Proficiency Bonus +3 Lvl5 Mystic Lawful Good.
Age 38237, 6f 185cm, 245lbs 111kg, Könlös ljuslila staty med fyra fingrar och tår. Bara antydan till ansiktsdrag.
Kommunicerar via telepati. Kan bara läsa via känsel. Kan läsa Vaati (aurean), Celestial, Arcane och Efreet.
STR 8 -1 CON 16 +3 DEX 16 +3
INT 16 +3 WIS 8 -1 CHA 8 -1
Saves/Skills: ○⌾=Unskilled, •⦿=Proficiency, ⋆⍟=Expertise (◯=Advantage)
STR ○ -1, Athletics ○ -1, CON ○(•) +3 (normally +6),
DEX ○ +3, Acrobatics ○ +3, Sleight of Hand ○ +3, Stealth ○ +3,
INT • +6, Arcana • +6, History • +6, Religion • +6, Investigation ○ +3, Nature ○ +3,
WIS •(○) +2 (normally -1), Animal Handling ○ -1, Insight • +2, Medicine ○ -1, Perception ○ -1, Survival ○ -1,
CHA ○ -1, Deception ○ -1, Intimidation ○ -1, Performance ○ -1, Persuasion ○ -1
Initiative ○ (⌾) +3 (+13)
Passive Investigation 13
Passive Perception 9
Proficiency: light armor, simple weapons
Known tools: cooking
utensils
AC 18 (DEX +3, class +1, CON +3, discipline +1)
Mystic DC 14 Mystic Attack +6
Rod (finesse) Attack +6 Rod Damage 1d4+3
Ability Scores: Choose one of: (a) Choose any +2 and choose any other +1 (b) Choose three different +1
Size: Medium
Speed: 30 ft.
Constructed Resilience. You were created to have remarkable fortitude, represented by the following benefits:
You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
You don't need to eat, drink, or breathe.
You are immune to disease.
You don't need to sleep, and magic can't put you to sleep.
Sentry's Rest. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal.
Integrated Protection. Your body has built-in defensive layers, which can be enhanced with armor:
You gain a +1 bonus to Armor Class.
You can don only armor with which you have proficiency. To don armor other than a shield, you must incorporate it into your body over the course of 1 hour, during which you remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this
way.
While you live, the armor incorporated into your body can't be removed against your will.
Specialized Design. You gain one skill proficiency and one tool proficiency of your choice.
Languages. You can speak, read, and write Common and one other language of your choice.
Medium Monstrosity, Lawful Good, AC 16 (natural armor)
Hit Points 59 (8d8 + 16)
Speed 40 ft., burrow 20 ft.
STR 18 +4 CON 14 +2 DEX 14 +2
INT 10 0 WIS 13 +1 CHA 8 -1
Saving Throws Str +6, Con +4
Skills Perception +6, Stealth +4
Condition Immunities petrified
Senses darkvision 60 ft., passive Perception 13
Languages limited buzzing in original form
Proficiency Bonus +2
Pack Leader. The aurumvorax's allies have advantage on attack rolls while within 10 feet of the aurumvorax, provided it isn't incapacitated.
Tunneler. The aurumvorax can burrow through solid rock and metal at half its burrowing speed and leaves a 5-foot-diameter tunnel in its wake.
Actions
Multiattack. The aurumvorax makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
If the target is a creature wearing armor of any type, the aurumvorax gains one of the following benefits of its choice:
Frenzy. The aurumvorax has advantage on attack rolls until start of its next turn.
Invigorate. The aurumvorax regains 6 (1d8 + 2) hit points.
Claw. Melee Weapon Attack:
+6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
If the target is a Large or smaller creature, it is grappled (escape DC 14).
Until this grapple ends, the aurumvorax can't use its Claw attack on another target, and when it moves, it can drag the grappled creature with it, without the aurumvorax's speed being halved.
Medium Celestial Spirit
AC: 10, HP: 1 (dissapears on 0)
STR 2 (-4)
Invisible, Mindless, Shapeless, Medium force that performs simple tasks at your command until the spell ends and it can't attack.
Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.
If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.
HD 5d8 frosted red HP 48 5/red, 1/orange
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Exhaustion frosted black ⭕ ⭕ ⭕ ⭕ ⭕ ⭕
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Inspiration frosted clear ☄
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Psi Points 27 frosted lilac ֍
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Cleric spells Prepared:
Cantrips: Mending, Guidace
🟃 Detect Magic (Once per day)
Ritual spells engraved as runes on rod:
Detect Magic, Tenser's Floating Disk, Unseen Servant
You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book (for me engraved in runes on my rod), which you must have in hand while casting one of them.
If you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your ritual book (rod). The spell must be on the spell list for the class you chose (wizard/arcane), the spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it (engrave it).
Psychic Focus
You can focus psionic energy on one of your psionic disciplines to draw ongoing benefits from it. As a bonus action, you can choose one of your psionic disciplines and gain its psychic focus benefit, which is detailed in that discipline's description. The benefit lasts until you are incapacitated or until you use another bonus action to choose a different focus benefit.
You can have only one psychic focus benefit at a time, and using the psychic focus of one discipline doesn't limit your ability to use other disciplines.
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.
Psionic Resilience
Starting at 3rd level, your psionic energy grants you extraordinary fortitude. At the start of each of your turns, you gain temporary hit points equal to your Intelligence modifier (minimum of 0) if you have at least 1 hit point.
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.
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.
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).
You become one with the power of elemental air.
Psychic Focus.
While focused on this discipline, you take no falling damage, and you ignore difficult terrain when walking.
Wind Step (1-7 psi). As part of your move on your turn, you can fly up to 20 feet for each psi point spent. If you end this flight in the air, you fall unless something else holds you aloft.
Wind Stream (1-7 psi). As an action, you create a line of focused air that is 30 feet long and 5 feet wide. Each creature in that area must make a Strength saving throw, taking 1d8 bludgeoning damage per psi point spent and being knocked prone on a failed save, or half as much damage on a successful one.
Cloak of Air (3 psi, conc., 10 min.). As a bonus action, you seize control of the air around you to create a protective veil. Until your concentration ends, attack rolls against you have disadvantage, and when a creature you can see misses you with a melee attack, you can use your reaction to force the creature to repeat the attack roll against itself.
Wind Form (5 psi, conc., 10 min.). As a bonus action, you gain a flying speed of 60 feet, which lasts until your concentration ends.
As a student of psionic power, you perceive the potential energy that flows through all things. You reach out with your mind, transforming the potential into the actual. Objects and creatures move at your command.
Psychic Focus.
While focused on this discipline, you have 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 2 Max Weight 25 lbs. Bludgeoning Damage 2d6
Psi Spent 3 Max Weight 50 lbs. Bludgeoning Damage 4d6
Psi Spent 5 Max Weight 250 lbs. Bludgeoning Damage 6d6
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.
Immortal Discipline You wield psionic energy to cure wounds and restore health to yourself and others.
Psychic Focus. While focused on this discipline, you can use a bonus action to touch a creature that has 0 hit points and stabilize it.
Mend Wounds (1-7 psi). As an action, you can spend psi points to restore hit points to one creature you touch. The creature regains 1d8 hit points per psi point spent.
Restore Health (3 psi). As an action, you touch one creature and remove one of the following conditions from it: blinded, deafened, paralyzed, or poisoned. Alternatively, you remove one disease from the creature.
Restore Life (5 psi). As an action, you touch one creature that has died within the last minute. The creature returns to life with 1 hit point. This ability can't return to life a creature that has died of old age, nor can it restore a creature missing any vital body parts.
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.
Awakened Discipline By analyzing information around you, from subtle hints to seemingly disconnected facts, you learn to weave a string of probabilities in an instant that gives you extraordinary insights.
Psychic Focus. While focused on this discipline, you have advantage on initiative rolls.
Precognitive Hunch (2 psi, conc., 1 min.). As a bonus action, you open yourself to receive momentary insights that improve your odds of success, until your concentration ends, whenever you make an attack roll, a saving throw, or an ability check, you roll a d4 and add it to the total.
All-Around Sight (3 psi). In response to an attack hitting you, you use your reaction to impose disadvantage on that attack roll, possibly causing it to miss.
Danger Sense (5 psi, conc., 8 hr.). As an action, you create a psychic model of reality in your mind and set it to show you a few seconds into the future. Until your concentration ends, you can't be surprised, attack rolls against you can't gain advantage, and you gain a +10 bonus to initiative.
If you regularly use miniatures, flanking gives combatants a simple way to gain advantage on attack rolls against a common enemy.
A creature can't flank an enemy that it can't see. A creature also can't flank while it is incapacitated. A Large or larger creature is flanking as long as at least one square or hex of its space qualifies for flanking.
Flanking on Squares.
When a creature and at least one of its allies are adjacent to an enemy and on opposite sides or corners of the enemy's space, they flank that enemy, and each of them has advantage on melee attack rolls against that enemy.
When in doubt about whether two creatures flank an enemy on a grid, trace an imaginary line between the centers of the creatures' spaces. If the line passes through opposite sides or corners of the enemy's space, the enemy is flanked.
Flanking on Hexes.
When a creature and at least one of its allies are adjacent to an enemy and on opposite sides of the enemy's space, they flank that enemy, and each of them has advantage on attack rolls against that enemy. On hexes, count around the enemy from one creature to its ally. Against a Medium or smaller creature, the allies flank if there are 2
hexes between them. Against a Large creature, the allies flank if there are 4 hexes between them. Against a Huge creature, they must have 5 hexes between them. Against a Gargantuan creature, they must have at least 6 hexes between them.
Heroic though they might be, adventurers can't spend every hour of the day in the thick of exploration, social interaction, and combat. They need rest-time to sleep and eat, tend their wounds, refresh their minds and spirits for spellcasting, and brace themselves for further adventure.
Adventurers, as well as other creatures, can take short rests in the midst of a day and a long rest to end it.
Short Rest
A short rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds.
A character can spend one or more Hit Dice at the end of a short rest, up to the character's maximum number of Hit Dice, which is equal to the character's level. For each Hit Die spent in this way, the player rolls the die and adds the character's Constitution modifier to it. The character regains hit points equal to the total (minimum of 0). The player can decide to spend an additional Hit Die after each roll. A character regains some spent Hit Dice upon finishing a long rest, as explained below.
Long Rest
A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps for at
least 6 hours and performs no more than 2 hours of light activity, such as reading, talking, eating, or standing watch. If the rest is interrupted by a period of strenuous activity—at least 1 hour of walking, fighting, casting spells, or similar adventuring activity—the characters must begin the rest again to gain any benefit from it.
At the end of a long rest, a character regains all lost hit points. The character also regains spent Hit Dice, up to a number of dice equal to half of the character's total number of them. You regain at least 1 Hit Die when you finish a long rest.
For example, if a character has eight Hit Dice, he or she can regain four spent Hit Dice upon finishing a long rest.
A character can't benefit from more than one long rest in a 24-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits.
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.
The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can more across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.
If you move more than 100 feet from the disk (typically because it can't move around an obstacle to follow you), the spell ends.
This spell creates an invisible, mindless, shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends.
Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.
If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn clack, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
When a creature makes a melee attack, it can also mark its target. Until the end of the attacker's next turn, any opportunity attack it makes against the marked target has advantage. The opportunity attack doesn't expend the attacker's reaction, but the attacker can't make the attack if anything, such as the incapacitated condition or the shocking grasp spell, is preventing it from taking reactions. The attacker is limited to one opportunity attack per turn.
A creature can use a weapon attack to knock a weapon or another item from a target's grasp. The attacker makes an attack roll contested by the target's Strength (Athletics) check or Dexterity (Acrobatics) check. If the attacker wins the contest, the attack causes no damage or other ill effect, but the defender drops the item.
The attacker has disadvantage on its attack roll if the target is holding the item with two or more hands. The target has advantage on its ability check if it is larger than the attacking creature, or disadvantage if it is smaller.
When you take the Dodge action, you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage. You lose this benefit if you are incapacitated (as explained in the appendix) or if your speed drops to 0.
Sometimes a character wants to identify a spell that someone else is casting or that was already cast. To do so, a character can use their reaction to identify a spell as it's being cast, or they can use an action on their turn to identify a spell by its effect after it is cast.
If the character perceived the casting, the spell's effect, or both, the character can make an Intelligence (Arcana) check with the reaction or action. The DC equals 15 + the spell's level. If the spell is cast as a class spell and the character is a member of that class, the check is made with advantage. For example, if the spellcaster casts a spell as a cleric, another cleric has advantage on the check to identify the spell. Some spells aren't associated with any class when they're cast, such as when a monster uses its Innate Spellcasting trait.
This Intelligence (Arcana) check represents the fact that identifying a spell requires a quick mind and familiarity with the theory and practice of casting. This is true even for a character whose spellcasting ability is Wisdom or Charisma. Being able to cast spells doesn't by itself make you adept at deducing exactly what others are doing when they cast their spells.
Using the Attack action, you can make a special melee attack to shove a creature, either to knock it prone or push it away from you. If you're able to make multiple attacks with the Attack action, this attack replaces one of them.
The target of your shove must be no more than one size larger than you, and it must be within your reach. You make a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). You succeed automatically if the target is incapacitated. If you succeed, you either knock the target prone or push it 5 feet away from you.
Kort metallkäpp med intrikat kula. Löstagbar nederdel. Båda delar magnetiska. Tre komplexa runor är ingraverade strax under kulan.
Mörklila Tagelmust i glansigt siden svept runt huvudet med Litham som täcker ansiktet. Invirat i turbanen är en liten flaska kvicksilver, en nickedocka i trådar, 5gp, 3sp.
Ljusblå lång kaftan i blankt siden som släpar i marken. Det gör att jag ser ut att vara 210cm men i verkligheten är jag bara 185cm.
Mjuka svarta handskar i sämskskinn
Skill Proficiencies: Insight, Religion
Languages: Two of your choice (Celestial or Gith recommended)
Equipment: A set of traveler's clothes, a diary, an ink pen, a bottle of ink, and a pouch containing 10 gp
Feature: Divine Contact
You gain the Magic Initiate feat from the Player's Handbook and must choose cleric for the feat.
In the Astral Sea, you crossed paths with a wandering deity. The encounter was brief and nonviolent, yet it made a lasting impression on you. This deity saw fit to share one secret or obscure bit of cosmic lore with you. Work with your DM to determine the details of this knowledge and its impact on the campaign.
OriginHousekeeper
Personality TraitVilse, Optimist
IdealDrivs av känsla av lojalitet
BondMåste försöka hitta min husbonde
FlawKan inte planera, kan inte räkna, inser inte att dessa två är relaterade:
(a) (is not) (not a) (Lagen om det uteslutna tredje)
(a) (is) (not not a) (Negationseliminering)