Hmm. This sheet I have doesn't have gear past the mundane stuff listed, and I don't remember what the rules for starting equipment were, as far as what costs what. Still, most of the hard part is done at least.
Whisper
Neutral Human Mystic 8
Str 12
Dex 18
Con 16 (+1 feat)
Int 20 (+1 racial, +2 level)
Wis 16
Cha 15 (+1 racial)
HP 7d8+32
AC 14 (10 + 4 dex)
Prof Bonus +3
Init +4
Race
Variant Human
+1 Int, +1 Cha
Size: Medium
Bonus Feat
Bonus skill prof
Class
Mystic
- Mystic Order: Awakened
** Mind Mastery (gain Mind Meld and Thought Spear)
** Awakened Expertise (Gain 2 skill prof, double prof bonus in one skill)
** Psionic Investigation (10 min concentration, gain info about one item and its past or embed scrying in object)
** Psychic Surge (spend focus to impose disad on target's save vs one of your powers)
** Potent Psionics (add Intmod to all psionic talent damage)
- Mystical Recovery (regain Intmod HP if psi points spent on Order discipline and current HP are 1/2 or less)
- Strength of Mind (Can switch Proficiency bonus from Wisdom to Str, Dex, Con or Cha with short or long rest)
Proficiencies
Armor: Light, Medium
Weapons: Simple
Tools: Dragonchess
Saves: Intelligence, Wisdom, Constitution
Background
Waterdhavian Noble
Kept in Style: While you are in Waterdeep or elsewhere in the North, your house sees to your everyday needs. Your name and signet are sufficient to cover most of your expenses; the inns, taverns, and festhalls you frequent are glad to record your debt and send an accounting to your family’s estate in Waterdeep to settle what you owe. This advantage enables you to live a comfortable lifestyle without having to pay 2 gp a day for it, or reduces the cost of a wealthy or aristocratic lifestyle by that amount. You may not maintain a less affluent lifestyle and use the difference as income – the benefit is a line of credit, not an actual monetary reward.
Skills
Perception +6
Nature +8
Athletics +4
Stealth +7
?
History +8
Persuasion +5
Languages: Common, ?, ?
Feats
B - Resilient (Constitution)
4 - +2 Intelligence
8 - Mobility
Psionics (Save DC 16)
Psi Points 44; Psi Limit 6
Talents
- Mind Meld (bonus action to telepathically communicate with one person within 120' and sight, no shared language needed)
- Night Eyes (darkvision 30 for 1 hour as action)
- Mind Thrust (5' psychic blast does 2d6+5 psy + 10' push, Int save for no damage/push)
- Thought Spear (120' psychic blast does 2d8+5 psy, int save for no damage)
Disciplines
- Third Eye
Focus: Blindsight 30'
Manifestation: Tremorsense 30', 1 min (1, C, bonus)
Manifestation: Adv on Wisdom checks, 1 min (1, C, bonus)
Manifestation: Truesight 30', 1 min (5, C, bonus)
- Conquering Mind
Focus: Gain proficiency in Deception, Intimidation, Performance, or Persuasion; choose each time focus is applied.
Manifestation: Exacting Query; Ask question as action, int save or answer truthfully (2)
Manifestation: Occluded Mind; As action one visible target within 120' will believe one statement for 5 min, int save (2)
Manifestation: Broken Will; As action one visible target within 120' is charmed until EOINT, can dictate action/move (2)
- Mind Vault
Focus: Gain proficiency in any one skill, weapon, shield, armor or tool; choose each time focus is applied
Manifestation: Borrow Expertise; Bonus action to gain adv on single skill check or saving throw before EONT (2)
Manifestation: Borrow Language; Action to gain full proficiency in one language for 8 hours (5)
Manifestation: Borrow Lore; Action to receive lore from DM about a named specific place, can learn secrets (7)
- Psionic Weapon
Focus: Charge weapon or unarmed w/psionic power; +1 hit/dmg and is magical
Manifestation: Ethereal Weapon; Next attack incurs Dex save instead of to-hit roll, does 1/2 damage on save (1, bonus)
Manifestation: Lethal Strike; Increase damage on a melee attack hit by 1d10 per psi point spent (1-5)
Manifestation: Augmented Weapon; Infuse nonmagic weapon with psionics, +3 to hit/dmg, magic, 10 min (5, C, bonus)
- Iron Durability
Focus: +1 AC
Manifestation: Psionic Recovery; As action spend up to 2 HD (2)
Manifestation: Iron Hide; As reaction gain +2 AC per psi point (1-3)
Equipment
Cash: 5000
Weapons
Light crossbow, +7 atk, 1d8+4 dmg, 80/320', loading, 5lbs, 25gp
Dagger, +7 atk, 1d4+4 dmg, thrown 20/60, 1lb, 2gp
Armor
Studded Leather, 12+dex, 13lbs, 45gp
Gear