Difference between revisions of "Dante's Psionics"

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** ''Psychic Redoubt (5; concentration, 10 min):'' As an action, you create a field of protective psychic energy. Choose any number of creatures within 30 ft of you. Until your concentration ends, each target has resistance to psychic damage and advantage on Intelligence, Wisdom, and Charisma saving throws.
 
** ''Psychic Redoubt (5; concentration, 10 min):'' As an action, you create a field of protective psychic energy. Choose any number of creatures within 30 ft of you. Until your concentration ends, each target has resistance to psychic damage and advantage on Intelligence, Wisdom, and Charisma saving throws.
  
* '''Psionic Restoration: '''
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* '''Psionic Restoration:'''
** ''Psychic Focus:'' Use a bonus action to touch a living creature that has 0 hit points and automatically stabilize it.
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** ''Psychic Focus:'' You can use a bonus action to touch a creature that has 0 hit points and stabilize it.
** ''Mend Wounds (1–7):'' As an action, you can restore hit points to a creature you touch. The creature regains 3 hit points per psi point you spend.
+
** ''Mend Wounds (1–7):'' 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):'' As an action, you can touch a creature and remove one of the following conditions from it: blinded, deafened, paralyzed, or poisoned.
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** ''Restore Health (3):'' 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 Vigor (7):'' As an action, you can touch a creature and choose one of the following: remove any reductions to one of its ability scores or remove one effect that reduces its hit point maximum.
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** ''Restore Life (5):'' 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.
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** ''Restore Vigor (7):'' 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.
  
 
* '''Psionic Weapon:'''
 
* '''Psionic Weapon:'''

Revision as of 00:46, 15 October 2017

Psionic Stats

  • Discipline Attack Bonus: +7 (Int + Proficiency)
  • Discipline Save DC: 15 (8 + Proficiency + Int)
  • Psi Points: 27
  • Psi Limit: 5
  • Talents Known: 2
  • Disciplines Known: 4

Mystic Traits

  • Psychic Focus: As a bonus action, you can choose one of your psionic disciplines and gain its psychic focus benefit. The benefit lasts until you are incapacitated or until you use another bonus action to choose a different focus benefit. You can have only one psychic focus benefit at a time, and using the psychic focus of one discipline doesn’t limit your ability to use other disciplines.
  • 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 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: 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.
  • Psionic Investigation: If you hold an object and concentrate on it for 10 minutes (as if concentrating on a psionic discipline), you learn a few basic facts about it. You gain a mental image from the object’s point of view, showing the last creature to hold the object within the past 24 hours. You also learn of any events that have occurred within 20 feet of the object within the past hour. The events you perceive unfold from the object’s perspective. You see and hear such events as if you were there, but can’t use other senses. Additionally, you can embed an intangible psionic sensor within the object. For the next 24 hours, you can use an action to learn the object’s location relative to you (its distance and direction) and to look at the object’s surroundings from its point of view as if you were there. This perception lasts until the start of your next turn. Once you use this feature, you can’t use it again until you finish a short or long rest.

Psionic Talents

  • Blade Meld: As an action, you cause one simple or martial melee weapon you are holding to dissolve into your body. This process is harmless to you and the weapon. Until the weapon reappears, it is inaccessible, as are any of its properties. You can have only one weapon at a time affected in this way. You can summon the weapon to your hand as a bonus action. It reappears in your space if you are unconscious or dead.

Psionic Disciplines

  • Aura Sight:
    • Psychic Focus: While focused on this discipline, you have advantage on Wisdom (Insight) checks.
    • Assess Foe (2): As a bonus action, you analyze the aura of one creature you see. You learn its current hit point total and all its immunities, resistances, and vulnerabilities.
    • Read Moods (2): As a bonus action, you learn a one-word summary of the emotional state of up to six creatures you can see, such as happy, confused, afraid, or violent.
    • View Aura (3; concentration, 1 hr): As an action, you study one creature’s aura. Until your concentration ends, while you can see the target, you learn if it’s under the effect of any magical or psionic effects, its current hit point total, and its basic emotional state. While this effect lasts, you have advantage on Wisdom (Insight) and Charisma checks you make against it.
    • Perceive the Unseen (5; concentration, 1 min): As a bonus action, you gain the ability to see auras even of invisible or hidden creatures. Until your concentration ends, you can see all creatures, including hidden and invisible ones, regardless of lighting conditions.
  • Intellect Fortress:
    • Psychic Focus: Gain resistance to psychic damage.
    • Psychic Backlash (2): As a reaction, you can impose disadvantage on an attack roll against you if you can see the attacker. If the attack still hits you, the attacker takes 2d10 psychic damage.
    • Psychic Parry (1-7): As a reaction when you make an Intelligence, a Wisdom, or a Charisma saving throw, you gain a +1 bonus to that saving throw for each psi point you spend on this ability. You can use this ability after rolling the die but before suffering the results.
    • Psychic Redoubt (5; concentration, 10 min): As an action, you create a field of protective psychic energy. Choose any number of creatures within 30 ft of you. Until your concentration ends, each target has resistance to psychic damage and advantage on Intelligence, Wisdom, and Charisma saving throws.
  • Psionic Restoration:
    • Psychic Focus: You can use a bonus action to touch a creature that has 0 hit points and stabilize it.
    • Mend Wounds (1–7): 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): 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): 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): 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.
  • Psionic Weapon:
    • Psychic Focus: Choose one weapon you’re holding or your unarmed strike. Its damage becomes psychic and magical, rather than its normal damage type. Until you reach 6th level as a mystic, don’t add your Strength or Dexterity modifier to the psychic attack’s damage rolls.
    • Ethereal Weapon (1): As a bonus action, you temporarily transform one weapon you’re holding or your unarmed strike into pure psionic energy. The next attack you make with it before the end of your turn ignores the target’s armor, requiring no attack roll. Instead, the target makes a Dexterity saving throw against this discipline. On a failed save, the target takes the attack’s normal damage and suffers its additional effects. On a successful save, the target takes half damage from the attack but suffers no additional effects that would normally be imposed on a hit.
    • Lethal Strike (1–7): As a bonus action, you imbue a weapon you’re holding or your unarmed strike with psychic energy. The next time you hit with it before the end of your turn, it deals an extra 1d10 psychic damage per psi point spent.
    • Augmented Weapon (5; concentration, 10 min): As a bonus action, touch one simple or martial weapon. Until your concentration ends, that weapon becomes a magic weapon with a +3 bonus to its attack and damage rolls.