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Maroneus Eirogun

Mystic 1 Class & Level
Hermit Background
Scourge Aasimar Race
True Neutral Alignment

Strength 10
+0
Dexterity 14
+2
constitution 16
+3
intelligence 20
+5
wisdom 10
+0
charisma 3
-4
Total Hit Dice 1
Hit Die
1d8+3
+2 proficiency bonus
+0 Strength
+2 Dexterity
+3 Constitution
+7 Intelligence
+2 Wisdom
-4 Charisma
saving throws
+2 Acrobatics
+0 Animal Handling
+7 Arcana
+0 Athletics
-4 Deception
+5 History
+2 Insight
-4 Intimidation
+5 Investigation
+2 Medicine
+5 Nature
+0 Perception
-4 Performance
-4 Persuasion
+5 Religion
+2 Sleight of Hands
+2 Stealth
+0 Survival
skills Insight, Arcana, Medicine proficiencies

 
15
Armor Class
12
Hit Points
+1
Initiative
30
Speed
Dagger 1d20+4 1d4+2Piercing Finesse, light, thrown (range 20/60)
Dagger 1d20+4 1d4+2Piercing Finesse, light, thrown (range 20/60)
Light Crossbow 1d20 1d8+2Piercing Ammunition (range 80/320), loading, two-handed
Unarmed Strike 1d20+2 1 Bludgeoning
Attacks
Light Armor
Simple Weapons
Herbalism Kit
Proficiences
Discipline Save DC: 15
Discipline Attack Modifier: +7

Energy Beam (Psionic Talent)
As an action, you target one creature you can see within 90 feet of you. The target must succeed on a DC 15 Dex Save or take 1d8 acid, cold, fire, lightning or thunder damage (your choice). The talent's damage increases by 1d8 at 5th (2d8), 11th (3d8) and 17th (4d8) level.

Bestial Form (Psionic 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
Flight (5 psi). Wings sprout from your back. You gain a flying speed equal to your walking speed.
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.

Brute Force (Psionic 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.

Iron Durability (Psionic 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.

Iron Resistance (7 psi; conc., 1 hr.). As an action, you gain resistance to bludgeoning, piercing, or slashing damage (your choice), which lasts until your concentration ends.

Spellcasting
A Jar Of 20 Dead Fireflies
2 Daggers
Light Crossbow
20 Bolts
A scroll case stuffed full of notes from studies
10 pieces of handmade paper
A lump of coal
a winter blanket
a set of common clothes
5 GP
Explorer's Pack (Backpack, bedroll, mess kit, tinderbox, 10 torches,10 days of rations, waterskin, 50 feet of hempen rope)

Equipment
I refuse to write things down, instead
using pictograms.
I am utterly serene, even in the face of disaster.
I draw the aftermath of a battle, creatures I slay, and important people in a simplistic style after I meet or kill them.
I never sit on a chair, preferring the ground, a cushion or standing.
I will try to teach those in my circle of companions to be better than they already are. Whether that be by sharing my intelligence with them or teaching them meditation and routines to help them with stress or anxiety.
I empathize with those around me, offering advice and conciliatory gestures to help them.
I am loyal to those who've shown loyalty to me.
I let those around me take the glory for my actions, and I take very little physical items from my battles.
Personality Traits
Emotions must not cloud our sense of what is right and true, or our logical thinking.

Ideals
I entered seclusion because I loved someone I could not have.
Bonds
I show very little emotion.
I am very blunt and wont hesitate to insult someone with the truth.
I am difficult to know.
I am rather shy and will back away from most new people.
My words and actions most always seem steely.
I'm oblivious to etiquette and social expectations.
Flaws
Life Of Seclusion
I retreated from society after a life-altering event.

Discovery
I discovered the path of the mystic

Psionics (Psi Point Max: 4 | Psi Limit: 2)
As a student of psionics, you can master and use
psionic talents and disciplines. Psionics is a special form of magic use, distinct
from spellcasting.

Mystic Order (Order Of The Immortal)
The Order of the Immortal uses psionic energy to augment and modify the physical form.
Followers of this order are known as Immortals. They use psionic energy to modify their bodies,
strengthening them against attack and turning themselves into living weapons. Their mastery of the physical form grants them their name, for Immortals are notoriously
difficult to kill.

Immortal Durability
Starting at 1st level, your hit point maximum
increases by 1 per mystic level.
In addition, while you aren’t wearing armor or
wielding a shield, your base AC equals 10+ your
Dexterity modifier + your Constitution modifier.

Light Bearer
You know the Light cantrip. Charisma is your spellcasting ability for it.

I can speak, read and write in Common, celestial and draconic.

Healing Hands
As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.

Celestial Resistance
You have resistance to necrotic damage and radiant damage.

Darkvision
Blessed with a radiant soul, your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Light (V, M*) (Range: Touch) (Duration: 1 hour)
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

*a firefly or phosphorescent moss
Features & Traits

Heroes Enabled

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Statblock Type

Character Sheet (Legacy)

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