Difference between revisions of "Kailon's Psionics"
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==Psionic Stats== | ==Psionic Stats== | ||
− | * '''Discipline Attack Bonus:''' | + | * '''Discipline Attack Bonus:''' 6 (Int (Headband) + Proficiency) |
− | * '''Discipline Save DC:''' | + | * '''Discipline Save DC:''' 14 (8 + Int (Headband) + Proficiency) |
* '''Psi Points:''' 14 | * '''Psi Points:''' 14 | ||
* '''Psi Limit:''' 3 | * '''Psi Limit:''' 3 |
Revision as of 23:10, 9 March 2018
Psionic Stats
- Discipline Attack Bonus: 6 (Int (Headband) + Proficiency)
- Discipline Save DC: 14 (8 + Int (Headband) + Proficiency)
- Psi Points: 14
- Psi Limit: 3
- Talents Known: 2
- Disciplines Known: 2 (+2 Order disciplines)
Mystic Traits
- Immortal Durability: Starting at 1st level, your hit point maximum increases by 1 per mystic level. In addition, while you aren’t wearing armor or wielding a shield, your base AC equals 10 + your Dexterity modifier + your Constitution modifier.
- 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 Resilience: Starting at 3rd level, your psionic energy grants you extraordinary fortitude. At the start of each of your turns, you gain temporary hit points equal to your Intelligence modifier (minimum of 0) if you have at least 1 hit point.
- 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.
- 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.
- Blind Spot: As an action, you erase your image from the mind of one creature you can see within 120 feet of you; the target must succeed on a Wisdom saving throw, or you are invisible to it until the end of your next turn.
Psionic Disciplines
- Celerity:
- Psychic Focus: While focused on this discipline, your walking speed increases by 10 feet.
- Rapid Step (1–7 psi): As a bonus action, you increase your walking speed by 10 feet per psi point spent until the end of the current turn. If you have a climbing or swimming speed, this increase applies to that speed as well.
- Agile Defense (2 psi): As a bonus action, you take the Dodge action.
- Blur of Motion (2 psi): As an action, you cause yourself to be invisible during any of your movement during the current turn.
- Surge of Speed (2 psi): As a bonus action, you gain two benefits until the end of the current turn: you don’t provoke opportunity attacks, and you have a climbing speed equal to your walking speed.
- Surge of Action (5 psi): As a bonus action, you can Dash or make one weapon attack.
- Iron Durability:
- 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.
- 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.