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Mystic

May 25th, 2017
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  1. Name: Coralus Rais
  2. Class: Lvl 3 Mystic (Order of the Wu Jen)
  3.  
  4. Ability scores: 18,18,17,16,14,10
  5. STR: 14 (+2)
  6. DEX: 16 (+3)
  7. CON: 19 (+4)
  8. INT: 18 (+4)
  9. WIS: 11 (+0)
  10. CHA: 17 (+3)
  11.  
  12. Race: Lizardfolk
  13. Experience: 1875
  14.  
  15. Saving throws:
  16. STR: +2
  17. DEX: +3
  18. CON: +4
  19. INT: +3
  20. WIS: +0
  21. CHA: +3
  22. Initiative: +3
  23. Speed: 30
  24. Swimming Speed: 30
  25. Size: Medium
  26. Passive Perception: 10
  27. Proficiency bonus: +2
  28. Gender: Female
  29. Hit points: 28
  30. Armor: None
  31. AC: 16
  32. Psi Save: 13
  33. Psi Attack Bonus: 6
  34. Psi Points: 14
  35. Psi Limit: 3
  36.  
  37. Gold: 30
  38.  
  39. Melee weapons:
  40. Spear
  41. Bite (Bonus Action) (+4) 1d6+2
  42. Claws (+4) 1d4+2
  43.  
  44. Inventory:
  45. Explorer's Pack
  46. Light Crossbow (20 bolts) (1d8+3)
  47. Disguise Kit
  48. A Deck of Marked Cards
  49.  
  50. Proficient skills:
  51. Arcana +5
  52. Perception +3
  53. Sleight of Hand +5
  54. Deception +5
  55. Perception +2
  56. Medicine +2
  57. Stealth +5
  58. Survival +2
  59. Nature +5
  60. History +5
  61.  
  62. Non-proficient skills:
  63. Animal Handling +0
  64. Athletics +2
  65. Acrobatics +3
  66. Insight +2
  67. Investigation +4
  68. Religion +4
  69. Perform +5
  70. Intimidation +3
  71. Performance +3
  72. Persuasion +3
  73.  
  74. Languages: Common, Draconic
  75. Other proficiency:
  76.  
  77. Lvl 1 Spells
  78.  
  79. Lvl 2 Spells
  80.  
  81. Lvl 3 Spells
  82.  
  83. Feature: False Identity
  84.  
  85. Cunning Artisan: As part of a short rest you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size small or larger to creation of the following items:
  86. A shield, club, javelin or 1d4 blow dart needles.
  87. To use this trait you need a blade of some sort or appropriate artisan tools.
  88.  
  89. You can hold your breath for up to 15 minutes at a time
  90.  
  91. You have NATURAL ARMOR When you aren't wearing armor your AC is 13+Dex. You can use your natural armor whilst wearing armor, only if natural armor is greater
  92.  
  93. Hungry Jaws: IN BATTLE you can throw yourself into a feeding frenzy. As a bonus action you can make a special attack with your bite. If the attack hits it deals it's normal damage and you gain temporary hit points equal to your const modifier. You can only use this once between rests.
  94.  
  95. I CAN SPEND 1 PSI POINT TO IGNORE RESISTANCES
  96.  
  97. Psychic Hammer
  98. Psionic Talent
  99. As an action, you try to grasp one creature you can see within 120 feet of you, with a hand crafted from telekinetic energy. The target must succeed on a Strength saving throw or take 1d6 force damage. If it take any of this damage and is Large or smaller, you can move it up to 10 feet in a straight line in a direction of your choice. You can’t lift the target off the ground unless it is already airborne or underwater. The talent’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)
  100.  
  101. Lightstep
  102. Psionic Talent
  103. Increase movement speed by 0 and get up from prone as a free action
  104.  
  105. Psionic Disciplines:
  106. Mastery of Light and Darkness
  107. You claim dominion over light and darkness with your mind.
  108. Psychic Focus: While focused on this discipline, natural and magical darkness within 30 feet of you has no effect on your vision.
  109. Darkness (1–7 psi). As an action, you create an area of magical darkness, which foils darkvision. Choose a spot you can see within 60 feet of you. Magical darkness radiates from that point in a sphere with a 10-foot radius per psi point spent on this ability. The light produced by spells of 2nd level or less is suppressed in this area.
  110. Light (2 psi; conc., 1 min.). As an action,an object you touch radiates light in a 20-foot radius and dim light for an additional 20 feet. The light lasts until your concentration ends. Alternatively, a creature you touch radiates light in the same manner if it fails a Dexterity saving throw. While lit in this manner, it can’t hide, and attack rolls against it gain advantage.
  111. Shadow Beasts (3 psi; conc., 1 min.). As an action, you cause two shadows to appear in unoccupied spaces you can see within 60 feet of you. The shadows last until your concentration ends, and they obey your verbal commands. In combat, roll for their initiative, and choose their behavior during their turns. When this effect ends, the shadows disappear. See the Monster Manual for their stat block.
  112. Radiant Beam (5 psi; conc., 1 min.). As an action, you project a beam of light at one creature you can see within 60 feet of you. The target must make a Dexterity saving throw. On a failed save, it takes 6d6 radiant damage and is blinded until your concentration ends. On a successful save, it takes half as much damage. A blinded target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can increase this effect’s damage by 1d6 per each additional psi point spent on it.
  113.  
  114. Mastery of Air -
  115. You become one with the power of elemental air.
  116. Psychic Focus. While focused on this discipline, you take no falling damage, and you ignore difficult terrain when walking.
  117. Wind Step (1–7 psi). As part of your move on your turn, you can fly up to 20 feet for each psi point spent. If you end this flight in the air, you fall unless something else holds you aloft.
  118. Wind Stream (1–7 psi). As an action, you create a line of focused air that is 30 feet long and 5 feet wide. Each creature in that area must make a Strength saving throw, taking 1d8 bludgeoning damage per psi point spent and being knocked prone on a failed save, or half as much damage on a successful one
  119. Cloak of Air (3 psi; conc., 10 min). As a bonus action, you seize control of the air around you to create a protective veil. Until your concentration ends, attack rolls against you have disadvantage, and when a creature you can see misses you with a melee attack, you can use your reaction to force the creature to repeat the attack roll against itself.
  120. Wind Form (5 psi; conc., 10 min.). As a bonus action, you gain a flying speed of 60 feet, which lasts until your concentration ends.
  121. Misty Form (6 psi; conc., 1 min.). As an action, your body becomes like a misty cloud until your concentration ends. In this form, you gain resistance to bludgeoning, piercing, and slashing damage, and you can’t take actions other than the Dash action. You can pass through openings that are no more than 1 inch wide without squeezing.
  122. Animate Air (7 psi; conc., 1 hr.). As an action, you cause an air elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In combat, roll for its initiative, and choose its behavior during its turns. When this effect ends, the elemental disappears. See the Monster Manual for its stat block.
  123.  
  124. Bestial Form
  125. Immortal Discipline
  126. You transform your body, gaining traits of different beasts.
  127. Psychic Focus. While focused on this discipline, you have advantage on Wisdom (Animal Handling) checks.
  128. Bestial Claws (1–7 psi). You manifest long claws for an instant and make a melee weapon attack against one creature within 5 feet of you. On a hit, this attack deals 1d10 slashing damage per psi point spent.
  129. Bestial Transformation. As a bonus action, you alter your physical form to gain different characteristics. When you use this ability, you can choose one or more of the following effects. Each effect has its own psi point cost. Add them together to determine the total cost. This transformation lasts for 1 hour, until you die, or until you end it as a bonus action.
  130. Amphibious (2 psi). You gain gills; you can breathe air and water.
  131. Climbing (2 psi). You grow tiny hooked claws that give you gain a climbing speed equal to your walking speed
  132. Flight (5 psi). Wings sprout from your back. You gain a flying speed equal to your walking speed.
  133. Keen Senses (2 psi). Your eyes and ears become more sensitive. You gain advantage on Wisdom (Perception) checks.
  134. Perfect Senses (3 psi). You gain a keen sense of smell and an instinct to detect prey. You can see invisible creatures and objects within 10 feet of you, even if you are blinded.
  135. Swimming (2 psi). You gain fins and webbing between your fingers and toes; you gain a swimming speed equal to your walking speed.
  136. Tough Hide (2 psi). Your skin becomes as tough as leather; you gain a +2 bonus to AC.
  137.  
  138. Master of Ice
  139. Master Wu Jen
  140. Psychic Focus - Cold Resistance
  141. Ice Spike (1-7 Psi) 120 range, Dexterity save throw or speed halved and 1d8 cold damage per psi point, on a successful save, the target takes half as much damage.
  142. Ice Sheet (2 Psi) 60 Ft in front of you, creates 20 ft radius for 10 minutes ground is coated in ice, difficult terrain, and any creature moving more than 10 ft on it must succeed a dex throw or fall prone, any creature that falls prone in the area slides to the bottom of the slope.
  143. Frozen Sanctuary (3 Psi) - As a bonus action, gain 20 temporary hit points
  144. Frozen Rain (5 Psi, Conc. 1 Minute) As an action, 120 ft range, the air in a 20 ft radius sphere becomes deathly cold and saturated with moisture. Any creature in the area must make a Con saving throw, on a failed save target takes 6d6 cold damage and its speed is reduced to 0 until Concentration ends, on a successful save the target takes half. As an action, a target that has its speed reduced can end the effect early if it succeeds on an athletics (strength) check equal to the effect's save DC. Increases damage by 1d6 per Psi point.
  145. Ice Barrier (6 Psi; Conc. 10 minutes) As an action, wall of ice, one portion must be within 60 ft of you, the wall is 60 ft long and 15 ft high, and 1 ft thick. Wall lasts until concentration ends, each 10 ft section of the wall has AC 12 and 30 hit points, Melee attacks return all damage dealt to the wall back as cold damage.
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