Dante's Psionics
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- 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.