisma ( -1 )
18 Dexterity ( +4 )


PROFICIENCY BONUS:
+5

» SAVING THROWS
02 strength
04 dexterity
09 constitution ✔
10 intelligence ✔
02 wisdom
-1 charisma


20 Intelligence ( +5 )
14 Wisdom ( +2 )


Speed: 30 ft
AC: 17 ( DEX + Studded Leather armor )
Initiative: 04




SKILLS

4 Acrobatics ( dex )
2 Animal Handling ( wis )
10 Arcana ( int )
2 Athletics ( str )
-1 Deception ( cha )
5 History ( int )
7 Insight ( wis )
-1 Intimidation ( cha )
5 Investigation ( int )
7 Medicine ( wis )
5 Nature ( int )
7 Perception ( wis )
-1 Performance ( cha )
-1 Persuasion ( cha )
5 Religion ( int )
4 Sleight of Hand ( dex )
4 Stealth ( dex )
7 Survival ( wis )


DISCIPLINES & ATTACKS

discipline ability: INTELLIGENCE
discipline save dc: 18
discipline bonus: 10
psionic resources:
03 talents known
08 disciplines known
64 psi points
07 psi limit


ORDER
Order of the Awakened ( see features below )


TALENTS
NAMECOSTATKDAMAGE/TYPE
Bling Spot-DC18 wisinvisible to 1 target
Light Step-Self BAfree stand up / +10 speed
Mind Thrust-DC18 int3d10 psychic


DISCIPLINE FOCI
Celerity-+10walk speed
Mastery of Light and Darkness-30ftdarkvision - natural and magical
Telepathic Contact-120ftup to 6 people
Nomadic Step-+10walking speed post teleportation
Psionic Restoration-Touchstabilize someone at 0hp
Psychic Disruption-Selfadv on Deception checks
Aura Sight-Selfadv on Wisdom saving throws
Nomadic Chameleon-Selfadv on Stealth checks


DISCIPLINE ABILITIES
Rapid Step1-7+10movement per psi
Agile Defense2BAtake the Dodge action
Blur of Motion2BA5 x Spell Level
Surge of Speed2Selfno opportunity attacks + climbing speed
Darkness1-760ft10ft radius Darkness
Light2Touch DEX1820ft light + can't hide and advantage to attack lit object
Shadow Beasts360ftcreate 2 obedient shadows
Radiant Beam560ft DEX186d6 radiant and blind
Exacting Query2INT18must answer 1 question via telepathy
Occluded Mind2INT18target believes 1 statement of choice for 5 mins
Broken Will5INT18dictate target's action/movement for 1 turn
Psychic Grip6INT18paralyze target
Psychic Domination7INT18Broken Will for 1 min
Step of a Dozen Paces1-7Selfper psi teleport 20ft
Nomadic Anchor1120ftcreate teleportation anchor
Defensive Step2RA+4 AC and 10ft teleport
There and Back Again2BA20ft teleportation + half speed then teleport back to original spot
Transposition360ftswap places with an ally
Baleful Transposition5WIS18swap places with a creature 120ft
Phantom Caravan61 mileteleport 6 creatures
Nomad's Gate71 mileteleport between cubes for 1 hour
Mend Wounds1-7Touchper psi 1d8 healing
Restore Health3Touchremove condition
Restore Life5Touchrevive dead creature within 1 minute
Restore Vigor7Touchremove reductions
Distracting Haze1-7INT18per psi 1d10 + can't see more than 10ft
Daze3INT18incapacitated
Mind Storm560ft6d8 psychic damage and disadv on saving throws
Assess Foe2BAlearn HP total, immunities, resistances, and vulnerabilities
Read Moods2BAemotional state of 6
View Aura6Actionknow if 1 creature under any effects
Perceive the Unseen5BAsee auras of all, hidden and invisible included
Chameleon2Selfhide in plain sight
Step from Sight3BAper psi invisibility
Enduring Invisibility7BAinvisible for 1 min


ATTACKS
Spear+71d8+2 Piercing
Light Crossbow+91d8+4 Piercing



ITEMS & PROFICIENCIES

EQUIPMENT
1 Spear
1 Scholar's Pack
1 Dulcimer
1 Studded Leather Armor
1 Light Crossbow
1 Bolts
20 Traveler's Clothes
1 Poorly drawn map of Eberron
1 Small piece of jewelry in homeland's craftsmanship

TOOL PROFICIENCIES
TOOLPROATTRIBUTE
Dulcimer+9DEXTERITY


LANGUAGES
Common
Primordial
Abyssal

WEAPONS & ARMOR
Light Armor
Simple Weapons




FEATURE/TRAIT DESCRIPTION
DARKVISIONCan see in dim light up to 60 feet as if it were bright light, and in darkness as if it were dim light. Cannot discern color in darkness, only shades of gray
AMPHIBIOUSYou can breathe air and water.
CONTROL AIR AND WATERA child of the sea, you can call on the magic of elemental air and water. You can cast fog cloud with this trait. Starting at 3rd level, you can cast gust of wind with it, and starting at 5th level, you can also cast wall of water with it (see the spell in the sidebar). Once you cast a spell with this trait, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.
EMISSARY OF THE SEAAquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return.
GUARDIANS OF THE DEPTHAdapted to even the most extreme ocean depths, you have resistance to cold damage, and you ignore any of the drawbacks caused by a deep, underwater environment.
JACK OF ALL TRADESStarting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus (already applied).
PSIONICSAs a student of psionics, you can master and use psionic talents and disciplines, the rules for which appear at the end of this document. Psionics is a special form of magic use, distinct from spellcasting.
MYSTIC ORDERAt 1st level, you choose a Mystic Order: the Order of the Avatar, the Order of the Awakened, the Order of the Immortal, the Order of the Nomad, the Order of the Soul Knife, or the Order of the Wu Jen, each of which is detailed at the end of the class description. Each order specializes in a specific approach to psionics. Your order gives you features when you choose it at 1st level and additional features at 3rd, 6th, and 14th level. ( order features defined below )
MYSTICAL RECOVERYStarting at 2nd level, you can draw vigor from the psi energy you use to power your psionic disciplines. Immediately after you spend psi points on a psionic discipline, you can take a bonus action to regain hit points equal to the number of psi points you spent.
TELEPATHYAt 2nd level, your mind awakens to the ability to communicate via telepathy. You can telepathically speak to any creature you can see within 120 feet of you in this manner. You don’t need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself.
STRENGTH OF MINDEven the simplest psionic technique requires a deep understanding of how psionic energy can augment mind and body. This understanding allows you to alter your defenses to better deal with threats. Starting at 4th level, you can replace your proficiency in Wisdom saving throws whenever you finish a short or long rest. To do so, choose Strength, Dexterity, Constitution, or Charisma. You gain proficiency in saves using that ability, instead of Wisdom. This change lasts until you finish your next short or long rest.
POTENT PSIONICSAt 8th level, you gain the ability to infuse your weapon attacks with psychic energy. Once on each of your turns when you hit a creature with a weapon, you can deal an extra 1d8 psychic damage to that target. When you reach 14th level, this extra damage increases to 2d8. In addition, you add your Intelligence modifier to any damage roll you make for a psionic talent.
CONSUMPTIVE POWERAt 10th level, you gain the ability to sacrifice your physical durability in exchange for psionic power. When activating a psionic discipline, you can pay its psi point cost with your hit points, instead of using any psi points. Your current hit points and hit point maximum are both reduced by the number of hit points you spend. This reduction can’t be lessened in any way, and the reduction to your hit point maximum lasts until you finish a long rest. Once you use this feature, you can’t use it again until you finish a long rest.
PSIONIC MASTERYBeginning at 11th level, your mastery of psionic energy allows you to push your mind beyond its normal limits. As an action, you gain 9 special psi points that you can spend only on disciplines that require an action or a bonus action to use. You can use all 9 points on one discipline, or you can spread them across multiple disciplines. You can’t also spend your normal psi points on these disciplines; you can spend only the special points gained from this feature. When you finish a long rest, you lose any of these special points that you haven’t spent. If more than one of the disciplines you activate with these points require concentration, you can concentrate on all of them. Activating one of them ends any effect you were already concentrating on, and if you begin concentrating on an effect that doesn’t use these special points, the disciplines end that you’re concentrating on. At 15th level, the pool of psi points you gain from this feature increases to 11. You have one use of this feature, and you regain any expended use of it with a long rest. You gain one additional use of this feature at 13th, 15th, and 17th level.