Difference between revisions of "Dante's Psionics"

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==Psionic Stats==
 
==Psionic Stats==
* '''Discipline Attack Bonus:''' +5 (Int + Proficiency)
+
* '''Discipline Attack Bonus:''' +7 (Int + Proficiency)
* '''Discipline Save DC:''' 13 (8 + Proficiency + Int)
+
* '''Discipline Save DC:''' 15 (8 + Proficiency + Int)
* '''Psi Points:''' 14
+
* '''Psi Points:''' 27
* '''Psi Limit:''' 3
+
* '''Psi Limit:''' 5
 
* '''Talents Known:''' 2
 
* '''Talents Known:''' 2
* '''Disciplines Known:''' 3
+
* '''Disciplines Known:''' 3 (+2 Order disciplines)
 +
 
 
==Mystic Traits==
 
==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:''' 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.
*'''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:''' 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 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.
+
* '''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.
 +
* '''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.
 +
* '''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.
 +
 
 
==Psionic Talents==
 
==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.
 
*'''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.
*'''Produce Flame:''' As an action, create a flickering flame in your hand. The flame remains there for up to 10 minutes and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again. You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
+
*'''Mind Thrust:''' 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. The talent’s damage increases by 1d10 when you reach 11th level (3d10) and 17th level (4d10).
* '''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==
 
==Psionic Disciplines==
*'''Intellect Fortress (lesser, awakened):'''
+
* '''Aura Sight:'''
**''Psychic Focus:'' Gain resistance to psychic damage.
+
** ''Psychic Focus:'' While focused on this discipline, you have advantage on Wisdom (Insight) checks.
**''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).
+
** ''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.
**''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.
+
** ''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.
**''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.
+
** ''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.
 +
 
 +
* '''Mastery of Force:'''
 +
** ''Psychic Focus:'' You have advantage on Strength checks.
 +
** ''Push (1–7):'' 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.
 +
** ''Inertial Armor (2):'' 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; concentration, 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; concentration, 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):'' The target takes 1d6 bludgeoning damage per psi point spent.
 +
*** ''Move (1–7):'' 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.
 +
**''Move (2–7):'' 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:
 +
{| class="wikitable" border="1" style="margin-left: 50px; margin-top: 10px; margin-bottom: 10px;"
 +
! style="text-align: center;" | Psi Spent
 +
! style="text-align: center;" | Maximum Weight
 +
! style="text-align: center;" | Bludgeoning Damage
 +
|-
 +
| style="text-align: center;" | 2
 +
| style="text-align: center;" | 25 lbs
 +
| style="text-align: center;" | 2d6
 +
|-
 +
| style="text-align: center;" | 3
 +
| style="text-align: center;" | 50 lbs
 +
| style="text-align: center;" | 4d6
 +
|-
 +
| style="text-align: center;" | 5
 +
| style="text-align: center;" | 250 lbs
 +
| style="text-align: center;" | 6d6
 +
|-
 +
| style="text-align: center;" | 6
 +
| style="text-align: center;" | 500 lbs
 +
| style="text-align: center;" | 7d6
 +
|-
 +
| style="text-align: center;" | 7
 +
| style="text-align: center;" | 1,000 lbs
 +
| style="text-align: center;" | 8d6
 +
|}
  
*'''Mind Vault (lesser, awakened):'''
+
* '''Psionic Restoration:'''
**''Psychic Focus:'' Gain proficiency with one skill, weapon, shield, armor, or tool of your choice.
+
** ''Psychic Focus:'' You can use a bonus action to touch a creature that has 0 hit points and stabilize it.
**''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.
+
** ''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.
**''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.
+
** ''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.
**''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.
+
** ''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 Restoration (lesser, awakened): '''
+
* '''Psionic Weapon:'''
**''Psychic Focus:'' Use a bonus action to touch a living creature that has 0 hit points and automatically stabilize it.
+
** ''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.
**''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.
+
** ''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.
**''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.
+
** ''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.
** ''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.
+
** ''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.

Latest revision as of 01:30, 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: 3 (+2 Order disciplines)

Mystic Traits

  • 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.
  • 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.
  • 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.
  • 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.
  • 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.

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.
  • Mind Thrust: 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. The talent’s damage increases by 1d10 when you reach 11th level (3d10) and 17th level (4d10).

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.
  • Mastery of Force:
    • Psychic Focus: You have advantage on Strength checks.
    • Push (1–7): 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.
    • Inertial Armor (2): 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; concentration, 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; concentration, 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): The target takes 1d6 bludgeoning damage per psi point spent.
      • Move (1–7): 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.
    • Move (2–7): 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
  • 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.