Dante's Psionics

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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 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

  • 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.
  • Psionic Weapon (lesser, immortal):
    • Psychic Focus: Charge one nonmagical weapon with psionic energy. Attacks you make with it are considered magical and have a +1 bonus to attack rolls and damage rolls.
    • Ethereal Weapon (1): As a bonus action, you can momentarily transform a weapon you hold into psionic energy. The next attack you make with this weapon requires no attack roll. Instead, the target must make a Dexterity saving throw against this discipline. On a failed save, the target takes the attack’s normal damage and suffers any 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 (1–5): When you hit a target with a melee weapon attack, you can increase the damage to that target. The target takes an extra 1d10 psychic damage for each psi point you spend.
    • Augmented Weapon (5, C): As a bonus action, you touch one nonmagical weapon and infuse it with psionic energy. For up to 10 minutes, it is a magic weapon with a +3 bonus to attack rolls and damage rolls.