The Genasi siblings were born from parents who were blessed by four separate Genies, one from each element, for loyal services rendered. These four were inseparable, when they weren't at each other's throats. Despite their fierce rivalry with each other, they are equally as fiercely loyal to each other. They know well each others strengths and weaknesses, and complement each other perfectly.
Pyrus sees himself as the leader of the group, being the first born (if only by a few minutes). He is certainly the smartest, but his hot headedness at times gets in the way of his good judgement. Still, he is a fair tactician, and one who should usually be listened to.
Aquaria is as beautiful as she is beguiling. She grew up with a love of dance and beauty, and has a knack for inspiring those around her. Most believe she is the weakest of the four, as she is always in the back, and usually only helping her group when she can, providing healing when necessary. In fact, her mind is the most lethal of them all, as she can strike down an enemy with merely a look. Her enemies rarely know she is the one assaulting them.
Auraia is a free spirit, more impulsive even than her brother, Pyrus. She appreciates competition, and views the entire world as one big obstacle course to prove herself on. A skilled scout, she is an expert at picking apart her enemies one by one, disappearing in a flash before they can ever see her.
Terrus is actually the one in charge, though nobody realizes it but him. He is soft spoken and quiet, often not saying more than a sentence or two during his team's meetings. But his patience and perseverance allows him a perspective none but perhaps Aquaria can compete with. Not the smartest, wisest nor most charismatic, he is the stable lynchpin that keeps the others grounded. Few can compete with his raw strength, and once he decides on a course of action, few beings in the multiverse can stop him from accomplishing it.
[sblock=Pyrus]
Name: Pyrus
Race: Fire Genasi
Class: Mystic (Wu Jen) 7
Background: Hermit
HP: 60
AC: 13 (Studded Leather Armor + Dex = 12+1)
Psi Points: 38 (Max 6 at a time)
Str: 12
Dex: 13
Con: 14 + 2 = 16
Int: 15 + 1 = 16
Wis: 10
Cha: 8
Skills:
Medicine
Religion
Perception
Arcana
Survival
Animal Handling
Proficiencies:
Common
Primordial
Draconic
Herbalism Kit
Weapons:
Spear - +4/1d6+1 (Thrown, Versatile 1d8+1)
Light Crossbow - +4/1d8+1
Feat: War Caster - adv on con saving throws to keep concentration, can do spells as OA's.
Racial Features:
Darkvision 60 ft: Everything is in shades of red
Fire Resistance
Know the Produce Flame cantrip
Know Burning Hands as a 1st level spell 1/day
Class Features:
5 Disciplines
Telepathy (can speak telepathically to anyone I can see within 120 feet. Don't need to share language)
Strength of Mind: Can replace my Wisdom Saving Throw with any other saving throw every short or long rest.(Currently Dex)
Elemental Attunement: If creature has resistance to the damage I deal, I can spend 1 psi point to ignore resistance.
As a bonus action, you can spend psi points to create spell slots that you can use to cast these spells, as well as other spells you are capable of casting. The psi-point cost of each spell slot is detailed on the table below.
Spell Slot Level/Psi Cost
1st - 2
2nd - 3
3rd - 5
The spell slot remains until you use it or finish a long rest. You must observe your psi limit when spending psi points to create a spell slot.
Whenever you gain a level in this class, you can replace one of the chosen wizard spells with a different wizard spell of 1st through 3rd level.
Spells:
Detects Magic
Alter self
Haste
Psionic Talents (like cantrips):
Energy Beam: target one creature can see within 90 feet, target does dex saving throw (DC 13), or takes 1d8 of Acid, Cold, Fire, Lightning or thunder damage (my choice)
Mystic Hand: Same as Mage Hand, but with no hand.
Disciplines (can spend max 6 points on any one discipline at a time):
Mastery of Fire
Wu Jen Discipline
You align your mind with the energy of elemental fire.
Psychic Focus. While focused on this discipline, you gain resistance to fire damage, and you gain a +2 bonus to rolls for fire damage.
Combustion (1–7 psi; conc., 1 min.). As an action, choose one creature or object you can see within 120 feet of you. The target must make a Constitution save. On a failed save, the target takes 1d10 fire damage per psi point spent, and it catches on fire, taking 1d6 fire damage at the end of each of its turns until your concentration ends or until it or a creature adjacent to it extinguishes the flames with an action. On a successful save, the target takes half as much damage and doesn’t catch on fire.
Rolling Flame (3 psi; conc., 1 min.). As an action, you create fire in a 20-foot-by-20-foot cube within 5 feet of you. The fire lasts until your concentration ends. Any creature in that area when you use this ability and any creature that ends its turn there takes 5 fire damage.
Detonation (5 psi). As an action, you create a fiery explosion at a point you can see within 120 feet of you. Each creature in a 20-foot-radius sphere centered on that point must make a Constitution saving throw, taking 7d6 fire damage and being knocked prone on a failed save, or half as much damage on a successful one.
Fire Form (5 psi; conc., 1 min.). As a bonus action, you become wreathed in flames until your concentration ends. Any creature that end its turn within 5 feet of you takes 3d6 fire damage.
Mastery of Ice
Wu Jen Discipline
You master the power of ice, shaping it to meet you demands.
Psychic Focus. While focused on this discipline, you have resistance to cold damage.
Ice Spike (1–7 psi). As an action, you hurl a mote of ice at one creature you can see within 120 feet of you. The target must make a Dexterity saving throw. On a failed save, the target takes 1d8 cold damage per psi point spent and has its speed halved until the start of your next turn. On a successful save, the target takes half as much damage.
Ice Sheet (2 psi). As an action, choose a point on the ground you can see within 60 feet of you. The ground in a 20-foot radius centered on that point becomes covered in ice for 10 minutes. It is difficult terrain, and any creature that moves more than 10 feet on it must succeed on a Dexterity saving throw or fall prone. If the surface is sloped, a creature that falls prone in the area immediately slides to the bottom of the slope.
Frozen Sanctuary (3 psi). As a bonus action, you sheathe yourself with icy resilience. You gain 20 temporary hit points.
Frozen Rain (5 psi; conc., 1 min.). As an action, choose a point you can see within 120 feet of you. The air in a 20-foot-radius sphere centered on that point becomes deathly cold and saturated with moisture. Each creature in that area must make a Constitution saving throw. On a failed save, a target takes 6d6 cold damage, and its speed is reduced to 0 until your concentration ends. On a successful save, a target takes half as much damage.
As an action, a target that has its speed reduced can end the effect early if it succeeds on a Strength (Athletics) check with a DC equal to this effect’s save DC.
You can increase this effect’s damage by 1d6 per each additional psi point spent on it.
Ice Barrier (6 psi; conc., 10 min.). As an action, you create a wall of ice, at least one portion of which must be within 60 feet of you. The wall is 60 feet long, 15 feet high, and 1 foot thick. The wall lasts until your concentration ends. Each 10-foot section of the wall has AC 12 and 30 hit points. A creature that damages the wall with a melee attack takes cold damage equal to the damage the creature dealt to the wall.
Mastery of Light and Darkness
Wu Jen Discipline
You claim dominion over light and darkness with your mind.
Psychic Focus. While focused on this discipline, natural and magical darkness within 30 feet of you has no effect on your vision.
Darkness (1–7 psi). As an action, you create an area of magical darkness, which foils darkvision. Choose a spot you can see within 60 feet of you. Magical darkness radiates from that point in a sphere with a 10-foot radius per psi point spent on this ability. The light produced by spells of 2nd level or less is suppressed in this area.
Light (2 psi; conc., 1 min.). As an action, an object you touch radiates light in a 20-foot radius and dim light for an additional 20 feet. The light lasts until your concentration ends. Alternatively, a creature you touch radiates light in the same manner if it fails a Dexterity saving throw. While lit in this manner, it can’t hide, and attack rolls against it gain advantage.
Shadow Beasts (3 psi; conc., 1 min.). As an action, you cause two shadows to appear in unoccupied spaces you can see within 60 feet of you. The shadows last until your concentration ends, and they obey your verbal commands. In combat, roll for their initiative, and choose their behavior during their turns. When this effect ends, the shadows disappear. See the Monster Manual for their stat block.
Radiant Beam (5 psi; conc., 1 min.). As an action, you project a beam of light at one creature you can see within 60 feet of you. The target must make a Dexterity saving throw. On a failed save, it takes 6d6 radiant damage and is blinded until your concentration ends. On a successful save, it takes half as much damage. A blinded 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 this effect’s damage by 1d6 per each additional psi point spent on it.
Psychic Inquisition
Awakened Discipline
You reach into a creature’s mind to uncover information or plant ideas within it.
Psychic Focus. While focused on this discipline, you know when a creature communicating with you via telepathy is lying.
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 (such as “I had porridge for breakfast” or “Ale is the worst”) or personality-defining (“I failed to save my village from orc marauders and am therefore a coward” or “Magic is a scourge, so I renounce it”).
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.
Mastery of Force
Wu Jen Discipline
As a student of psionic power, you perceive the potential energy that flows through all things. You reach out with your mind, transforming the potential into the actual. Objects and creatures move at your command.
Psychic Focus. While focused on this discipline, you have advantage on Strength checks.
Push (1–7 psi). 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.
Move (2–7 psi). 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
Inertial Armor (2 psi). 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 psi; conc., 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 psi; conc., 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 psi). The target takes 1d6 bludgeoning damage per psi point spent.
Move (1–7 psi). 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.
Intellect Fortress
Awakened Discipline
You forge an indomitable wall of psionic energy around your mind—one that allows you to launch counterattacks against your opponents.
Psychic Focus. While focused on this discipline, you gain resistance to psychic damage.
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.
Equipment:
Studded Leather Armor
Spear
Light Crossbow (20 Bolts)
Scholar's Pack
Scroll case full of notes from my studies
Winter blanket
Common clothes
Herbalism kit
5 gp
[/sblock]
[sblock=Aquaria]
Name: Aquaria
Race: Female Water Genasi
Class: Mystic (Avatar) 5
Background: Entertainer (Dancer)
HP: 60
AC: 17 (Scale Mail + Shield)
Psi Points: 38 (Max 6 at a time)
Str: 8
Dex: 12
Con: 14 + 2 = 16
Int: 10
Wis: 13 +1 = 14
Cha: 15 + 1 = 16 (Actor Feat)
Skills:
Acrobatics
Performance
Perception
Arcana
Proficiencies:
Medium armor and shields
Common
Primordial
Disguise Kit
Flute
Weapons:
Mind Thrust - Int Save/1d10 psychic
Light Crossbow - +6/1d8+3
Feat: Actor
Racial Features:
Acid Resistance
Amphibious
Swim
Call to the Wave - Know Shape Water cantrip, and can cast Create or Destroy Water 1/day
Class Features:
6 Disciplines
Telepathy (can speak telepathically to anyone I can see within 120 feet. Don't need to share language)
Strength of Mind: Can replace my Wisdom Saving Throw with any other saving throw every short or long rest.(Currently Dex)
Allies get +2 to initiative, and each ally within 30 feet of you who can see you regains additional hit points equal to your Intelligence modifier (minimum of 0) whenever they regain hit points from a psionic discipline.
Psionic Talents (like cantrips):
Mystic Charm - Make one person within 120 feet pass a Cha save or be charmed until my next turn.
Mind Thrust - Deals 1d10 psychic damage. Int save instead of attack.
Disciplines (can spend max 3 points on any one discipline at a time):
Aura Sight
Awakened Discipline
You refocus your sight to see the energy that surrounds all creatures. You perceive auras, energy signatures that can reveal key elements of a creature’s nature.
Psychic Focus. While focused on this discipline, you have advantage on Wisdom (Insight) checks.
Assess Foe (2 psi). 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 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, 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 psi; conc., 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.
Psionic Restoration
Immortal Discipline
You wield psionic energy to cure wounds andrestore health to yourself and others.
Psychic Focus. While focused on thisdiscipline, you can use a bonus action to touch acreature that has 0 hit points and stabilize it.
Mend Wounds (1–7 psi). As an action, you canspend psi points to restore hit points to onecreature you touch. The creature regains 1d8 hitpoints per psi point spent.
Restore Health (3 psi). As an action, you touchone creature and remove one of the followingconditions from it: blinded, deafened, paralyzed,or poisoned. Alternatively, you remove onedisease from the creature.
Restore Life (5 psi). 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.
Psychic Assault
Awakened Discipline
You wield your mind like a weapon, unleashing salvos of psionic energy.
Psychic Focus. While focused on this discipline, you gain a +2 bonus to damage rolls with psionic talents that deal psychic damage.
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.
Mantle of Courage
Avatar Discipline
You focus your mind on courage, radiating confidence and bravado to your allies.
Psychic Focus. While focused on this discipline, you and allies within 10 feet of you who can see you have advantage on saving throws against being frightened.
Incite Courage (2 psi). As a bonus action, choose up to six creatures you can see within 60 feet of you. If any of those creatures is frightened, that condition ends on that creature.
Aura of Victory (1–7 psi; conc., 10 min.). As a bonus action, you project psionic energy until your concentration ends. The energy fortifies you and your allies when your enemies are felled; whenever an enemy you can see is reduced to 0 hit points, you and each of your allies within 30 feet of you gain temporary hit points equal to double the psi points spent to activate this effect.
Pillar of Confidence (6 psi; conc., 1 rnd.). As an action, you and up to five creatures you can see within 60 feet of you each gain one extra action to use on your individual turns. The action goes away if not used before the end of your next turn. the action can be used only to make one weapon attack or to take the Dash or Disengage action.
Third Eye
Nomad Discipline
You create a third, psychic eye in your mind, which you cast out into the world. It channels thoughts and knowledge back to you, greatly enhancing your senses.
Psychic Focus. While focused on this discipline, you have darkvision with a range of 60 feet. If you already have darkvision with that range or greater, increase its range by 10 feet.
Tremorsense (2 psi; conc., 1 min.). As a bonus action, you gain tremorsense with a radius of 30 feet, which lasts until your concentration ends.
Unwavering Eye (2 psi). As a bonus action, you gain advantage on Wisdom checks for 1 minute.
Piercing Sight (3 psi; conc., 1 min.). As a bonus action, you gain the ability to see through objects that are up to 1 foot thick within 30 feet of you. This sight lasts until your concentration ends
Truesight (5 psi; conc., 1 min.). As a bonus action, you gain truesight with a radius of 30 feet, which lasts until your concentration ends.
Nomadic Chameleon
Nomad Discipline
You create a screen of psychic power that distorts your appearance, allowing you to blend into the background or even turn invisible.
Psychic Focus. While focused on this discipline, you have advantage on Dexterity (Stealth) checks.
Chameleon (2 psi). As an action, you can attempt to hide even if you fail to meet the requirements needed to do so. At the end of the current turn, you remain hidden only if you then meet the normal requirements for hiding.
Step from Sight (3 psi; conc., 1 min.). As a bonus action, cloak yourself from sight. You can target one additional creature for every additional psi point you spend on this ability. The added targets must be visible to you and within 60 feet of you.
Each target turns invisible and remains so until your concentration ends or until immediately after it targets, damages, or otherwise affects any creature with an attack, a spell, or another ability.
Equipment:
Scale Mail
Rapier
Light Crossbow (20 Bolts)
Explorer's Pack
Flute made of glass
Costume
265 gp
[/sblock]
[sblock=Auraia]
Name: Auraia
Race: Female Air Genasi
Class: Mystic (Soul Knife) 7
Background: Criminal (Spy)
HP: 60
AC: 17 (+2 when parrying with soul knife)
Psi Points: 38 (Max 6 at a time)
Str: 8
Dex: 15 + 1 = 16
Con: 14 + 2 = 16
Int: 10
Wis: 13
Cha: 12
Skills:
Deception
Stealth
Perception
Arcana
Proficiencies:
Medium Armor
Martial Weapons
Common
Primordial
Dice Gaming Set
Thieves Tools
Weapons:
Soul Knife - +6/1d8+3 psychic (spend 2 psi points to give +1 for 1 minutes, or 5 psi points to give +2)
Light Crossbow - +6/1d8+3
Feat: Medium Armor Master: Medium armor does not impost disadvantage on stealth, can use +3 from Dex.
Racial Features:
Unending Breath: Can hold breath indefinitely while not incapacitated
Mingle with the Wind: can cast levitate once per day
Class Features:
3 Disciplines
Telepathy (can speak telepathically to anyone I can see within 120 feet. Don't need to share language)
Strength of Mind: Can replace my Wisdom Saving Throw with any other saving throw every short or long rest.(Currently Dex)
Whenever you slay an enemy creature with a soul knife attack, you immediately regain 2 psi points.
Psionic Talents (like cantrips):
Blind Spot: As an Action, you erase your image from the mind of one creature you can see within 120 feet. Target makes wisdom saving throw (DC 11), and if fails, you are invisible to him until end of your next turn
Delusion: Basically, Minor Illusion, but only effects one person.
Disciplines (can spend max 6 points on any one discipline at a time):
Mastery of Air
Wu Jen Discipline
You become one with the power of elemental air. Psychic Focus. While focused on this
discipline, you take no falling damage, and you ignore difficult terrain when walking.
Wind Step (1–7 psi). As part of your move on your turn, you can fly up to 20 feet for each psi point spent. If you end this flight in the air, you fall unless something else holds you aloft.
Wind Stream (1–7 psi). As an action, you create a line of focused air that is 30 feet long and 5 feet wide. Each creature in that area must make a Strength saving throw, taking 1d8
bludgeoning damage per psi point spent and being knocked prone on a failed save, or half as much damage on a successful one.
Cloak of Air (3 psi; conc., 10 min.). As a bonus action, you seize control of the air around you to create a protective veil. Until your concentration ends, attack rolls against you have disadvantage, and when a creature you can see misses you with a melee attack, you can use your reaction to force the creature to repeat the attack roll against itself.
Wind Form (5 psi; conc., 10 min.). As a bonus action, you gain a flying speed of 60 feet, which lasts until your concentration ends.
Misty Form (6 psi; conc., 1 min.). As an action, your body becomes like a misty cloud until your concentration ends. In this form, you gain resistance to bludgeoning, piercing, and slashing damage, and you can’t take actions other than the Dash action. You can pass through openings that are no more than 1 inch wide without squeezing.
Nomadic Step
Nomad Discipline
You exert your mind on the area around you, twisting the intraplanar pathways you perceive to allow instantaneous travel.
Psychic Focus. After you teleport on your turn while focused on this discipline, your walking speed increases by 10 feet until the end of the turn, as you are propelled by the magic of your teleportation. You can receive this increase only once per turn.
Step of a Dozen Paces (1–7 psi). If you haven’t moved yet on your turn, you take a bonus action to teleport up to 20 feet per psi point spent to an unoccupied space you can see, and your speed is reduced to 0 until the end of the turn.
Nomadic Anchor (1 psi). As an action, you create an invisible, intangible teleportation anchor in a 5-foot cube you can see within 120 feet of you. For the next 8 hours, whenever you use this psionic discipline to teleport, you can instead teleport to the anchor, even if you can’t see it, but it must be within range of the teleportation ability.
Defensive Step (2 psi). When you are hit by an attack, you can use your reaction to gain a +4 bonus to AC against that attack, possibly turning it into a miss. You then teleport up to 10 feet to an unoccupied space you can see.
There and Back Again (2 psi). As a bonus action, you teleport up to 20 feet to an unoccupied space you can see and then move up to half your speed. At the end of your turn, you can teleport back to the spot you occupied before teleporting, unless it is now occupied or on a different plane of existence.
Transposition (3 psi). If you haven’t moved yet on your turn, choose an ally you can see within 60 feet of you. As a bonus action, you and that creature teleport, swapping places, and your speed is reduced to 0 until the end of the turn. This ability fails and is wasted if either of you can’t fit in the destination space.
Baleful Transposition (5 psi). As an action, choose one creature you can see within 120 feet of you. That creature must make a Wisdom saving throw. On a failed save, you and that creature teleport, swapping places. This ability fails and is wasted if either of you can’t fit in the destination space.
Phantom Caravan (6 psi). As an action, you and up to six willing creatures of your choice that you can see within 60 feet of you teleport up to 1 mile to a spot you can see. If there isn’t an open space for all the targets to occupy at the arrival point, this ability fails and is wasted.
Third Eye
Nomad Discipline
You create a third, psychic eye in your mind, which you cast out into the world. It channels thoughts and knowledge back to you, greatly enhancing your senses.
Psychic Focus. While focused on this discipline, you have darkvision with a range of 60 feet. If you already have darkvision with that range or greater, increase its range by 10 feet.
Tremorsense (2 psi; conc., 1 min.). As a bonus action, you gain tremorsense with a radius of 30 feet, which lasts until your concentration ends.
Unwavering Eye (2 psi). As a bonus action, you gain advantage on Wisdom checks for 1 minute.
Piercing Sight (3 psi; conc., 1 min.). As a bonus action, you gain the ability to see through objects that are up to 1 foot thick within 30 feet of you. This sight lasts until your concentration ends
Truesight (5 psi; conc., 1 min.). As a bonus action, you gain truesight with a radius of 30 feet, which lasts until your concentration ends.
Mastery of Weather
Wu Jen Discipline
Your mind reaches into the sky, reshaping the stuff of storms to serve your needs.
Psychic Focus. While focused on this discipline, you have resistance to lightning and thunder damage.
Cloud Steps (1–7 psi; conc., 10 min.). As an action, you conjure forth clouds to create a solid, translucent staircase that lasts until your concentration ends. The stairs form a spiral that fills a 10-foot-by-10-foot area and reaches upward 20 feet per psi point spent.
Hungry Lightning (1–7 psi). As an action, you lash out at one creature you can see within 60 feet of you with tendrils of lightning. The target must make a Dexterity saving throw, with disadvantage if it’s wearing heavy armor. The target takes 1d8 lightning damage per psi point spent on a failed save, or half as much damage on a successful one.
Wall of Clouds (2 psi; conc., 10 min.). As an action, you create a wall of clouds, at least one portion of which must be within 60 feet of you. The wall is 60 feet long, 15 feet high, and 1 foot thick. The wall lasts until your concentration ends. Creatures can pass through it without hindrance, but the wall blocks vision.
Whirlwind (2 psi). As an action, choose a point you can see within 60 feet of you. Winds howl in a 20-foot-radius sphere centered on that point. Each creature in the sphere must succeed on a Strength saving throw or take 1d6 bludgeoning damage and be moved to an unoccupied space of your choice in the sphere. Any loose object in the sphere is moved to an unoccupied space of your choice within it if the object weighs no more than 100 pounds.
Lightning Leap (5 psi). As an action, you let loose a line of lightning that is 60 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw, taking 6d6 lightning damage on a failed save, or half as much damage on a successful one. You can then teleport to an unoccupied space touched by the line.
You can increase this ability’s damage by 1d6 per additional psi point spent on it.
Wall of Thunder (6 psi; conc., 10 min.). As an action, you create a wall of thunder, at least one portion of which must be within 60 feet of you. The wall is 60 feet long, 15 feet high, and 1 foot thick. The wall lasts until your concentration ends. Every foot moved through the wall costs 1 extra foot of movement. When a creature moves into the wall’s space for the first time on a turn or starts its turn there, that creature must succeed on a Strength saving throw, or it takes 6d6 thunder damage, is pushed in a straight line up to 30 feet away from the wall, and is knocked prone.
Equipment:
Scale Mail
Light Crossbow (20 Bolts)
Explorer's Pack
Crowbar
Dark Common Clothes with hood
200 gp
[/sblock]
[sblock=Terrus]
Name: Terrus
Race: Male Earth Genasi
Class: Mystic (Immortal) 5
Background: Soldier
HP: 67
AC: 16 (Immortal Durability, 10+Dex+Con) (+1 when focusing on Mastery of Earth and Wood.)
Psi Points: 38 (Max 6 at a time)
Str: 13 + 1 = 14 (19 with Gauntlets of Ogre Power
Dex: 15 + 1 = 16
Con: 14 + 2 = 16
Int: 12
Wis: 10
Cha: 8
Skills:
Athletics
Intimidation
Perception
Arcana
Proficiencies:
Common
Primordial
Deck of cards
Land vehicles
Greatswords
Hand Crossbows
Large Crossbows
Nets
Weapons:
Greatsword - +5/2d6+2
Hand Crossbow - +6/1d6+3
Large Crossbow - +6/1d10+3
Net - +6/Restrained on hit
Feat: Weapon Master (Greatswords, Hand Crossbows, Net, Heavy Crossbow)
Racial Features:
Earth Walk - Difficult terrane made of earth or stone don't hinder me
Merge with Stone, can cast Pass Without Trace once per day
Class Features:
5 Disciplines
Telepathy (can speak telepathically to anyone I can see within 120 feet. Don't need to share language)
Strength of Mind: Can replace my Wisdom Saving Throw with any other saving throw every short or long rest. (Currently Dex)
Gains temp HP every turn equal to Int Modifier (+1)
As a reaction when you take damage, you can halve that damage against you. Your psychic focus immediately ends if it’s active, and you can’t use it until you finish a short or long rest.
You can’t use this feature if you can’t use your psychic focus.
Psionic Talents (like cantrips):
Psychic Hammer - Try to grasp one creature with psychic hand. Target makes Str save (DC 11), or take 1d6 damage and be moved 10 ft by me.
Blade Meld - Bonus action, melds weapon in my hand, so I cannot be disarmed, for one minute.
Disciplines (can spend max 5 points on any one discipline at a time):
Adaptive Body
Immortal Discipline
You can alter your body to match your surroundings, allowing you to withstand punishing environments. With greater psi energy, you can extend this protection to others.
Psychic Focus. While focused on this discipline, you don’t need to eat, breathe, or sleep. To gain the benefits of a long rest, you can spend 8 hours engaged in light activity, rather than sleeping during any of it.
Environmental Adaptation (2 psi). As an action, you or a creature you touch ignores the effects of extreme heat or cold (but not cold or fire damage) for the next hour.
Adaptive Shield (3 psi). When you take acid, cold, fire, lightning, or thunder damage, you can use your reaction to gain resistance to damage of that type—including the triggering damage— until the end of your next turn.
Energy Adaptation (5 psi; conc., 1 hr.). As an action, you can touch one creature and give it resistance to acid, cold, fire, lightning, or thunder damage (your choice), which lasts until your concentration end
Bestial Form
Immortal Discipline
You transform your body, gaining traits of different beasts.
Psychic Focus. While focused on this discipline, you have advantage on Wisdom (Animal Handling) checks.
Bestial Claws (1–7 psi). You manifest long claws for an instant and make a melee weapon attack against one creature within 5 feet of you. On a hit, this attack deals 1d10 slashing damage per psi point spent.
Bestial Transformation. As a bonus action, you alter your physical form to gain different characteristics. When you use this ability, you can choose one or more of the following effects. Each effect has its own psi point cost. Add them together to determine the total cost. This transformation lasts for 1 hour, until you die, or until you end it as a bonus action.
Amphibious (2 psi). You gain gills; you can breathe air and water.
Climbing (2 psi). You grow tiny hooked claws that give you gain a climbing speed equal to your walking speed.
Flight (5 psi). Wings sprout from your back. You gain a flying speed equal to your walking speed.
Keen Senses (2 psi). Your eyes and ears become more sensitive. You gain advantage on Wisdom (Perception) checks.
Perfect Senses (3 psi). You gain a keen sense of smell and an instinct to detect prey. You can see invisible creatures and objects within 10 feet of you, even if you are blinded.
Swimming (2 psi). You gain fins and webbing between your fingers and toes; you gain a swimming speed equal to your walking speed.
Tough Hide (2 psi). Your skin becomes as tough as leather; you gain a +2 bonus to AC.
Brute Force
Immortal Discipline
You augment your natural strength with psionic energy, granting you the ability to achieve incredible feats of might.
Psychic Focus. While focused on this discipline, you have advantage on Strength (Athletics) checks.
Brute Strike (1–7 psi). As a bonus action, you gain a bonus to your next damage roll against a target you hit with a melee attack during the current turn. The bonus equals +1d6 per psi point spent, and the bonus damage is the same type as the attack. If the attack has more than one damage type, you choose which one to use for the bonus damage.
Knock Back (1–7 psi). When you hit a target with a melee attack, you can activate this ability as a reaction. The target must succeed on a Strength saving throw or be knocked 10 feet away from you per psi point spent. The target moves in a straight line. If it hits an object, this movement immediately ends and the target takes 1d6 bludgeoning damage per psi point spent.
Mighty Leap (1–7 psi). As part of your movement, you jump in any direction up to 20 feet per psi point spent.
Feat of Strength (2 psi). As a bonus action, you gain a +5 bonus to Strength checks until the end of your next turn.
Third Eye
Nomad Discipline
You create a third, psychic eye in your mind, which you cast out into the world. It channels thoughts and knowledge back to you, greatly enhancing your senses.
Psychic Focus. While focused on this discipline, you have darkvision with a range of 60 feet. If you already have darkvision with that range or greater, increase its range by 10 feet.
Tremorsense (2 psi; conc., 1 min.). As a bonus action, you gain tremorsense with a radius of 30 feet, which lasts until your concentration ends.
Unwavering Eye (2 psi). As a bonus action, you gain advantage on Wisdom checks for 1 minute.
Piercing Sight (3 psi; conc., 1 min.). As a bonus action, you gain the ability to see through objects that are up to 1 foot thick within 30 feet of you. This sight lasts until your concentration ends
Truesight (5 psi; conc., 1 min.). As a bonus action, you gain truesight with a radius of 30 feet, which lasts until your concentration ends.
Mastery of Force
Wu Jen Discipline
As a student of psionic power, you perceive the potential energy that flows through all things. You reach out with your mind, transforming the potential into the actual. Objects and creatures move at your command.
Psychic Focus. While focused on this discipline, you have advantage on Strength checks.
Push (1–7 psi). 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.
Move (2–7 psi). 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
Inertial Armor (2 psi). 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 psi; conc., 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 psi; conc., 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 psi). The target takes 1d6 bludgeoning damage per psi point spent.
Move (1–7 psi). 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.
Giant Growth
Immortal Discipline
You infuse yourself with psionic energy to grow to tremendous size, bolstering your strength and durability.
Psychic Focus. While focused on this discipline, your reach increases by 5 feet.
Ogre Form (2 psi; conc., 1 min.). As a bonus action, you gain 10 temporary hit points. In addition, until your concentration ends, your melee weapon attacks deal an extra 1d4 bludgeoning damage on a hit, and your reach increases by 5 feet. If you’re smaller than Large, you also become Large for the duration.
Equipment:
Greatsword
Gauntlets of Ogre Power
Hand Crossbow (20 Bolts)
Large Crossbow (20 Bolts)
Net
Explorer's Pack
Officer rank insignia
Broken blade from a fallen enemy
Deck of cards
Common clothes
260 gp
[/B]
[/sblock]