Cressun Voe

Name: Cressun Voe
Player: Prior

Sex: Male
Age: 22
Race: Human

Class: Mystic
Alignment: True Neutral
Level: 3
Proficiency: +2
Hit Points: 8+2+5+2+5+2 | 24

Height: 5' 11"
Weight: X lbs

Identifying Features:

Abilities:

Strength 9 -1
Dexterity 14 +2
Constitution 15 +2
Intelligence 16 +3
Wisdom 11 +0
Charisma 13 +1

Background (Sage):

Skill Proficiencies: Arcana, History
Tool Proficiencies: None
Languages: Common, Draconic, Infernal, Celestial

Skills:

Offensive:

Attack:
WEP. ATT. DMG. MISC.
Mace d20+1 = -1[STR]+2[PRO] d6-1[STR]
Dagger d20+4 = +2[DEX]+2[PRO] d4+2[DEX]
Light Crossbow d20+4 = +2[DEX]+2[PRO] d8+2[DEX] Ammunition (range 80/320), loading, two-handed

Powers: (Remove if not applicable)

Psionic Save DC: 8+3[INT+2[PRO] = 13
Spell Attack Mod: 3[INT] +2[PRO] = +5

Power Slots:
Psi-Points 24
Psi-Limit 3
Psi-Talents 2+2[MM]]
Psi-Disciplines 3

Talents:

MIND MELD

Psionic talent
As a bonus action, you can communicate telepathically with one creature you can see within 120 feet of you. You don’t need to share a language with a creature for it to understand your telepathic utterances, and the creature understands you even if it lacks a language. You can allow a creature to respond to you telepathically, but it must understand at least one language in order to communicate this way. This ability to communicate lasts until the start of your next turn.
You can’t communicate with an unwilling creature.

THOUGHT SPEAR

Psionic talent
As an action, you psychically strike one creature that you can see within 120 feet of you. The target must succeed on an Intelligence saving throw or take 1d8 psychic damage. The talent’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

UNEARTHLY TERROR

Psionic talent
As an action, you bombard a creature within 60 feet with horrifying images, causing them to be shaken. The target must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn. A creature that is immune to being frightened is unaffected. This talent’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4) and 17th level (4d4).

ENERGY RAY

Psionic talent
As an action, you fire a ray of pure energy at a creature within 120 feet. Make a ranged discipline attack against a creature that you can see within range. You choose acid, cold, fire, lightning, or thunder for the type of beam you create. If the attack hits, the creature takes 1d10 damage of the type you chose. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Disciplines:

PSIONIC RESTORATION

Lesser discipline (Awakened)

Psychic Focus. While focused on this discipline, you can use a bonus action to touch a living creature that has 0 hit points and automatically stabilize it.

Mend Wounds (1–7). As an action, you can restore hit points to a creature you touch. The creature regains 3 hit points per psi point you spend.

Restore Health (3-5). As an action, you can touch a creature and remove one of the following conditions from it: blinded, deafened, paralyzed, or poisoned.

If you spend 2 additional psi points, you can instead remove either the frightened or charmed condition, or one effect that causes confusion or madness.

Restore Vigor (7). As an action, you can touch a creature and choose one of the following: remove any reductions to one of its ability scores or remove one effect that reduces its hit point maximum.

CONQUERING MIND

Lesser discipline (Awakened)

Psychic Focus. While focused on this discipline, you gain proficiency in one of the following skills of your choice: Deception, Intimidation, Performance, or Persuasion. You can change the chosen skill each time you apply your focus to this discipline.

Exacting Query (2). As an action, you target a creature that you can see within 120 feet of you. The target must make an Intelligence saving throw (it succeeds automatically if it is immune to being charmed). On a failed save, the target truthfully answers one brief question you ask it as part of this action, provided that it understands the question. On a successful save, the target is unaffected, and you can’t use this ability on it again until you finish a long rest.

Occluded Mind (2). As an action, you target a creature that you can see within 120 feet of you. The target must make an Intelligence saving throw (it succeeds automatically if it is immune to being charmed). On a failed save, the target believes one statement of your choice for the next 5 minutes, provided that it understands the statement. The statement can be up to ten words long, and must describe you or a creature or object the target can see. If the statement is unreasonable (such as “bathing in lava will heal you”), the creature has advantage on the saving throw. On a successful save, the target is unaffected, and you can’t use this ability on it again until you finish a long rest.

Broken Will (5). As an action, you target a creature that you can see within 120 feet of you. The target must make an Intelligence saving throw. On a failed save, the target is charmed until the end of its next turn, during which you choose its movement and action. On a successful save, the target is unaffected, and you can’t use this ability on that creature again until you finish a long rest.

Psychic Grip (7, C). As an action, you target a creature you can see. The target must make an Intelligence saving throw. On a failed save, you overload the creature with psychic energy. The target is paralyzed for 1 minute, but at the end of each of its turns it can make another Intelligence 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, despite being paralyzed.

INTELLECT FORTRESS

Lesser discipline (Awakened)

You forge an indomitable wall of psionic energy around your mind - one that allows you to launch reflexive counterattacks against your opponents. Psychic Focus. While focused on this discipline, you gain resistance to psychic damage. Psychic Backlash (1). As a reaction, you can impose disadvantage on one attack roll mad against you if you can see the attacker. If the attack still hits you, the attacker takes 1d6 psychic damage.

Psychic Parry (1–3).
As a reaction when you make an Intelligence, a Wisdom, or a Charisma saving throw, you gain a +2 bonus to that saving throw for each psi point you spend. You can use this ability after rolling the die but before applying the result.

Psychic Redoubt (5, C).
As an action, you create a field of protective psychic energy. For the next 10 minutes, you and creatures of your choice gain resistance to psychic damage and advantage on Intelligence, Wisdom, and Charisma saving throws while within 30 feet of you

Indomitable Will (7).
As a reaction, you can reroll a Wisdom saving throw that you fail. If you do so, you must use the new roll.

Action:

Initiative: +2[DEX]

Land Speed: 30ft
Armored Speed: 30ft
Climb Speed: 0ft
Swim Speed: 0ft
Flight Speed: 0ft

Defensive:

AC: 14+2[DEX] = 16

Strength Save: -1[STR] = -1
Dexterity Save: +2[DEX] = +2
Constitution Save: +2[CON] = +2
Intelligence Save: +3[INT]+2[PROF] = +5
Wisdom Save: +0[WIS]+2[PROF] = +2
Charisma Save: +1[CHA] = +1

Racial Traits:

Class Features:

Armor: Light, Medium
Weapons: Simple
Skills: Insight, Perception, Arcana, History


Discipline: AWAKENED

MIND MASTERY

At 1st level, you gain the mind meld and thought spear psionic talents (these are in addition to the talents you gain in the Mystic table). If you already have either one, you can pick any other talent to replace it.

MYSTICAL RECOVERY

Starting at 2nd level, you draw vigor from the psi energy you use to power psionic disciplines associated with your Mystic Order. Once per turn when you spend psi points on a psionic discipline of your order, you regain hit points equal to your Intelligence modifier if your current hit point total equals half your hit point maximum or less.

PSIONIC INVESTIGATION

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 (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, regardless of how long

ago it was last handled.

You also learn of any events that have occurred

within 20 feet of the object within the past 24

hours. 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.

Equipment:

Mace
Light Crossbow
Scale Mail
Scholar’s pack
8 gp
Three books worth 25 gp
three spell scrolls
deed to spooky house
deed to windmill east of vellaki
900 gold
(245 gold each 240 for cressun)

Talk to mr durst

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