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| - | =====Orphell the Mystic===== | ||
| - | [[character: | ||
| - | ====Mystic Introduction==== | ||
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| - | **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 | ||
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| - | **Proficiencies** \\ | ||
| - | **Armor:** Light armor | ||
| - | **Weapons: | ||
| - | **Tools:** None | ||
| - | **Saving Throws:** Intelligence, | ||
| - | **Skills:** Choose two skills from Arcana, History, Insight, Medicine, Nature, Perception, and Religion | ||
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| - | **Equipment** \\ | ||
| - | You start with the following equipment, in addition to the equipment granted by your background: | ||
| - | *(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, | ||
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| - | ====Level 1 Class==== | ||
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| - | **Mystic Order** \\ | ||
| - | At 1st level, you choose a Mystic Order: the Order of the Avatar, the Order of the Awakened, the Order of the Immortal, the Order of the Nomad, the Order of the Soul Knife, or the Order of the Wu Jen. Each order specializes in a specific approach to psionics. 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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| - | ====Level 2 Class==== | ||
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| - | **Mystical Recovery** \\ | ||
| - | Starting at 2nd level, you can draw vigor from the psi energy you use to power your psionic disciplines. \\ | ||
| - | 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, your mind awakens to the ability to communicate via 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. | ||
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| - | ====Level 3 Class==== | ||
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| - | ====Level 4 Class==== | ||
| - | **Feat or Ability score** | ||
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| - | **Strength of Mind** \\ | ||
| - | Even the simplest psionic technique requires a deep understanding of how psionic energy can augment mind and body. This understanding allows you to alter your defenses to better deal with threats. \\ | ||
| - | 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, | ||
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| - | ====Level 5 Class==== | ||
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| - | ====Level 6 Class==== | ||
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| - | ====Level 7 Class==== | ||
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| - | ====Level 8 Class==== | ||
| - | **Ability Score or Feat** | ||
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| - | **Potent Psionics** \\ | ||
| - | 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 to any damage roll you make for a psionic talent. | ||
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| - | ====Level 9 Class==== | ||
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| - | ====Level 10 Class==== | ||
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| - | **Consumptive Power** \\ | ||
| - | 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. \\ | ||
| - | Once you use this feature, you can’t use it again until you finish a long rest. | ||
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| - | ====Level 11 Class==== | ||
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| - | **Psionic Mastery** \\ | ||
| - | 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 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 spend your normal psi points on these disciplines; | ||
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| - | If more than one of the disciplines you activate with these points require concentration, | ||
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| - | 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. | ||
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| - | ====Level 12 Class==== | ||
| - | **Ability Score or Feat** | ||
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| - | ====Level 13 Class==== | ||
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| - | ====Level 14 Class==== | ||
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| - | ====Level 15 Class==== | ||
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| - | ====Level 16 Class==== | ||
| - | **Ability Score or Feat** | ||
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| - | ====Level 17 Class==== | ||
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| - | ====Level 18 Class==== | ||
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| - | ====Level 19 Class==== | ||
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| - | ====Level 20 Class==== | ||
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| - | **Psionic Body** \\ | ||
| - | At 20th level, your mastery of psionic power causes your mind to transcend the body. Your physical form is infused with psionic energy. You gain the following benefits: | ||
| - | *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. | ||