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<blockquote data-quote="DnD Warlord" data-source="post: 8079476" data-attributes="member: 7025237"><p>The order of the Phoenix knights are a group of psychic half elves in my world...they are 1 part jedi 1 part Jean Grey</p><p></p><p>[spoiler=phoenix knights]</p><p>PHENOIX KNIGHT s</p><p>Medium humanoid (half elf), Chaotic Neutral</p><p>Armor Class 16 (Inertial armor and shield) Hit Points 75 (8d10 + 16) Speed 30ft.</p><p>STR 16 (+3) DEX 12 (+1) CON 14 (+2)</p><p>10 INT (+0) WIS 11 (+0) CHA 16 (+3)</p><p>Saving Throws Con +4, Wis +2</p><p>Damage resistance: Psychic, and Fire</p><p>Senses passive Perception 10</p><p>LanguagesL Common, Elven, Telepathy 60ft</p><p>Challenge 3 (1,400 XP)</p><p></p><p>Brave. The knight has advantage on saving throws against being frightened .</p><p></p><p>Innate Spellcasting (Psionics). The knights's innate spellcasting ability is Charisma (+5 to hit and DC13). It can innately cast the following spells, requiring no components:</p><p>At will: firebolt, mage hand (the hand is invisible), mind sliver</p><p>3/day each: jump, detect thoughts</p><p></p><p>White Hot Rebirth (Mythic Encounter)<strong><em>. </em></strong>Once per day when the knight dies they as no action burst into fire, and is reborn at full health. All enemies within 10ft of the knight must make a DC13 dex save or take 7(2d6)fire damage. When they return they gain 2 legendary actions (see mystic actions)</p><p></p><p>ACTIONS</p><p>Multiattack. The knight makes two melee attacks.</p><p></p><p>Kopesh. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage plus 3(1d6) fire damage.</p><p></p><p>Fire bolt. Ranged spell Attack: +5 to hit, range 120ft., one target. Hit: 5 (ld10)+ 3(1d6) fire damage.</p><p></p><p>Leadership (Recharges after a Short or Long Rest). For 1 minute, the knight can utter a special command or warning whenever a non hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creatu.re can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.</p><p></p><p>Reactions</p><p>As a reaction when the knight or an ally within 20ft of them can create a firy psychic shield reducing the damage by 6(1d6+3).</p><p></p><p>Mythic Actions</p><p>If the Phoenix Knight’s mythic trait is active, she can use 2 actions inbetween each of his turns and use the following traits:</p><p></p><p><strong>Attack.</strong> they can make 1 melee or ranged attack (including cantrips)</p><p><strong>Inspiring Word. </strong>They can have an ally within 30ft spend a HD and heal that much.</p><p><strong>Psychic Blast (Costs 2 Actions).</strong> They release a psychic scream that deals 5d6 psychic damage to all enemies within 30ft. Targets can make a Charisma Save DC 13 for half damage.</p><p><strong>Dominate Person (Costs 2 Actions).</strong> They target 1 creature within 15ft and that target makes a Wisdom Save DC13 or becomes charmed. Well charmed in this way the phoenix knight controls the creature’s actions, the creature can make saves to end this at the end of everyone fo there turns.</p><p>[/spoiler]</p></blockquote><p></p>
[QUOTE="DnD Warlord, post: 8079476, member: 7025237"] The order of the Phoenix knights are a group of psychic half elves in my world...they are 1 part jedi 1 part Jean Grey [spoiler=phoenix knights] PHENOIX KNIGHT s Medium humanoid (half elf), Chaotic Neutral Armor Class 16 (Inertial armor and shield) Hit Points 75 (8d10 + 16) Speed 30ft. STR 16 (+3) DEX 12 (+1) CON 14 (+2) 10 INT (+0) WIS 11 (+0) CHA 16 (+3) Saving Throws Con +4, Wis +2 Damage resistance: Psychic, and Fire Senses passive Perception 10 LanguagesL Common, Elven, Telepathy 60ft Challenge 3 (1,400 XP) Brave. The knight has advantage on saving throws against being frightened . Innate Spellcasting (Psionics). The knights's innate spellcasting ability is Charisma (+5 to hit and DC13). It can innately cast the following spells, requiring no components: At will: firebolt, mage hand (the hand is invisible), mind sliver 3/day each: jump, detect thoughts White Hot Rebirth (Mythic Encounter)[B][I]. [/I][/B]Once per day when the knight dies they as no action burst into fire, and is reborn at full health. All enemies within 10ft of the knight must make a DC13 dex save or take 7(2d6)fire damage. When they return they gain 2 legendary actions (see mystic actions) ACTIONS Multiattack. The knight makes two melee attacks. Kopesh. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage plus 3(1d6) fire damage. Fire bolt. Ranged spell Attack: +5 to hit, range 120ft., one target. Hit: 5 (ld10)+ 3(1d6) fire damage. Leadership (Recharges after a Short or Long Rest). For 1 minute, the knight can utter a special command or warning whenever a non hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creatu.re can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated. Reactions As a reaction when the knight or an ally within 20ft of them can create a firy psychic shield reducing the damage by 6(1d6+3). Mythic Actions If the Phoenix Knight’s mythic trait is active, she can use 2 actions inbetween each of his turns and use the following traits: [B]Attack.[/B] they can make 1 melee or ranged attack (including cantrips) [B]Inspiring Word. [/B]They can have an ally within 30ft spend a HD and heal that much. [B]Psychic Blast (Costs 2 Actions).[/B] They release a psychic scream that deals 5d6 psychic damage to all enemies within 30ft. Targets can make a Charisma Save DC 13 for half damage. [B]Dominate Person (Costs 2 Actions).[/B] They target 1 creature within 15ft and that target makes a Wisdom Save DC13 or becomes charmed. Well charmed in this way the phoenix knight controls the creature’s actions, the creature can make saves to end this at the end of everyone fo there turns. [/spoiler] [/QUOTE]
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