Dante's Psionics

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Psionic Stats

  • Discipline Attack Bonus: +5 (Int + Proficiency)
  • Discipline Save DC: 13 (8 + Proficiency + Int)
  • Psi Points: 14
  • Psi Limit: 3
  • Talents Known: 2
  • Disciplines Known: 3

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 psychic focus benefit. You can have only one psychic focus benefit at a time.
  • Mystical Recovery: Whenever you spend psi points on a psionic discipline of your order, you regain hit points equal to your Intelligence modifier if your current hit point total equals half your hit point maximum or less.
  • Psionic Investigation: At 3rd level, you can focus your mind to read the psionic imprint left on an object. 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, regardless of how long ago it was last handled. You also learn of any events that have occurred within 20 feet of the object within the past 24 hours. 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.

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.
  • Light Step: As a bonus action, you alter your density and weight to improve your mobility. For the rest of your turn, your walking speed increases by 10 ft, and the next time you stand up, you need to spend no more than 10 ft of movement to do so.
  • Mind Meld: As a bonus action, you can communicate telepathically with one creature you can see within 120 feet of you. You don’t need to share a language with a creature for it to understand your telepathic utterances, and the creature understands you even if it lacks a language. You can allow a creature to respond to you telepathically, but it must understand at least one language in order to communicate this way. This ability to communicate lasts until the start of your next turn. You can’t communicate with an unwilling creature.
  • Thought Spear: As an action, you psychically strike one creature that you can see within 120 feet of you. The target must succeed on an Intelligence saving throw or take 1d8 psychic damage. Damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Psionic Disciplines

  • Intellect Fortress (lesser, awakened):
    • Psychic Focus: Gain resistance to psychic damage.
    • Psychic Backlash (1): As a reaction, you can impose disadvantage on one attack roll made against you if you can see the attacker. If the attack still hits you, the attacker takes psychic damage equal to half your mystic level (rounded up).
    • Psychic Parry (1-3): As a reaction when you make an Intelligence, a Wisdom, or a Charisma saving throw, you gain a +2 bonus to that saving throw for each psi point you spend. You can use this ability after rolling the die but before applying the result.
    • Psychic Redoubt (5, C): As an action, you create a field of protective psychic energy. For the next 10 minutes, you and creatures of your choice gain the following benefits while within 30 ft of you: resistance to psychic damage and advantage on Intelligence, Wisdom, and Charisma saving throws.
  • Mind Vault (lesser, awakened):
    • Psychic Focus: Gain proficiency with one skill, weapon, shield, armor, or tool of your choice.
    • Borrow Expertise (2): As a bonus action, you gain advantage on one skill check or saving throw of your choice that you make before the end of your next turn. You must opt to gain the advantage before rolling.
    • Borrow Language (5): As an action, you gain the ability to speak, read, and understand one language for 8 hours. You can use this ability multiple times to gain its benefits with several languages.
    • Borrow Lore (7): As an action, name one specific location in your mind. You learn a summary of the important lore regarding that place. At the DM’s option, you also learn up to three secrets about it, such as the location of traps, passwords, or where treasure is hidden within it.
  • Psionic Restoration (lesser, awakened):
    • Psychic Focus: Use a bonus action to touch a living creature that has 0 hit points and automatically 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.
    • 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.
    • 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.