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character:decota:valour:class [2019/05/03 11:23] – created Kylecharacter:decota:valour:class [2019/09/19 10:05] (current) – removed Kyle
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-Basic Features \\ 
-Hit Points \\ 
-Hit Dice: 1d8 per mystic level \\ 
-Hit Points at 1st Level: 8 + your Constitution modifier \\ 
-Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per mystic level after 1st \\ 
-Proficiencies \\ 
-Armor: Light armor \\ 
-Weapons: Simple weapons \\ 
-Tools: None \\ 
-Saving Throws: Intelligence, Wisdom \\ 
-Skills: Choose two from Arcana, History, Insight, Medicine, Nature, Perception, and Religion \\ 
-Equipment \\ 
-(a) a spear or (b) a mace \\ 
-(a) leather armor or (b) studded leather armor \\ 
-(a) a light crossbow and 20 bolts or (b) any simple weapon \\ 
-(a) a scholar's pack or (b) an explorer's pack \\ 
-Alternatively, you can ignore the equipment from your class and background, and start with 5d4 x 10 gp.[1] \\ 
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-**Psionic Talents** \\ 
-At 1st level, you know one psionic talent of your choice. The Talents Known column of the Mystic table shows the total number of talents you know at each level; when that number goes up for you, choose a new talent. \\ Level 1: 1 Talent \\ Level 3: 2 Talents \\ Level 10: 3 Talents \\ Level 17: 4 Talents 
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-**Psionic Disciplines** \\ 
-At 1st level, you know one psionic discipline of your choice. The Disciplines Known column of the Mystic table shows the total number of disciplines you know at each level; when that number goes up for you, choose a new discipline. In addition, whenever you gain a level in this class, you can replace one discipline you know with a different one of your choice. \\ Level 1: 1 Discipline \\ Level 3: 2 Disciplines \\ Level 5: 3 Disciplines \\ Level 7: 4 Disciplines \\ Level 9: 5 Disciplines \\ Level 12: 6 Disciplines \\ Level 15: 7 Disciplines \\ Level 18: 8 Disciplines 
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-Avatar Disciplines 
-Awakened Disciplines 
-Immortal Disciplines 
-Nomad Disciplines 
-Wu Jen Disciplines 
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-**Psi Points** \\ 
-You have an internal reservoir of energy that is represented by psi points. Each psionic discipline describes effects you can create with it by spending a certain number of psi points. A psionic talent requires no psi points. The number of psi points you have is based on your mystic level, as shown in the Psi Points column of the Mystic table. The number shown for your level is your psi point maximum. Your psi point total returns to its maximum when you finish a long rest. The number of psi points you have can't go below 0 or over your maximum. \\ Level 1: 4 Points \\ Level 2: 6 Points \\ Level 3: 14 points \\ Level 4: 17 points \\ Level 5: 27 Points \\ Level 6: 32 points \\ Level 7: 38 Points \\ Level 8: 44 Points \\ Level 9: 57 Points \\ Level 10: 64 points \\ Level 18: 71 Points 
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-**Psi Limit** \\ 
-There is a limit on the number of psi points you can spend to activate a psionic discipline. The limit is based on your mystic level, as shown in the Psi Limit column of the Mystic table. \\ Level 1: limit 2 \\ Level 3: Limit 3 \\ Level 5: Limit 5 \\ Level 7: Limit 6 \\ Level 9: Limit 7 
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-**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. 
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-**Psionic Ability** \\ 
-Intelligence is your psionic ability for your psionic disciplines. You use your Intelligence modifier when setting the saving throw DC for a psionic discipline or when making an attack roll with one. 
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-Discipline save DC = 8 + your proficiency bonus + your Intelligence modifier 
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-Discipline attack modifier = your proficiency bonus + your Intelligence modifier 
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-**Mystic Order** \\ 
-At 1st level, you choose a Mystic Order. Your order gives you features when you choose it at 1st level and additional features at 3rd, 6th, and 14th level. 
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-Order of the Avatar (Avatar Disciplines) 
-Order of the Awakened (Awakened Disciplines) 
-Order of the Immortal (Immortal Disciplines) 
-Order of the Nomad (Nomad Disciplines) 
-Order of the Soul Knife 
-Order of the Wu Jen (Wu Jen Disciplines) 
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-**Mystical Recovery** \\ 
-Starting at 2nd level, 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. 
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-**Telepathy** \\ 
-At 2nd level, 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. 
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-**Ability Score Improvement or Feat** \\ 
-When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. 
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-**Strength of Mind** \\ 
-Starting at 4th level, 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. 
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-**Potent Psionics** \\ 
-At 8th level, once on each of your turns when you hit a creature with a weapon, you can deal an extra 1d8 psychic damage to that target. When you reach 14th level, this extra damage increases to 2d8. In addition, you add your Intelligence modifier to any damage roll you make for a psionic talent. 
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-**Consumptive Power** \\ 
-At 10th level, when activating a psionic discipline, you can pay its psi point cost with your hit points, instead of using any psi points. Your current hit points and hit point maximum are both reduced by the number of hit points you spend. This reduction can't be lessened in any way, and the reduction to your hit point maximum lasts until you finish a long rest. 
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-Once you use this feature, you can't use it again until you finish a long rest. 
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-**Psionic Mastery** \\ 
-Beginning at 11th level, as an action, you gain 9 special psi points that you can spend only on disciplines that require an action or a bonus action to use. You can use all 9 points on one discipline, or you can spread them across multiple disciplines. You can't also use normal psi points at the same time you use your special psi points. When you finish a long rest, you lose any of these special points that you haven't spent. If more than one of the disciplines you activate with these points require concentration, you can concentrate on all of them. Activating one of them ends any effect you were already concentrating on, and if you begin concentrating on an effect that doesn't use these special points, the disciplines end that you're concentrating on. At 15th level, the pool of psi points you gain from this feature increases to 11. 
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-You have one use of this feature, and you regain any expended use of it with a long rest. You gain one additional use of this feature at 13th, 15th, and 17th level. 
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-**Psionic Body** \\ 
-At 20th level, you gain the following benefits: 
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-You gain resistance to bludgeoning, piercing, and slashing damage. 
-You no longer age. 
-You are immune to disease, poison damage, and the poisoned condition. 
-If you die, roll a d20. On a 10 or higher, you discorporate with 0 hit points, instead of dying, and you fall unconscious. You and your gear disappear. You appear at a spot of your choice 1d3 days later on the plane of existence where you died, having gained the benefits of one long rest. 
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-Awakened Disciplines 
-Aura Sight 
-Psychic Focus: While focused on this discipline, you have advantage on Wisdom (Insight) checks. 
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-Assess Foe (2 psi): As a bonus action, you learn the current hit point total and all its immunities, resistances, and vulnerabilities of one creature you can see. 
-Read Moods (2 psi): 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 psi; conc., 1 hr.): As an action, 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 psi; conc., 1 min.): As a bonus action, until your concentration ends, you can see all creatures, including hidden and invisible ones, regardless of lighting conditions. 
-Intellect Fortress 
-Psychic Focus: While focused on this discipline, you gain resistance to psychic damage. 
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-Psychic Backlash (2 psi): 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 psi): 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 psi; conc., 10 min.): As an action, you create a field of protective psychic energy. Choose any number of creatures within 30 feet of you. Until your concentration ends, each target has resistance to psychic damage and advantage on Intelligence, Wisdom, and Charisma saving throws. 
-Mantle of Awe 
-Psychic Focus: While focused on this discipline, you gain a bonus to Charisma checks. The bonus equals half your Intelligence modifier (minimum of 1). 
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-Charming Presence (1–7 psi): As an action, roll 2d8 per psi point spent on this ability; the total is how many hit points worth of creatures this option can affect. Creatures within 30 feet of you are affected in ascending order of their hit point maximums, ignoring incapacitated creatures, creatures immune to being charmed, and creatures engaged in combat. Starting with the creature that has the lowest hit point maximum, each creature affected by this option is charmed by you for 10 minutes. Subtract each creature's hit point maximum from the total before moving on to the next creature. A creature's hit point maximum must be equal to or less than the remaining total for that creature to be affected. 
-Center of Attention (2 psi; conc., 1 min.): As an action, choose one creature you can see within 60 feet of you. It must make a Charisma saving throw. On a failed save, the creature is so thoroughly distracted by you that all other creatures are invisible to it until your concentration ends. This effect ends if the creature can no longer see or hear you or if it takes damage. 
-Invoke Awe (7 psi; conc., 10 min.): As an action, choose up to 5 creatures you can see within 60 feet of you. Each target must succeed on an Intelligence saving throw or be charmed by you until your concentration ends. While charmed, the target obeys all your verbal commands to the best of its ability and without doing anything obviously self-destructive. The charmed target will attack only creatures that it has seen attack you since it was charmed or that it was already hostile toward. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. 
-Precognition 
-Psychic Focus: While focused on this discipline, you have advantage on initiative rolls. 
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-Precognitive Hunch (2 psi; conc., 1 min.): As a bonus action, until your concentration ends, whenever you make an attack roll, a saving throw, or an ability check, you roll a d4 and add it to the total. 
-All-Around Sight (3 psi): In response to an attack hitting you, you use your reaction to impose disadvantage on that attack roll, possibly causing it to miss. 
-Danger Sense (5 psi; conc., 8 hr.): As an action, you create a psychic model of reality in your mind and set it to show you a few seconds into the future. Until your concentration ends, you can't be surprised, attack rolls against you can't gain advantage, and you gain a +10 bonus to initiative. 
-Victory Before Battle (7 psi): When you roll initiative, you can use this ability to grant yourself and up to five creatures of your choice within 60 feet of you a +10 bonus to initiative. 
-Psychic Assault 
-Psychic Focus: While focused on this discipline, you gain a +2 bonus to damage rolls with psionic talents that deal psychic damage. 
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-Psionic Blast (1–7 psi): As an action, choose one creature you can see within 60 feet of you. The target takes 1d8 psychic damage per psi point spent on this ability. 
-Ego Whip (3 psi): As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, the creature takes 3d8 psychic damage, and it is filled with self-doubt, leaving it able to use its action on its next turn only to take the Dodge, Disengage, or Hide action. On a successful saving throw, it takes half as much damage. 
-Id Insinuation (5 psi): As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, the creature takes 5d8 psychic damage, and it goes into a fury, as its id runs rampant. On its next turn, it can use its action only to take the Dodge or Attack action. On a successful save, it takes half as much damage. 
-Psychic Blast (6 psi): As an action, you unleash devastating psychic energy in a 60-foot cone. Each creature in that area must make an Intelligence saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one. You can increase the damage by 2d8 if you spend 1 more psi point on this ability. 
-Psychic Crush (7 psi): As an action, you create a 20-foot cube of psychic energy within 120 feet of you. Each creature in that area must make an Intelligence saving throw. On a failed save, a target takes 8d8 psychic damage and is stunned until the end of your next turn. On a successful save, a target takes half as much damage. 
-Psychic Disruption 
-Psychic Focus: While focused on this discipline, you have advantage on Charisma (Deception) checks. 
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-Distracting Haze (1–7 psi; conc., 1 min.): As an action, choose one creature you can see within 60 feet of you. That creature must make an Intelligence saving throw. On a failed save, it takes 1d10 psychic damage per psi point spent and can't see anything more than 10 feet from it until your concentration ends. On a successful save, it takes half as much damage. 
-Daze (3 psi): As an action, choose one creature you can see within 60 feet of you. That creature must make an Intelligence saving throw. On a failed save, the target is incapacitated until the end of your next turn or until it takes any damage. 
-Mind Storm (5 psi): As an action, choose a point you can see within 60 feet of you. Each creature in a 20-foot-radius sphere centered on that point must make a Wisdom saving throw. On a failed save, a target takes 6d8 psychic damage and suffers disadvantage on all saving throws until the end of your next turn. On a successful save, a creature takes half as much damage. You can increase the damage by 1d6 per additional psi point spent on this ability. 
-Psychic Inquisition 
-Psychic Focus: While focused on this discipline, you know when a creature communicating with you via telepathy is lying. 
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-Hammer of Inquisition (1–7 psi): As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it takes 1d10 psychic damage per psi point spent and suffers disadvantage on its next Wisdom saving throw before the end of your next turn. On a successful save, it takes half as much damage. 
-Forceful Query (2 psi): As an action, you ask a question of one creature that can see and hear you within 30 feet of you. The question must be phrased so that it can be answered with a yes or no, otherwise this ability fails. The target must succeed on a Wisdom saving throw, or it replies with a truthful answer. A creature is immune to this ability if it is immune to being charmed. 
-Ransack Mind (5 psi; conc., 1 hr.): While you concentrate on this ability, you probe one creature's mind. The creature must remain within 30 feet of you, and you must be able to see it. If you reach the ability's full duration, the target must make three Intelligence saving throws, and you learn information from it based on the number of saving throws it fails. With one failed saving throw, you learn its key memories from the past 12 hours. With two failed saving throws, you learn its key memories from the past 24 hours. With three failed saving throws, you learn its key memories from the past 48 hours. 
-Phantom Idea (6 psi; conc., 1 hr.): While you concentrate on this ability, you probe one creature's mind. The creature must remain within 30 feet of you, and you must be able to see it. If you reach the ability's full duration, the target must make three Intelligence saving throws, and you plant a memory or an idea in it, which lasts for a number of hours based on the number of saving throws it fails. You choose whether the idea or memory is trivial or personality-defining. With one failed saving throw, the idea or memory lasts for the next 4 hours. With two failed saving throws, it lasts for 24 hours. With three failed saving throws, it lasts for 48 hours. 
-Psychic Phantoms 
-Psychic Focus: While focused on this discipline, you have advantage on Charisma (Deception) checks. 
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-Distracting Figment (1–7 psi): As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it takes 1d10 psychic damage per psi point spent and thinks it perceives a threatening creature just out of its sight; until the end of your next turn, it can't use reactions, and melee attack rolls against it have advantage. On a successful save, it takes half as much damage. 
-Phantom Foe (3 psi; conc., 1 min.): As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it perceives a horrid creature adjacent to it until your concentration ends. During this time, the target can't take reactions, and it takes 1d8 psychic damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can increase the damage by 1d8 for each additional psi point spent on the ability 
-Phantom Betrayal (5 psi; conc., 1 min.): As an action, choose one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or until your concentration ends, it must target its allies with attacks and other damaging effects. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature is immune to this ability if it is immune to being charmed. 
-Phantom Riches (7 psi; conc., 1 min.): As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, you gain partial control over the target's behavior until your concentration ends; the target moves as you wish on each of its turns, as it thinks it pursues the phantom object it desires. If it hasn't taken damage since its last turn, it can use its action only to admire the object you created in its perception. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 
-Telepathic Contact 
-Psychic Focus: While focused on this discipline, you gain the ability to use your Telepathy class feature with up to six creatures at once. If you don't have that feature from the mystic class, you instead gain it while focused on this discipline. 
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-Exacting Query (2 psi): As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw. On a failed save, the target truthfully answers one question you ask it via telepathy. On a successful save, the target is unaffected, and you can't use this ability on it again until you finish a long rest. A creature is immune to this ability if it is immune to being charmed. 
-Occluded Mind (2 psi): As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw. On a failed save, the target believes one statement of your choice for the next 5 minutes that you communicate to it via telepathy. The statement can be up to ten words long, and it must describe you or a creature or an object the target can see. On a successful save, the target is unaffected, and you can't use this ability on it again until you finish a long rest. A creature is immune to this ability if it is immune to being charmed. 
-Broken Will (5 psi): As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw. On a failed save, you choose the target's movement and action on its next turn. On a successful save, the target is unaffected, and you can't use this ability on it again until you finish a long rest. A creature is immune to this ability if it is immune to being charmed. 
-Psychic Grip (6 psi; conc., 1 min.): As an action, you target one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or it is paralyzed until your concentration ends. At the end of each of its turns, it can repeat the saving throw. On a success, this effect ends. On a failure, you can use your reaction to force the target to move up to half its speed, even though it's paralyzed. 
-Psychic Domination (7 psi; conc., 1 min.): As an action, you target one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or you choose the creature's actions and movement on its turns until your concentration ends. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. A creature is immune to this ability if it is immune to being charmed. 
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