❚ DAVAAS ❚ (
mysticized) wrote2019-03-13 11:47 am
![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
(no subject)
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
DISCIPLINE FOCI
DISCIPLINE ABILITIES
ATTACKS
|
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
LANGUAGES Common Primordial Abyssal WEAPONS & ARMOR Light Armor Simple Weapons |
FEATURE/TRAIT | DESCRIPTION |
DARKVISION | Can 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 |
AMPHIBIOUS | You can breathe air and water. |
CONTROL AIR AND WATER | A 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 SEA | Aquatic 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 DEPTH | Adapted 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 TRADES | Starting 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). |
PSIONICS | As 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 ORDER | At 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 RECOVERY | Starting 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. |
TELEPATHY | At 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 MIND | Even 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 PSIONICS | At 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 POWER | At 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 MASTERY | Beginning 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. |