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(OOC) Vault of the Dracolich 5E (Full)
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<blockquote data-quote="tglassy" data-source="post: 7089108" data-attributes="member: 6855204"><p>Name: Aquaria</p><p>Race: Female Water Genasi</p><p>Class: Mystic (Avatar) 4</p><p>Background: Entertainer (Dancer)</p><p></p><p>HP: 35</p><p>AC: 17 (Scale Mail + Shield)</p><p>Psi Points: 17 (Max 3 at a time)</p><p></p><p>Str: 8</p><p>Dex: 12</p><p>Con: 14 + 2 = 16</p><p>Int: 10</p><p>Wis: 13 +1 = 14</p><p>Cha: 15 + 1 = 16 (Actor Feat)</p><p></p><p>Skills:</p><p>Acrobatics</p><p>Performance</p><p>Perception</p><p>Arcana</p><p></p><p></p><p>Proficiencies:</p><p>Medium armor and shields</p><p>Common</p><p>Primordial</p><p>Disguise Kit</p><p>Flute</p><p></p><p>Weapons:</p><p>Mind Thrust - Int Save/1d10 psychic </p><p>Light Crossbow - +5/1d8+3</p><p></p><p>Feat: Actor</p><p></p><p></p><p>Racial Features:</p><p>Acid Resistance</p><p>Amphibious</p><p>Swim </p><p>Call to the Wave - Know Shape Water cantrip, and can cast Create or Destroy Water 1/day</p><p></p><p>Class Features:</p><p></p><p>4 Disciplines </p><p>Telepathy (can speak telepathically to anyone I can see within 120 feet. Don't need to share language)</p><p>Strength of Mind: Can replace my Wisdom Saving Throw with any other saving throw every short or long rest.</p><p>Allies get +2 to initiative</p><p></p><p>Psionic Talents (like cantrips):</p><p>Mystic Charm - Make one person within 120 feet pass a Cha save or be charmed until my next turn.</p><p></p><p>Mind Thrust - Deals 1d10 psychic damage. Int save instead of attack. </p><p></p><p>Disciplines (can spend max 3 points on any one discipline at a time):</p><p></p><p><strong>Mantle of Joy</strong></p><p>Avatar Discipline</p><p>You tap into the joy within you, radiating it outward in soothing, psychic energy that brings hope and comfort to creatures around you.</p><p></p><p>Psychic Focus. While focused on this discipline, you have advantage on Charisma (Persuasion) checks.</p><p></p><p>Soothing Presence (1–7 psi). As a bonus action, choose up to three creatures you can see within 60 feet of you. Each target gains 3 temporary hit points per psi point spent on this effect.</p><p></p><p>Comforting Aura (2 psi; conc., 1 min.). As a bonus action, choose up to three allies you can see (you can choose yourself in place of one of the allies). Until your concentration ends, each target can roll a d4 when making a saving throw and add the number rolled to the total.</p><p></p><p>Aura of Jubilation (3 psi; conc., 1 min.). As a bonus action, you radiate a distracting mirth until your concentration ends. Each creature within 60 feet of you that can see you suffers disadvantage on any checks using the Perception and Investigation skills.</p><p></p><p> <strong><span style="font-family: 'Cambria'">Psionic Restoration</span></strong></p><p> <span style="font-family: 'Cambria'"><em>Immortal Discipline</em></span></p><p> <span style="font-family: 'Cambria'">You wield psionic energy to cure wounds andrestore health to yourself and others.</span></p><p> <span style="font-family: 'Cambria'"><em></em></span></p><p><span style="font-family: 'Cambria'"><em>Psychic Focus. </em></span><span style="font-family: 'Cambria'">While focused on thisdiscipline, you can use a bonus action to touch acreature that has 0 hit points and stabilize it.</span></p><p> <span style="font-family: 'Cambria'"><em></em></span></p><p><span style="font-family: 'Cambria'"><em>Mend Wounds (1–7 psi). </em></span><span style="font-family: 'Cambria'">As an action, you canspend psi points to restore hit points to onecreature you touch. The creature regains 1d8 hitpoints per psi point spent.</span></p><p> <span style="font-family: 'Cambria'"><em></em></span></p><p><span style="font-family: 'Cambria'"><em>Restore Health (3 psi). </em></span><span style="font-family: 'Cambria'">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. </span></p><p> </p><p> </p><p></p><p></p><p><strong>Psychic Assault</strong></p><p>Awakened Discipline</p><p>You wield your mind like a weapon, unleashing salvos of psionic energy.</p><p></p><p>Psychic Focus. While focused on this discipline, you gain a +2 bonus to damage rolls with psionic talents that deal psychic damage.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p><strong>Mantle of Courage</strong></p><p>Avatar Discipline</p><p>You focus your mind on courage, radiating confidence and bravado to your allies.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p></p><p>Equipment:</p><p>Scale Mail</p><p>Rapier</p><p>Light Crossbow (20 Bolts)</p><p>Explorer's Pack</p><p>Flute made of glass</p><p>Costume</p><p>265 gp</p></blockquote><p></p>
[QUOTE="tglassy, post: 7089108, member: 6855204"] Name: Aquaria Race: Female Water Genasi Class: Mystic (Avatar) 4 Background: Entertainer (Dancer) HP: 35 AC: 17 (Scale Mail + Shield) Psi Points: 17 (Max 3 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 - +5/1d8+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: 4 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. Allies get +2 to initiative 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): [B]Mantle of Joy[/B] Avatar Discipline You tap into the joy within you, radiating it outward in soothing, psychic energy that brings hope and comfort to creatures around you. Psychic Focus. While focused on this discipline, you have advantage on Charisma (Persuasion) checks. Soothing Presence (1–7 psi). As a bonus action, choose up to three creatures you can see within 60 feet of you. Each target gains 3 temporary hit points per psi point spent on this effect. Comforting Aura (2 psi; conc., 1 min.). As a bonus action, choose up to three allies you can see (you can choose yourself in place of one of the allies). Until your concentration ends, each target can roll a d4 when making a saving throw and add the number rolled to the total. Aura of Jubilation (3 psi; conc., 1 min.). As a bonus action, you radiate a distracting mirth until your concentration ends. Each creature within 60 feet of you that can see you suffers disadvantage on any checks using the Perception and Investigation skills. [B][FONT=Cambria]Psionic Restoration[/FONT][/B] [FONT=Cambria][I]Immortal Discipline[/I][/FONT] [FONT=Cambria]You wield psionic energy to cure wounds andrestore health to yourself and others.[/FONT] [FONT=Cambria][I] Psychic Focus. [/I][/FONT][FONT=Cambria]While focused on thisdiscipline, you can use a bonus action to touch acreature that has 0 hit points and stabilize it.[/FONT] [FONT=Cambria][I] Mend Wounds (1–7 psi). [/I][/FONT][FONT=Cambria]As an action, you canspend psi points to restore hit points to onecreature you touch. The creature regains 1d8 hitpoints per psi point spent.[/FONT] [FONT=Cambria][I] Restore Health (3 psi). [/I][/FONT][FONT=Cambria]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. [/FONT] [B]Psychic Assault[/B] 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. [B]Mantle of Courage[/B] 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. Equipment: Scale Mail Rapier Light Crossbow (20 Bolts) Explorer's Pack Flute made of glass Costume 265 gp [/QUOTE]
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