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(OOC) Vault of the Dracolich 5E (Full)
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<blockquote data-quote="tglassy" data-source="post: 7089132" data-attributes="member: 6855204"><p>Name: Terrus</p><p>Race: Male Earth Genasi</p><p>Class: Mystic (Immortal) 4</p><p>Background: Soldier</p><p></p><p>HP: 39</p><p>AC: 16 (Immortal Durability, 10+Dex+Con) (+1 when focusing in Iron Durability)</p><p>Psi Points: 17 (Max 3 at a time)</p><p></p><p>Str: 13 + 1 = 14</p><p>Dex: 15 + 1 = 16</p><p>Con: 14 + 2 = 16</p><p>Int: 12</p><p>Wis: 10</p><p>Cha: 8</p><p></p><p>Skills:</p><p>Athletics</p><p>Intimidation</p><p>Perception</p><p>Arcana</p><p></p><p></p><p>Proficiencies:</p><p>Common</p><p>Primordial</p><p>Deck of cards</p><p>Land vehicles</p><p>Greatswords</p><p>Hand Crossbows</p><p>Large Crossbows</p><p>Nets</p><p></p><p>Weapons:</p><p>Greatsword - +4/2d6+2</p><p>Hand Crossbow - +5/1d6+3</p><p>Large Crossbow - +5/1d10+3</p><p>Net - +5/Restrained on hit</p><p></p><p>Feat: Weapon Master (Greatswords, Hand Crossbows, Net, Heavy Crossbow)</p><p></p><p></p><p>Racial Features:</p><p>Earth Walk - Difficult terrane made of earth or stone don't hinder me</p><p>Merge with Stone, can cast Pass Without Trace once per 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>Gains temp HP every turn equal to Int Modifier (+1)</p><p></p><p></p><p>Psionic Talents (like cantrips):</p><p>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.</p><p></p><p>Blade Meld - Bonus action, melds weapon in my hand, so I cannot be disarmed, for one minute.</p><p></p><p></p><p>Disciplines (can spend max 3 points on any one discipline at a time):</p><p></p><p><strong>Adaptive Body</strong></p><p>Immortal Discipline</p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Bestial Form</p><p>Immortal Discipline</p><p>You transform your body, gaining traits of different beasts.</p><p></p><p>Psychic Focus. While focused on this discipline, you have advantage on Wisdom (Animal Handling) checks.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Amphibious (2 psi). You gain gills; you can breathe air and water.</p><p></p><p>Climbing (2 psi). You grow tiny hooked claws that give you gain a climbing speed equal to your walking speed.</p><p></p><p><span style="color: #FF0000">Flight (5 psi). Wings sprout from your back. You gain a flying speed equal to your walking speed.</span></p><p></p><p>Keen Senses (2 psi). Your eyes and ears become more sensitive. You gain advantage on Wisdom (Perception) checks.</p><p></p><p>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.</p><p></p><p>Swimming (2 psi). You gain fins and webbing between your fingers and toes; you gain a swimming speed equal to your walking speed.</p><p></p><p>Tough Hide (2 psi). Your skin becomes as tough as leather; you gain a +2 bonus to AC.</p><p></p><p></p><p><strong>Iron Durability</strong></p><p>Immortal Discipline</p><p>You transform your body to become a living metal, allowing you to shrug off attacks that would cripple weaker creatures.</p><p></p><p>Psychic Focus. While focused on this discipline, you gain a +1 bonus to AC.</p><p></p><p>Iron Hide (1–7 psi). As a reaction when you are hit by an attack, you gain a +1 bonus to AC for each psi point you spend on this ability. The bonus lasts until the end of your next turn. This bonus applies against the triggering attack.</p><p></p><p>Steel Hide (2 psi). As a bonus action, you gain resistance to bludgeoning, piercing, and slashing damage until the end of your next turn.</p><p></p><p><strong>Brute Force</strong></p><p>Immortal Discipline</p><p>You augment your natural strength with psionic energy, granting you the ability to achieve incredible feats of might.</p><p></p><p>Psychic Focus. While focused on this discipline, you have advantage on Strength (Athletics) checks.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Mighty Leap (1–7 psi). As part of your movement, you jump in any direction up to 20 feet per psi point spent.</p><p></p><p>Feat of Strength (2 psi). As a bonus action, you gain a +5 bonus to Strength checks until the end of your next turn.</p><p></p><p>Equipment:</p><p>Greatsword</p><p>Hand Crossbow (20 Bolts)</p><p>Large Crossbow (20 Bolts)</p><p>Net</p><p>Explorer's Pack</p><p>Officer rank insignia</p><p>Broken blade from a fallen enemy</p><p>Deck of cards</p><p>Common clothes</p><p>260 gp</p></blockquote><p></p>
[QUOTE="tglassy, post: 7089132, member: 6855204"] Name: Terrus Race: Male Earth Genasi Class: Mystic (Immortal) 4 Background: Soldier HP: 39 AC: 16 (Immortal Durability, 10+Dex+Con) (+1 when focusing in Iron Durability) Psi Points: 17 (Max 3 at a time) Str: 13 + 1 = 14 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 - +4/2d6+2 Hand Crossbow - +5/1d6+3 Large Crossbow - +5/1d10+3 Net - +5/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: 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. Gains temp HP every turn equal to Int Modifier (+1) 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 3 points on any one discipline at a time): [B]Adaptive Body[/B] 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. 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. [COLOR=#FF0000]Flight (5 psi). Wings sprout from your back. You gain a flying speed equal to your walking speed.[/COLOR] 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. [B]Iron Durability[/B] Immortal Discipline You transform your body to become a living metal, allowing you to shrug off attacks that would cripple weaker creatures. Psychic Focus. While focused on this discipline, you gain a +1 bonus to AC. Iron Hide (1–7 psi). As a reaction when you are hit by an attack, you gain a +1 bonus to AC for each psi point you spend on this ability. The bonus lasts until the end of your next turn. This bonus applies against the triggering attack. Steel Hide (2 psi). As a bonus action, you gain resistance to bludgeoning, piercing, and slashing damage until the end of your next turn. [B]Brute Force[/B] 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. Equipment: Greatsword 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 [/QUOTE]
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