D&D 5E (OOC) Rise of the Dracolich (Full)

FitzTheRuke

Legend
The main problem with making Terrus the psychic is mechanically, he’d be pointless. I didn’t give him enough Int. He’s at a +1 now, and would be a +2 once I give him a stat boost. That makes his save DC at a messily 13, where if he were the psychic, he’d at least have a +4 right now, if not a +5, making his spell save DC be 15 or 16. Since much of what the psychic does depends on saves (Int saves, which is awesome, but still saves), I feel he’d not be as successful as he should have been. Headband of Intellect would help with that, but I understand if that’s banned, at least as a free item.

Currently, his skills don’t rely much on saves. He mostly enhances his own attributes, so a lower Int is ok, but if I wanted to experiment with mental skills, he’s not the best one to try it on.

I'd be okay with you modifying his abilities if it makes him work better (I mean, I don't think you should go as far as pumping him up to an 18 and making him weak) but you can steal some points from some other stats to make him work better. I'm not one of those people that think abilities are static and permanent. Heck, *I* get way dumber when I haven't eaten, and my strength, constitution, and dexterity has certainly been up and down. I had a great charisma in my 20's, now not so much!

He could be expanding his mind by talking to smart people (like the staff and Imani, and his brother Pyrus) and letting himself 'go' in other areas. Only if you want - feel free to make up Imani's psychic friend if you prefer.
 

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tglassy

Adventurer
Here’s the proposed older brother, a Human, before their parents started mucking around with Elemental stuff.

Name: Unknown
Race: Human
Class: Nomad Mystic 8
Background: Far Traveler

HP: 59
AC: 11 (16 With Inertial Armor)

Str: 8
Dex: 14
Con: 14 (13 +1 Human)
Int: 20 (15 +1 Human, +1 Keen Mind, +1 Observant, +2 ASI
Wis: 12
Cha: 10


Feats:
Keen Mind (From Variant Human)
You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits.
• Increase your Intelligence score by 1, to a maximum of 20.
• You always know which way is north.
• You always know the number of hours left before the
next sunrise or sunset.
• You can accurately recall anything you have seen or
heard within the past month.

Observant
Quick to notice details of your environment, you gain the following benefits:
• Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
• If you can see a creature’s mouth while it is speaking a language you understand, you can interpret what it’s saying by reading its lips.
• You have a +5 bonus to your passive W isdom (Perception) and passive Intelligence (Investigation) scores.


Proficiencies:
Simple Weapons
Light Armor
Insight (Background)
Perception (Background)
Arcana (Class)
History (Class)


Background Feature:
All Eyes on You
Your accent, mannerisms, figures of speech, and per- haps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories ofyour homeland.
You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.

Mystic Features:
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.

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.

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, or Charisma. You gain proficiency in saves using that ability, instead of Wisdom. This change lasts until you finish your next short or long rest.

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.


Nomad Features:
Bonus Disciplines
At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the Nomad disciplines.

Breadth of Knowledge
At 1st level, you gain the ability to extend your knowledge. When you finish a long rest, you gain two proficiencies of your choice: two tools, two skills, or one of each. You can replace one or both of these selections with languages. This benefit lasts until you finish a long rest.

Memory of One Thousand Steps
At 3rd level, you gain the ability to use psionics to recall your steps. As a reaction when you are hit by an attack, you can teleport to an unoccupied space that you occupied since the start of your last turn, and the attack misses you. Once you use this feature, you can’t use it again until you finish a short or long rest.

Superior Teleportation
At 6th level, you gain a superior talent for teleportation. When you use a psionic discipline to teleport any distance, you can increase that distance by up to 10 feet.



Disciplines:

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 ends.

Energy Immunity (7 psi; conc., 1 hr.). As an action, you can touch one creature and give it immunity to acid, cold, fire, lightning, or thunder damage (your choice), which lasts until your concentration ends.

Mastery of Force
Wu Jen Discipline

Psychic Focus. 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/Max Weight/Bludgeon Damage
2/25lbs/2d6
3/50 lbs/4d6
5/250 lbs/6d6
6/500 lbs/7d6
7/1000 lbs/8d6


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.


Nomadic Mind
Nomad Discipline

Psychic Focus. Whenever you focus on this discipline, you choose one skill or tool and have proficiency with it until your focus ends. Alternatively, you gain the ability to read and write one language of your choice until your focus ends.

Wandering Mind (2–6 psi; conc., 10 min.).
You enter a deep contemplation. If you concentrate for this option’s full duration, you then gain proficiency with up to three of the following skills (one skill for every 2 psi points spent): Animal Handling, Arcana, History, Medicine, Nature, Performance, Religion, and Survival. The benefit lasts for 1 hour, no concentration required.

Find Creature (2 psi; conc., 1 hr.). You cast your mind about for information about a specific creature. If you concentrate for this option’s full duration, you then gain a general understanding
of the creature’s current location. You learn the region, city, town, village, or district where it is, pinpointing an area between 1 and 3 miles on a side (DM’s choice). If the creature is on another plane of existence, you instead learn which plane.

Item Lore (3 psi; conc., 1 hr.). You carefully study an item. If you concentrate for this option’s full duration while remaining within 5 feet of the item, you then gain the benefits of an identify spell cast on that item.

Psychic Speech (5 psi). As an action, you attune your mind to the psychic imprint of all language. For 1 hour, you gain the ability to understand any language you hear or attempt to read. In addition, when you speak, all creatures that can understand a language understand what you say, regardless of what language you use.

Wandering Eye (6 psi; conc., 1 hr.). As an action, you create a psychic sensor within 60 feet of you. The sensor lasts until your concentration ends. The sensor is invisible and hovers in the air. You mentally receive visual information from it, which has normal vision and darkvision with a range of 60 feet. The sensor can look in all directions. As an action, you can move the sensor up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can’t enter another plane of existence. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.

Phasing Eye (7 psi; conc., 1 hr.). As Wandering Eye above, except the eye can move through solid objects but can’t end its movement in one. If it does so, the effect immediately ends.

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.

Nomad’s Gate (7 psi; conc., 1 hr.). As an action, you create a 5-foot cube of dim, gray light within 5 feet of you. You create an identical cube at any point of your choice within 1 mile that you have viewed within the past 24 hours. Until your concentration ends, anyone entering one of the cubes immediately teleports to the other one, appearing in an unoccupied space next to it. The teleportation fails if there is no space for the creature to appear in.


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.

Psychic Crush (7 psi). As an action, you create a 20-foot cube of psychic energy within 120 feet of you. Each creature in that area must make an Intelligence saving throw. On a failed save, a target takes 8d8 psychic damage and is stunned until the end of your next turn. On a successful save, a target takes half as much damage.

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.

Psionic Talents:

Mind Thrust
Psionic Talent
As an action, you target one creature you can see within 120 feet of you. The target must succeed on an Intelligence saving throw or take 1d10 psychic damage.
The talent’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Mystic Hand
Psionic Talent
You can use your action to manipulate or move one object within 30 feet of you. The object can’t weigh more than 10 pounds, and you can’t affect an object being worn or carried by another creature. If the object is loose, you can move it up to 30 feet in any direction.
This talent allows you to open an unlocked door, pour out a beer stein, and so on.
The object falls to the ground at the end of your turn if you leave it suspended in midair.

Equipment:
Explorers pack
Fine clothes
Bag of Holding
 

Ancalagon

Dusty Dragon
If we are modifying characters, the only thing that I would like to change about Udit is his first level spell - sleep doesn't scale well at this level... the cantrips are fine.
 


Ancalagon

Dusty Dragon
No problem. Go for it. He's had a Wizard's Tower to "borrow" books from, after all.

It's a good thing I have time to think about it - it has to be good, but also be fun and "make sense" - he's getting power from a tiny tiny god after all, it has to be "in style" of said god. So it's not an easy pick :)
 

gargoyleking

Adventurer
I was looking at warlock abilities and saw that they don't get to cast a third spell per short rest until pretty late in life. It's pretty frustrating when they know so many spells at higher levels but can still only cast 2. Not sure howthis bodes for our dark friend.
 

Ancalagon

Dusty Dragon
I was looking at warlock abilities and saw that they don't get to cast a third spell per short rest until pretty late in life. It's pretty frustrating when they know so many spells at higher levels but can still only cast 2. Not sure howthis bodes for our dark friend.

This is an aside, but this is why I'm frustrated with the pure hexblade as a gish vs say, a college of sword/hexblade - more spells + maneuver dice. That being said, with 2 short rests per day that ends up being 6 spells, which is not *that* shabby. A non hexblade will also have more "tricks" via invocation (the hexblade tends to focus all invocations into fighting),
 



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