| Skill |
Ability |
Score
|
| Acrobatics |
DEX |
+2
|
| Animal Handling |
WIS |
+1
|
| Arcana |
INT |
+5
|
| Athletics |
STR |
0
|
| Deception |
CHA |
-1
|
| History |
INT |
+5 (+7 when Stonecunning)
|
| Insight |
WIS |
+3
|
| Intimidation |
CHA |
-1
|
| Investigation |
INT |
+5
|
| Medicine |
WIS |
+1
|
| Nature |
INT |
+5
|
| Perception |
WIS |
+3
|
| Performance |
CHA |
-1
|
| Persuasion |
CHA |
-1
|
| Religion |
INT |
+5
|
| Sleight of Hand |
DEX |
+2
|
| Stealth |
DEX |
+2 (disadvantage due to armor)
|
| Survival |
WIS |
+1
|
| Tool (Calligrapher) |
UNTYPED |
+2
|
| Tool (Woodcarver) |
UNTYPED |
+2
|
|
Languages
Class Abilities
- Weapons: simple weapons
- Skills: Insight, Perception
- Ritual Casting: can cast prepared some spells as a ritual instead of burning slot
- Psionic Spellcasting: When you cast a Psion spell, that spell doesn’t require a Verbal or Material component, even if the spell includes “V” or “M” in its “Components” entry, except Material components that are consumed by the spell or have a cost specified in the spell.
- Psionic Modes (2/long rest): As a Bonus Action, you can choose one of the following modes, granting you certain benefits for 1 minute
- Attack Mode: Damage from your weapon attacks, Psion spells, and Psion features ignores Resistance to Psychic damage. In addition, when you roll damage for a spell, you can expend one Psionic Energy Die to reroll a number of damage dice up to your Intelligence modifier (minimum of one), and you must use the new rolls.
- Defense Mode: You have Resistance to Psychic damage. In addition, when you fail an Intelligence, Wisdom, or Charisma saving throw, you can take a Reaction to expend one Psionic Energy Die; roll the Psionic Energy Die and add the number rolled to the saving throw, potentially turning a failure into a success.
- Teleportation: You can cast Misty Step without expending a spell slot, and you must finish a Long Rest before you can cast it in this way again. You can also restore your use of it by expending one Psionic Energy Die (no action required).
- Warp Propel: When a target fails its saving throw against your Telekinetic Propel, instead of pushing it, you can teleport the target to an unoccupied space you can see within 30 feet of you that is horizontal to you
- Feat: Skilled (Investigation, Nature, Religion)
Race Abilities
- Your speed is not reduced by wearing heavy armor. (No heavy armor proficiency though)
- Darkvision: 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.
- Dwarven Resilience: You have advantage on saving throws against being poisoned, and you have resistance against poison damage.
- Dwarven Combat Training: You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.
- Dwarven Armor Training: You have proficiency with light and medium armor
- Tool Proficiency: You gain proficiency with woodcarver's tools (subbed)
- Stonecunning: Whenever you make a History check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
|