Crolion, Blue Dragonborn Order of the Immortal Mystic Hermit Level 3. Reason for Seclusion as a Hermit: -To search for magical secrets he could use to help his people move forwards past what he believed to be the "Old Ways", as a servitor race to "true" dragons. Mystic Quirk: -Will always have up a body-encompassing psionic effect of some sort, to showcase his discovery and be emboldened by its presence. His eyes, and often his scale-tips, glow pink. Personality Trait: -He is abrasive, bitter and unskilled with wordplay, but optimistic that his people need only see how his discovery can triumph over the magic of the "Old Ways" to show them a path forward. Though sometimes impatient and arrogant, he is a team player to a fault, and anyone who fights alongside him will have his dedicated protection despite whatever shortcomings he may see in them. Scale-kin to the end, be ye legends or fools. Ideal: -The societal progress of dragonbornkind, to discard the "Old Ways" and embrace what he believes is their destiny to become the "next race of dragonkind" and supplant the chromatic and metallic true dragons as they did more primal and ancient wyrms. Flaw: -His lowkey obsession with the destiny of his race, his self-righteous resentment to most forms of magic other than his own, and his less than kind personality mean he can become quite detached from risks he takes and the damage he causes. Ability Score Increase: Str + 2, Cha + 1. Final Abilities: Str 15 (+2), Dex 15 (+2), Con 15 (+2), Int 15 (+2), Wis 13 (+1), Cha 8 (-1). Speed: Your base walking speed is 30 feet. Languages: You can speak, read, and write Common, Deepspeech and Draconic. Proficiencies: -Saving Throws: Intelligence, Wisdom. -Equipment: Light Armor, Simple Weapons. -Skills: Arcana, Intimidation, Nature, Religion. -Tools: Herbalism Kit. Race Feature: Draconic Ancestry: -Breath Weapon: When you use your breath weapon, each creature in a 5ft by 30ft line must make a dex saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your Proficiency Bonus. A creature takes 2d6 Lightning damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or Long Rest. -Damage Resistance: You have Resistance to Lightning damage. Background Feature: -Discovery: The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. You have come to understand the distant and alien magics of the Far Realm and Mysticism. Though you may not fully understand it as ti truly is, you have access to a wellspring of power older than all planes but the Far Plane itself. Class Feature: -Psi Points: You have an internal reservoir of energy. This energy is represented by psi points. Psi points fully replenish after a long rest. -Psychic Focus: As a bonus action, you can choose one of your psionic disciplines and gain its psychic focus benefit. This lasts until you are incapacitated or you use another bonus action to choose a different focus benefit. -Psionic Ability: Intelligence is your psionic ability for your psionic disciplines. Discipline save DC = 8 + proficiency bonus + your Int mod. Discipline attack modifier = proficiency bonus + your Int mod. -Immortal Durability: Your hit point maximum increases by 1 per mystic level. While you aren’t wearing armor/shield, base AC = 10 + Dex mod + Con mod. -Mystical Recovery: 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: You can telepathically speak to any creature you can see within 120 feet. You don’t need to share a language with the creature for it to understand your telepathic messages, but must be able to understand 1+ language or be telepathic itself. -Psionic Resilience: At the start of each of your turns, gain temporary hp = Int mod (min 0) if you have 1+ hp. Psionic Talents: -Energy Beam: As an action, you target one creature you can see within 90 feet of you. The target must succeed on a Dexterity saving throw or take 1d8 acid, cold, fire, lightning, or thunder damage (your choice). The talent’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). -Beacon: As a bonus action, you cause bright light to radiate from your body in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. The light lasts for 1 hour, and you can extinguish it earlier as a bonus action. Psionic Disciplines: -Bestial Form (Immortal Discipline): You transform your body, gaining traits of different beasts. --Psychic Focus: While focused on this discipline, you have advantage on Wisdom (Animal Handling) checks. --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. --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. [Amphibious (2 psi): You gain gills; you can breathe air and water.] [Climbing (2 psi): You grow tiny hooked claws that give you gain a climbing speed equal to your walking speed.] [Flight (5 psi): Wings sprout from your back. You gain a flying speed equal to your walking speed.] [Keen Senses (2 psi): Your eyes and ears become more sensitive. You gain advantage on Wisdom (Perception) checks.] [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.] [Swimming (2 psi). You gain fins and webbing between your fingers and toes; you gain a swimming speed equal to your walking speed.] [Tough Hide (2 psi). Your skin becomes as tough as leather; you gain a +2 bonus to AC.] -Brute Force (Immortal Discipline): You augment your natural strength with psionic energy, granting you the ability to achieve incredible feats of might. --Psychic Focus: While focused on this discipline, you have advantage on Strength (Athletics) checks. --Brute Strike (1–7 psi): As a bonus action, you gain a bonus to your next damage roll against a target you hit with a melee attack during the current turn. The bonus equals +1d6 per psi point spent, and the bonus damage is the same type as the attack. If the attack has more than one damage type, you choose which one to use for the bonus damage. --Knock Back (1–7 psi): When you hit a target with a melee attack, you can activate this ability as a reaction. The target must succeed on a Strength saving throw or be knocked 10 feet away from you per psi point spent. The target moves in a straight line. If it hits an object, this movement immediately ends and the target takes 1d6 bludgeoning damage per psi point spent. --Mighty Leap (1–7 psi): As part of your movement, you jump in any direction up to 20 feet per psi point spent. --Feat of Strength (2 psi): As a bonus action, you gain a +5 bonus to Strength checks until the end of your next turn. -Iron Durability (Immortal Discipline): You transform your body to become a living metal, allowing you to shrug off attacks that would cripple weaker creatures. --Psychic Focus: While focused on this discipline, you gain a +1 bonus to AC. --Iron Hide (1–7 psi): As a reaction when you are hit by an attack, you gain a +1 bonus to AC for each psi point you spend on this ability. The bonus lasts until the end of your next turn. This bonus applies against the triggering attack. --Steel Hide (2 psi): As a bonus action, you gain resistance to bludgeoning, piercing, and slashing damage until the end of your next turn. --Iron Resistance (7 psi; conc., 1 hr.): As an action, you gain resistance to bludgeoning, piercing, or slashing damage (your choice), which lasts until your concentration ends. -Psionic Restoration (Immortal Discipline): You wield psionic energy to cure wounds and restore health to yourself and others. --Psychic Focus: While focused on this discipline, you can use a bonus action to touch a creature that has 0 hit points and stabilize it. --Mend Wounds (1–7 psi): As an action, you can spend psi points to restore hit points to one creature you touch. The creature regains 1d8 hit points per psi point spent. --Restore Health (3 psi): As an action, you touch one creature and remove one of the following conditions from it: blinded, deafened, paralyzed, or poisoned. Alternatively, you remove one disease from the creature. --Restore Life (5 psi): As an action, you touch one creature that has died within the last minute. The creature returns to life with 1 hit point. This ability can’t return to life a creature that has died of old age, nor can it restore a creature missing any vital body parts. --Restore Vigor (7 psi): As an action, you can touch one creature and choose one of the following: remove any reductions to one of its ability scores, remove one effect that reduces its hit point maximum, or reduce its exhaustion level by one.