Immortal Elven Mystic
Male Moon Elf Mystic 8
Neutral Good Inheritor
Init +4; Senses darkvision 60 ft; Passive Perception 14
Languages Common, Elven
AC 18 (+4 Dex, +2 CON, +2 bracers of defense), (AC 20 with Inertial Armor)
HP 70; Hit Dice 8d8
Saving Throws Int +8, Wis +4 (Switches WIS with DEX +7 at all times, unless otherwise stated)
Resistance(s) fire, (force with inertial armor)
Speed 30 ft.
Melee Shortsword +7 (1d6+4 Piercing)
Ranged 120ft Mind Thrust - INT Save (2d10 Psychic)
Attack Options Psionic Talents, Psionic Disiplines
Psionics Psi Points: 44, Psi Limit: 6
Disciplines 6 (Save DC 16)
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.
Crown of Rage
You place a mote of pure fury within a creature’s mind, causing its bloodlust to overcome its senses and for it to act as you wish it to.
Psychic Focus. While you are focused on this discipline, any enemy within 5 feet of you that makes a melee attack roll against creatures other than you does so with disadvantage.
Primal Fury (1–7 psi). As an action, choose one creature you can see within 60 feet of you. The target must succeed on a Charisma saving throw or take 1d6 psychic damage per psi point spent on this ability and immediately use its reaction to move its speed in a straight line toward its nearest enemy. The save automatically succeeds if the target is immune to being charmed.
Fighting Words (2 psi; conc., 10 min.). If you spend 1 minute conversing with a creature, you can attempt to leave a simmering violence in its mind. At the end of the minute, you can use an action to force the creature to make a Wisdom saving throw to resist feeling violent urges against one creature you describe to it or name. The save automatically succeeds if the target is immune to being charmed. On a failed save, the target attacks the chosen creature if it sees that creature before your concentration ends, using weapons or spells against a creature it was already hostile toward or unarmed strikes against an ally or a creature it was neutral toward. Once the fight starts, it continues to attack for 5 rounds before this effect ends. This effect immediately ends if the target or any ally it can see is attacked or takes damage from any creature other than the one it has been incited against. On a successful save, the creature is unaffected and has no inkling of your attempt to bend its will.
Mindless Courage (2 psi). You cause a creature’s bloodlust to overcome its sense of preservation. As a bonus action, choose one creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or, until the end of your next turn, it can’t willingly move unless its movement brings it closer to its nearest enemy that it can see. The
save automatically succeeds if the target is immune to being charmed.
Punishing Fury (5 psi; conc., 1 min.). You cause a creature’s rage to grow so hot that it attacks without heeding its own safety. As a bonus action, choose one creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or, until your concentration ends, any creature within 5 feet of it can use a reaction to make a melee attack against it whenever the target makes a melee attack. The save automatically succeeds if the target is immune to being charmed.
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.
Mastery of Force
Wu Jen Discipline
As a student of psionic power, you perceive the potential energy that flows through all things. You reach out with your mind, transforming the potential into the actual. Objects and creatures move at your command.
Psychic Focus. While focused on this discipline, you have advantage on Strength checks.
Push (1–7 psi). As an action, choose one creature you can see within 60 feet of you. The target must make a Strength saving throw. On a failed save, it takes 1d8 force damage per psi point spent and is pushed up to 5 feet per point spent in a straight line away from you. On a successful save, it takes half as much damage.
Move (2–7 psi). Choose one object you can see within 60 feet of you that isn’t being worn or carried by another creature and that isn’t secured in place. It can’t be larger than 20 feet on a side, and its maximum weight depends on the psi points spent on this ability, as shown below.
As an action, you move the object up to 60 feet, and you must keep the object within sight during this movement. If the object ends this movement in the air, it falls. If the object would fall on a
creature, the creature must succeed on a DC 10 Dexterity saving throw or take damage as listed on the table below.
Psi Spent Maximum Weight Bludgeoning Damage
2 25 lbs. 2d6
3 50 lbs. 4d6
5 250 lbs 6d6
6 500 lbs 7d6
7 1,000 lbs 8d6
Inertial Armor (2 psi). As an action, you sheathe yourself in an intangible field of magical force. For 8 hours, your base AC is 14 + your Dexterity modifier, and you gain resistance to force damage. This effect ends if you are wearing or don armor.
Telekinetic Barrier (3 psi; conc., 10 min.). As an action, you create a transparent wall of telekinetic energy, at least one portion of which must be within 60 feet of you. The wall is 40 feet long, 10 feet high, and 1 inch thick. The wall lasts until your concentration ends. Each 10-foot section of the wall has an AC of 10 and 10 hit points.
Grasp (3 psi; conc., 1 min.). You attempt to grasp a creature in telekinetic energy and hold it captive. As an action, choose one creature you can see within 60 feet of you. The target must succeed on a Strength saving throw or be grappled by you until your concentration ends or until the target leaves your reach, which is 60 feet for this grapple.
The grappled target can escape by succeeding on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your psionic ability plus your proficiency bonus. When a target attempts to escape in this way, you can spend psi points to boost your check, abiding by your psi limit. You gain a +1 bonus per psi point spent.
While a target is grappled in this manner, you create one of the following effects as an action:
Crush (1–7 psi). The target takes 1d6 bludgeoning damage per psi point spent.
Move (1–7 psi). You move the target up to 5 feet per psi point spent. You can move it in the air and hold it there. It falls if the grapple ends.
Mastery of Water
Wu Jen Discipline
Your mind becomes one with elemental water, attuning your thoughts to its ebb and flow.
Psychic Focus While focused on this discipline, you have a swimming speed equal to your walking speed, and you can breathe underwater.
Desiccate (1–7 psi) As an action, choose one creature you can see within 60 feet of you. The target must make a Constitution saving throw, taking 1d10 necrotic damage per psi point spent on this ability, or half as much damage on a successful one.
Watery Grasp (2 psi) As an action, you unleash a wave that surges forth and then retreats to you like the rising tide. You create a wave in a 20-foot-by-20-foot square. At leastsome portion of the square’s border must be within 5 feet of you. Any creature in that square must make a Strength saving throw. On a failed save, a target takes 2d6 bludgeoning damage, is knocked prone, and is pulled up to 10 feet closer to you. On a successful save, a target takes half as much damage. You can increase this ability’s damage by 1d6 per additional psi point spent on it.
Water Whip (3 psi) As an action, you unleash a jet of water in a line that is 60 feet long and 5 feet wide. Each creature in the line must make a Strength saving throw, taking 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, you can move each target that fails its saving throw to any unoccupied space touching the line. You can increase this ability’s damage by 1d6 per additional psi point spent on it.
Water Breathing (5 psi) As an action, you grant yourself and up to ten willing creatures
you can see within 60 feet of you the ability to breathe underwater for the next 24 hours.
Water Sphere (6 psi; conc., 1 min.). As an action, you cause a sphere of water to form
around a creature. Choose one creature you can see within 60 feet of you. The target must make a Dexterity saving throw. On a failed save, it becomes trapped in the sphere of water until your concentration ends. While the target is trapped, its speed is halved, it suffers
disadvantage on attack rolls, and it can’t see anything more than 10 feet away from it.
However, attack rolls against it also suffer disadvantage. The target can repeat the saving
throw at the end of each of its turns, ending the effect on itself on a successful one.
Animate Water (7 psi; conc., 1 hr.). As an action, you cause a water 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
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.
As an action, you target one creature you can see within 60 feet of you. The target must succeed on a Constitution saving throw or take 2d6 force damage. If it takes any of this damage and is Large or smaller, it is knocked prone.
As an action, you target one creature you can see within 120 feet of you. The target must succeed on an Intelligence saving throw or take 2d10 psychic damage.
Abilities Strength 11, Dexterity 18, Constitution 15, Intelligence 20, Wisdom 12, Charisma 13
Proficiency Bonus 3; Proficiencies Light Armor, Simple Weapons, Longsword, Shortsword, Longbow, Shortbow, Playing Card Set
Skills History +8, Insight +4, Perception +4, Survival +4, Religion +8
Special Qualities Fey Ancestry (resistant to charm), Trance (Don’t Sleep), Psionics, Mystic Order: Order of the Immortal, Immortal Durability (1 HP per Mystic level, base AC = 10+DEX+CON), Mystical Recovery (When spending Psi points on a discipline, take bonus action to regain HP equal to psi points spent), Telepathy (120 ft, one person), Psionic Resilience (Gain INT temps at start of each turn), Strength of Mind (After short rest, change proficiency in WIS saves to STR, DEX, CON, or CHA until next short rest), Surge of Health (expend Psionic focus as a reaction to an attack to take half damage), Potent Psionics (gain 1d8 psychic damage to 1 melee attack per round), Inheritance
Possessions Shortsword, explorers pack, bracers of defense, ring of fire resistance.
Personality I judge people for their actions and not their words, I’m confident in my own abilities and do what I can to instill confidence in others
Ideals Nothing and no one can steer me away from my higher calling
Bonds I have a family but I have no idea where they are. One day, I hope to see them again.
Flaws I have trouble trusting in my allies
Personal Goal Fulfill the prophecy around my inheritance
Current XP #
Next Level #
|Height: 6’3"||Weight: 180 lbs.||Age: 140|
|Eyes: Blue||Hair: Silver||Skin: Pale|
KNOWN FAMILY MEMBERS – Unknown