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- | =====Orphell the Elder Oblex Mystic===== | + | <WRAP centeralign> |
+ | =====Orphell the Mystic===== | ||
+ | </ | ||
+ | [[character: | ||
- | [[character: | + | ====Mystic Introduction==== |
+ | Lore introduction. \\ | ||
+ | **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: | ||
+ | **Tools:** None \\ | ||
+ | **Saving Throws:** Intelligence, | ||
+ | **Skills:** Choose two skills from **Arcana**, History, Insight, Medicine, **Nature**, Perception, and Religion | ||
- | ====fukface 4 Vincent Class stats==== | + | **Equipment** \\ |
+ | ===Background: | ||
- | Health is 1 D8 + Constitution per Warlock level. \\ Proficiency in light armour. \\ Disadvantaged on all weapons due to racian traits. \\ Saves on Wisdom & Charisma. \\ Proficent in Investigation and Intimidation | + | //Short Description of Background// |
- | Equipment \\ | + | <WRAP box right 45em > |
- | You start with the following equipment, in addition to the equipment granted by your background: \\ | + | ===Featured Feat: Feat Name=== |
- | (a) a light crossbow and 20 bolts \\ | + | ---- |
- | (a) an explorer' | + | </ |
- | (a) Leather armor \\ | + | |
- | (a) an arcane focus \\ | + | |
- | **Warlock Pact The Undying** \\ | + | **Skill Proficiencies** |
- | One thing Calamity fears most is her untimely death be by blade or time, she took a pact with the undying to stave off deaths cold grasp as long as possible. | + | |
+ | **Languages And/Or Tools** | ||
+ | *Language | ||
+ | *Tool | ||
+ | **Equipment (If Any)** | ||
- | The following spells are added to the warlock spell list for you. \\ | + | <WRAP clear /> |
- | Spell Level \\ | + | |
- | 1st False Life, Ray of Sickness \\ | + | |
- | 2nd Blindness/Deafness, Silence \\ | + | |
- | 3rd Feign Death, Speak with Dead \\ | + | |
- | 4th Aura of Life, Death Ward \\ | + | |
- | 5th Contagion, | + | |
+ | ---- | ||
+ | <WRAP centeralign> | ||
+ | ===== Mystic ===== | ||
+ | </ | ||
- | **Spell Slots** \\ | + | <WRAP box left 26em > |
- | The Warlock table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st through 5th level, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. | + | ==== 1st Level Mystic ==== |
+ | ---- | ||
- | At 1st level, you know two 1st-level spells | + | **Mystic Order** ++[2] | //Unearthed Arcana 32: The Mystic// ++ \\ |
- | Additionally, | + | At 1st level, you choose a Mystic Order: |
- | Nothing above 5th level spells | + | *the Order of the Avatar T |
+ | *The Order of the Awakened | ||
+ | *The Order of the Immortal | ||
+ | *The Order of the Nomad | ||
+ | *The Order of the Soul Knife | ||
+ | *The Order of the Wu Jen | ||
+ | Each order specializes in a specific approach to psionics. Your order gives you features | ||
- | **Spellcasting Ability** \\ | + | **Bonus Disciplines** ++[2] | //Unearthed Arcana 32: The Mystic// ++ \\ |
- | Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting | + | At 1st level, you learn two additional Psionic Disciplines of your choice. They must be chosen from among the Awakened disciplines. |
- | Spell save DC = 8 + your proficiency bonus (6) + your Charisma modifier (5) = 19 | + | **Immortal Durability** ++[2] | //Unearthed Arcana 32: The Mystic// |
+ | Starting at 1st level, | ||
- | Spell Attack modifier = your proficiency bonus (6) + your Charisma | + | In addition, while you aren't wearing armor or wielding a shield, |
- | Spellcasting Focus \\ | + | </ |
- | You can use an arcane focus as a spellcasting focus for your warlock spells. | + | |
- | ====1st Level==== | + | <WRAP box right 26em > |
+ | ==== 2nd Level Mystic | ||
---- | ---- | ||
- | **Among the Dead** \\ | ||
- | Starting at 1st level, you learn the Spare the Dying cantrip, which counts as a warlock cantrip for you. You also have advantage on saving throws against any disease. \\ | ||
- | Additionally, | ||
- | **Cantrip: Spare the Dying** \\ 1 action | + | **Mystical Recovery** ++[2] | //Unearthed Arcana 32: The Mystic// ++ \\ |
- | Range | + | Starting at 2nd level, you can draw vigor from the psi energy you use to power your psionic disciplines. |
- | Touch \\ | + | Immediately after you spend psi points on a psionic discipline, you can take a bonus action to regain |
- | Components | + | |
- | V, S \\ | + | |
- | Duration | + | |
- | Instantaneous \\ | + | |
- | You use your action to touch a creature who is alive but at 0 hit points. It becomes stable. This spell has no effect on undead and constructs. | + | |
- | **Cantrip: Eldritch Blast** \\ Range 120ft \\ Insentanious \\ You use your action | + | **Telepathy** ++[2] | //Unearthed Arcana 32: The Mystic// ++ \\ |
- | The spell creates more beams as you level. At 5th, it makes two beams; at 11th, it makes three; and at 17th, it makes four. The beams can be directed | + | At 2nd level, |
- | **Cantrip: Toll of the Dead** \\ Range 60ft \\ Insentanious \\ A creature you can see must pass a Wisdom save or take necrotic damage. If it's missing any hit points, the damage die is 1d12; otherwise, it's 1d8. \\ | + | </ |
- | The damage increases by one die when you reach 5th, 11th, and 17th level | + | |
+ | <WRAP clear /> | ||
- | **Lv1 Spell: Cause Fear** \\ Casting Time 1 action \\ | + | <WRAP box left 26em > |
- | Range 60 feet \\ | + | ==== 3rd Level Mystic ==== |
- | Components V \\ | + | ---- |
- | Duration Conc. Up to 1 minute \\ The target must succeed on a Wisdom saving throw or become frightened of you. The frightened target can repeat the saving throw at the end of each of its turns. This spell has no effect on undead or constructs. \\ | + | |
- | At Higher Levels: You can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. | + | |
- | **Lv1 Spell: Healing Elixir** \\ Casting Time 1 minute | + | **Psionic Investigation** ++[2] | //Unearthed Arcana 32: The Mystic// ++ \\ |
- | Range Self \\ | + | Starting 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 |
- | Components V S M (Alchemist' | + | |
- | Duration 24 hours \\ You create | + | |
- | ====2nd Level==== | + | You also learn of any events that have occurred within 20 feet of the object within |
- | ---- | + | |
- | **Eldritch Invocations ** \\ | + | |
- | At 2nd level, you gain two eldritch invocations | + | |
- | You gain 2 invocations \\ | + | |
- | **Invocation: | + | Additionally, |
- | **Invocation: | + | Once you use this feature, you can’t use it again until you finish a short or long rest. |
+ | </ | ||
- | **Lv1 Spell: Hex** \\ Casting Time 1 bonus action \\ | + | <WRAP box right 26em > |
- | Range 90 feet \\ | + | ==== 4th Level Mystic |
- | Components V S M (Petrified newt eye) \\ | + | |
- | Duration Conc. Up to 1 hour \\ Until the spell ends, you deal an extra 1d6 necrotic damage to the target when you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a turn of yours to curse a new creature. A Remove Curse cast on the target ends this spell early. \\ | + | |
- | At Higher Levels: When you cast this spell using a spell slot of 3rd or 4th level, you can concentrate on the spell for up to 8 hours. With a slot that's 5th level or higher, you can concentrate for up to 24 hours. | + | |
- | + | ||
- | ====3rd Level==== | + | |
---- | ---- | ||
- | **Pact of the tome** \\ | ||
- | Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class' | ||
- | Choose 3 cantrips | ||
- | |||
- | **Cantrip: Produce Flame** \\ | ||
- | Casting Time | ||
- | 1 action \\ | ||
- | Range | ||
- | Self \\ | ||
- | Components | ||
- | V, S \\ | ||
- | Duration | ||
- | 10 minutes \\ | ||
- | You use your action to conjure a small flame in your hand that harms neither you nor your equipment. It sheds 10 feet of bright light and an additional 10 feet of dim light. The spell ends if you use an action to dismiss the flame or cast this spell again. \\ | ||
- | As part of your action on the turn that you cast this spell, or on a later turn, you can throw the fire at a creature you can see within 30 feet of you. Make a ranged spell attack. On hit, the target takes 1d8 fire damage, and the spell ends. \\ | ||
- | The spell' | ||
- | **Cantrip: Control Flames** \\ | + | **Feat or Ability score** |
- | Casting Time | + | |
- | 1 action \\ | + | |
- | Range | + | |
- | 60 feet \\ | + | |
- | Components | + | |
- | S \\ | + | |
- | Duration | + | |
- | Instantaneous or 1 hour (see below) \\ | + | |
- | Using your action, you transmute a nonmagical flame you can see that is no larger than a 5-foot cube in one of the following ways \\ | + | |
- | You spread the fire 5 feet in a direction, provided kindling material is present in the new location. \\ | + | |
- | You extinguish the flames. \\ | + | |
- | You double or halve the radius of the bright/dim light cast by the flame, change its color, or both. The effect lasts for 1 hour. \\ | + | |
- | You cause simple shapes flicker in the flames. The effect lasts for 1 hour. \\ | + | |
- | You can have three durational effects active at a time, and you can dismiss a single effect as an action | + | |
- | **Cantrip: Thorn Whip** \\ | + | **Strength of Mind** ++[2] | //Unearthed Arcana 32: The Mystic// ++ \\ |
- | Casting Time 1 action \\ | + | Even the simplest psionic technique requires a deep understanding |
- | Range 30 feet \\ | + | Starting at 4th level, you can replace your proficiency in Wisdom saving throws whenever you finish |
- | Components V S M (Stem of a thorned plant) | + | |
- | Duration Instantaneous \\ | + | |
- | Make a melee spell attack on a creature in range. On hit, the target takes 1d6 piercing damage, and if it's Large or smaller, you pull it up to 10 feet closer to you. \\ | + | |
- | The damage increases by 1d6 when you reach 5th, 11th, and 17th level. | + | |
+ | </ | ||
+ | <WRAP clear /> | ||
- | ====4th level==== | + | <WRAP box left 26em > |
+ | ==== 5th Level Mystic | ||
---- | ---- | ||
- | **Feat: Alert** \\ | ||
- | Always on the lookout for danger, you gain the following benefits \\ | ||
- | You can't be surprised while you are conscious. \\ | ||
- | You gain a +5 bonus to initiative. \\ | ||
- | Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you. | ||
- | **Cantrip: Prestidigitation** \\ Range 10ft \\ Instantaneous \\ Description | ||
- | You create one of the following effects \\ | ||
- | You create a harmless sensory effect. \\ | ||
- | You light or put out a small fire. \\ | ||
- | You clean or soil an object no larger than 1 cubic foot. | ||
- | You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. \\ | ||
- | You make a small mark appear on an object or surface for 1 hour. \\ | ||
- | You create a non-magical trinket or a hand-sized illusory image. It lasts until the end of your next turn. \\ | ||
- | If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss an effect as an action. | ||
- | **Lv2 Spell: Unseen Servant** \\ | ||
- | Casting Time: 1 action \\ | ||
- | Range: 60 feet \\ | ||
- | Components: V S M (A piece of string and a bit of wood) \\ | ||
- | Duration: 1 hour \\ | ||
- | This spell creates an invisible, mindless, shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can’t attack. If it drops to 0 hit points, the spell ends. \\ | ||
- | Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. | ||
- | If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends. | ||
+ | </ | ||
- | ====5th Level==== | + | <WRAP box right 26em > |
+ | ==== 6th Level Mystic | ||
---- | ---- | ||
- | **Invocation: Mire of Mind** \\ Calamity | + | **Psionic Surge** ++[2] | //Unearthed Arcana 32: The Mystic// ++ \\ |
- | Range: 120 feet \\ | + | Starting at 6th level, you can overload your psychic focus to batter down an opponent’s defenses. You can impose disadvantage |
- | Components: V S M (A drop of molasses) \\ | + | |
- | Duration: Up to 1 minute \\ | + | |
- | You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed | + | |
- | An affected | + | |
- | If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted. | + | |
- | A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it. | + | |
- | **Lv3 Spell: Summon Lesser Demons** \\ Casting Time 1 action \\ | + | You can’t use this feature if you can’t use your psychic focus. |
- | Range 60 feet \\ | + | |
- | Components V S M (Vial of blood from humanoid killed in past 24hrs) \\ | + | |
- | Duration Conc. Up to 1 hour \\ | + | |
- | You summon demons from the Abyss. Roll to determine what appears. \\ | + | |
- | d6 Demons Summoned \\ | + | </WRAP> |
- | 1-2 Two demons of challenge rating 1 or lower \\ | + | |
- | 3-4 Four demons of challenge rating 1/2 or lower \\ | + | |
- | 5-6 Eight demons of challenge rating 1/4 or lower \\ | + | |
- | The DM chooses the demons and you choose where they appear from spaces you can see. A summoned demon disappears when it drops to 0 hit points or when the spell ends. \\ | + | |
- | The demons are hostile to everyone, including you. Roll initiative for the demons as a group. The demons pursue and attack the nearest non-demons. \\ | + | |
- | As part of casting, you can make a circle on the ground with the material blood. The circle encompasses your space. The demons can't cross or harm the circle, or target anyone in it. Using the blood this way consumes it. \\ | + | |
- | At Higher Levels: You summon twice as many demons with a 6th or 7th-level slot. With 8th or 9th level, you summon three times as many. | + | |
- | ====6th Level==== | + | <WRAP clear /> |
+ | |||
+ | <WRAP box left 26em > | ||
+ | ==== 7th Level Mystic | ||
---- | ---- | ||
- | **Defy Death** \\ | ||
- | Starting at 6th level,you can regain hit points equal to 1d8 + your Constitution modifier (minimum of 1 hit point) when you succeed on a death saving throw or when you stabilize a creature with spare the dying. \\ | ||
- | Once you use this feature, you can't use it again until you finish a long rest. | ||
- | **Lv3 Spell: Fear** \\ Casting Time: 1 action \\ | + | </ |
- | Range: Self (30-foot radius) \\ | + | |
- | Components: V S M (A white feather or the heart of a hen) \\ | + | |
- | Duration: Up to 1 minute \\ | + | |
- | Classes: Bard, Sorcerer, Warlock, Wizard \\ | + | |
- | You project a phantasmal image of a creature’s worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration. \\ | + | |
- | While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature. | + | |
- | ====7th Level==== | + | <WRAP box right 26em > |
+ | ==== 8th Level Mystic | ||
---- | ---- | ||
- | **Invocation: Devil’s Sight** \\ Calamity | + | **Feat: All Natual** //Source: Homebrew// |
+ | // Prerequiset: | ||
+ | You have honed your claws, sharpened your teeth, strengthened your tail and so have become more dangerous when using your natural weapons. | ||
+ | *Your natural weapon melee attacks gain a +2 to Hit and Damage | ||
+ | *Your natural weapon attacks damage dice upgrades one level to a maximum of (1d10) | ||
+ | *Your regular weapons | ||
+ | |||
+ | **Potent Psionics** ++[2] | //Unearthed Arcana 32: The Mystic// ++ \\ | ||
+ | At 8th level, you gain the ability to infuse your weapon attacks with psychic energy. 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 | ||
- | **Lv4 Spell: Summon Greater Demon** \\ | + | </ |
- | Casting Time 1 action \\ | + | |
- | Range 60 feet \\ | + | |
- | Components V S M (Vial of blood from humanoid killed in past 24hrs) \\ | + | |
- | Duration Conc. Up to 1 hour \\ | + | |
- | You summon a demon from the nine hells. You choose the demon. It must be of challenge rating 5 or lower. It appears in an empty space you can see, and it disappears when it drops to 0 hit points. \\ | + | |
- | Roll initiative for it. When you summon it and on each of your turns, you can issue a verbal command for its next turn without using any action. If you issue no command, it attacks any creature in reach that's attacked it. \\ | + | |
- | At the end of the demon' | + | |
- | As part of casting, you can make a circle on the ground with the material blood. The circle encompasses your space. The demons can't cross or harm the circle, or target anyone in it. Using the blood this way consumes it. \\ | + | |
- | At Higher Levels: The challenge rating increases by 1 for each slot level above 4th. | + | |
+ | <WRAP clear /> | ||
- | ====8th Level==== | + | <WRAP box left 26em > |
+ | ==== 9th Level Mystic | ||
---- | ---- | ||
- | **Ability Score Inprovment** \\ Constitution +2 | ||
+ | </ | ||
- | ====9th Level==== | + | <WRAP box right 26em > |
+ | ==== 10th Level Mystic | ||
---- | ---- | ||
- | **Invocation: Otherworldly Leap** \\ Calamity | + | **Consumptive Power** ++[2] | //Unearthed Arcana 32: The Mystic// ++ \\ |
- | Casting Time 1 action \\ | + | At 10th level, you gain the ability to sacrifice your physical durability in exchange for psionic power. 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. \\ |
- | Range Touch \\ | + | Once you use this feature, you can’t use it again until you finish a long rest. |
- | Components V S M (Grasshopper' | + | |
- | Duration 1 minute \\ | + | |
- | The target' | + | |
+ | </ | ||
- | ====10th Level==== | + | <WRAP clear /> |
- | ---- | + | |
- | **Undying Nature** \\ | + | |
- | Beginning at 10th level, you can hold your breath indefinitely, | + | |
- | In addition, you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged. | + | |
- | + | ||
- | **Lv5 Spell: Infernal Calling** \\ | + | |
- | Conjuration | + | |
- | Level: 5 \\ | + | |
- | Casting time: 1 Minute \\ | + | |
- | Range: 90 feet \\ | + | |
- | Components: V, S, M (a ruby worth at least 999 gp) \\ | + | |
- | Duration: Concentration, | + | |
- | Uttering a dark incantation, | + | |
- | The devil is unfriendly toward you and your companions. Roll initiative for the devil, which has its own turns. It is under the Dungeon Master’s control and acts according to its nature on each of its turns, which might result in its attacking you if it thinks it can prevail, or trying to tempt you to undertake an evil act in exchange for limited service. The DM has the creature’s statistics. \\ | + | |
- | On each of your turns, you can try to issue a verbal command to the devil (no action required by you). It obeys the command if the likely outcome is in accordance with its desires, especially if the result would draw you toward evil. Otherwise, you must make a Charisma (Deception, Intimidation, | + | |
- | If your concentration ends before the spell reaches its full duration, the devil doesn‘t disappear if it has become immune to your verbal commands. Instead, it acts in whatever manner it chooses for 3d6 minutes, and then it disappears. \\ | + | |
- | If you possess an individual devil’s talisman, you can summon that devil if it is of the appropriate challenge rating plus 1, and it obeys all your commands, with no Charisma checks required. \\ | + | |
- | At higher level \\ | + | |
- | When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th. | + | |
- | + | ||
- | **Cantrip: Mage Hand** \\ | + | |
- | Conjuration cantrip \\ | + | |
- | Casting Time | + | |
- | 1 action \\ | + | |
- | Range | + | |
- | 30 feet \\ | + | |
- | Components | + | |
- | V, S \\ | + | |
- | Duration | + | |
- | 1 minute \\ | + | |
- | You use your action to create a spectral, floating hand at a point you choose. Once made, you can use your action to control the hand. It can move up to 30 feet at a time, but can't be more than 30 feet away from you or it will vanish. The hand is able to manipulate objects, open an unlocked door or container, put away or get an item out of an open container, or pour out a vial's contents. It can't attack, activate magic items, or carry more than 10 pounds. You use an action to dismiss the hand before the end of the duration | + | |
- | ====11th Level==== | + | <WRAP box left 26em > |
+ | ==== 11th Level Mystic | ||
---- | ---- | ||
- | **Mystic Arcanum** \\ | ||
- | At 11th level, choose one 6th-level spell from the warlock spell list as an arcanum. You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again. At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest. | ||
- | **Lv6 Spell: Something Rage Something** \\ | + | **Psionic Mastery** ++[2] | //Unearthed Arcana 32: The Mystic// ++ \\ |
- | Casting Time: 1 action | + | Beginning at 11th level, your mastery of psionic energy allows you to push your mind beyond its normal limits. As an action, you gain 9 special psi points that you can spend only on disciplines |
- | Range: Self \\ | + | |
- | Components: V, S, M (a few hairs from a bull) \\ | + | |
- | Duration: Concentration, | + | |
- | You endow yourself with endurance and martial prowess fueled by magic. Until the spell ends, you can’t cast spells, and you gain the following benefits: \\ | + | |
- | You gain 50 temporary hit points. If any of these remain when the spell ends, they are lost. \\ | + | |
- | You have advantage on attack rolls that you make with simple and martial weapons. \\ | + | |
- | When you hit a target with a weapon attack, | + | |
- | You have proficiency with all armor, shields, simple weapons, and martial weapons. \\ | + | |
- | You have proficiency in Strength and Constitution saving throws. \\ | + | |
- | You attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks. \\ | + | |
- | Immediately after this spell ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion. | + | |
- | **Lv7 Spell: Ethrealness** \\ | + | If more than one of the disciplines |
- | 7th-level transmutation \\ | + | |
- | Casting Time 1 action \\ | + | |
- | Range Self \\ | + | |
- | Components V S \\ | + | |
- | Duration Up to 8 hours \\ | + | |
- | You step into the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. | + | |
- | While on the Ethereal Plane, you can only interact with other creatures on that plane. Creatures not on the Ethereal Plane can't perceive or interact with you, unless a special ability has given them the ability to. \\ | + | |
- | You ignore all objects and effects that aren't on the Ethereal Plane. \\ | + | |
- | When the spell ends, you immediately return to the plane you came from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are moved to the nearest unoccupied space and take force damage equal to twice the feet you are moved. \\ | + | |
- | This spell has no effect | + | |
+ | At 15th level, the pool of psi points you gain from this feature increases to 11. \\ | ||
+ | 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. | ||
+ | </ | ||
- | + | <WRAP box right 26em > | |
- | ====12th | + | ==== 12th Level Mystic |
---- | ---- | ||
- | **Ability score Improvement** \\ Charisma +2 | ||
+ | **Feat or Ability score** | ||
- | **Invocation: | + | </ |
+ | <WRAP clear /> | ||
- | ====Demonic Monk==== | + | <WRAP box left 26em > |
+ | ==== 13th Level Mystic | ||
---- | ---- | ||
- | Hit Points \\ | ||
- | Hit Dice: 1d8 per monk level \\ | + | </ |
- | Hit Points at 1st Level: 8 + your Constitution modifier \\ | + | |
- | Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per monk level after 1st \\ | + | |
- | ====1st Level==== | + | <WRAP box right 26em > |
+ | ==== 14th Level Mystic | ||
---- | ---- | ||
- | **Unarmored Defense** \\ | + | **Immortal Will** ++[2] | //Unearthed Arcana 32: The Mystic// ++ \\ |
- | Beginning | + | Starting |
- | Martial Arts | + | |
- | At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-handed or heavy property. | + | </ |
- | You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield \\ | + | <WRAP clear /> |
- | -You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons. \\ | + | |
- | -You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. \\ | + | |
- | -When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, | + | |
- | Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon in the Weapons section. | + | <WRAP box left 26em > |
- | ====2nd Level==== | + | ==== 15th Level Mystic |
---- | ---- | ||
- | **KI** \\ | ||
- | Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table. \\ | ||
- | You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class. \\ | ||
- | When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points. | ||
- | Some of your ki features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows: | + | </ |
- | Ki save DC = 8 + your proficiency bonus + your Wisdom modifier | + | <WRAP box right 26em > |
+ | ==== 16th Level Mystic ==== | ||
+ | ---- | ||
- | Flurry of Blows \\ | + | **Ability Score or Feat** |
- | Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action. | + | |
- | Patient Defense \\ | + | </ |
- | You can spend 1 ki point to take the Dodge action as a bonus action on your turn. | + | |
- | Step of the Wind \\ | + | <WRAP clear /> |
- | You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn. | + | |
- | **Unarmored Movement** \\ | + | <WRAP box left 26em > |
- | Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table. | + | ==== 17th Level Mystic ==== |
+ | ---- | ||
+ | </ | ||
- | ====3rd Level==== | + | <WRAP box right 26em > |
+ | ==== 18th Level Mystic | ||
---- | ---- | ||
- | **Monastic Tradition** \\ | + | </ |
- | When you reach 3rd level, you commit yourself to a monastic tradition: the Way of the Open Hand, detailed at the end of the class description or one from another source. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level. | + | |
- | When you hit a creature with furry of blows you can impose one of the following \\ Dex save, on a fail they are knocked prone \\ strenght save, on a fail push back 15ft \\ cannot make reactions | + | <WRAP clear /> |
- | **Deflect Missiles** \\ | + | <WRAP box left 26em > |
- | Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. | + | ==== 19th Level Mystic |
- | + | ||
- | If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, | + | |
- | + | ||
- | + | ||
- | + | ||
- | ====4th Level==== | + | |
---- | ---- | ||
- | **Feat: Spell Sniper** \\ You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits \\ | ||
- | When you cast a spell that requires you to make an attack roll, the spell' | ||
- | Your ranged spell attacks ignore half cover and three-quarters cover. \\ | ||
- | You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you choose from. | ||
- | **Slow Fall** \\ | + | </ |
- | Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level. | + | |
- | ====5th Level==== | + | |
- | ---- | + | |
- | **Extra Attack** \\ | + | <WRAP box right 26em > |
- | Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. | + | ==== 20th Level Mystic |
- | + | ||
- | **Stunning Strike** \\ | + | |
- | Starting at 5th level, you can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn. | + | |
- | ====6th Level==== | + | |
---- | ---- | ||
- | **Ki-Empowered Strikes** \\ | + | **Psionic Body** ++[2] | //Unearthed Arcana 32: The Mystic// ++ \\ |
- | Starting at 6th level, your unarmed strikes count as magical for the purpose | + | At 20th level, your mastery |
+ | *You gain resistance to bludgeoning, | ||
+ | *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. | ||
- | **Unarmored Movement** \\ | + | </ |
- | At 6th level, your Unarmored Speed speed bonus increases to 15 feet while you are not wearing armor or wielding a shield. | + | |
- | **Wholeness of body** \\ | + | <WRAP clear /> |
- | You can heal yourself for 3x your monk level as an action, must finish a long rest. | + | |
- | ====7th level==== | ||
- | ---- | ||
- | **Evasion** \\ | ||
- | At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. | ||
- | |||
- | **Stillness of Mind** \\ | ||
- | Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened. | ||
- | ====8th Level==== | ||
- | ---- | ||
- | **Feat: Tough** \\ | ||
- | Max HP increased by double your level (38) \\ | ||
- | Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points. |