Kwis
Character Stats
| File:Kwis.png |
| Level |
Mountain Dwarf |
| Race |
3 |
| Class |
Psion(Warper) |
| Armor |
medium armor |
| Weapon(s) |
brain |
| Hometown |
Vargain Fortress |
Background: nerd bookworm
- Skill Proficiencies:
- Tool Proficiencies:
- Feature:
Attributes
| Attribute |
Value |
Bonus |
Save
|
| Strength |
10 |
0 |
0
|
| Dexterity |
14 |
+2 |
+2
|
| Constitution |
16 |
+3 |
+3
|
| Intelligence |
16 |
+3 |
+5
|
| Wisdom |
12 |
+1 |
+3
|
| Charisma |
8 |
-1 |
-1
|
|
Secondary Attributes
| Hit Points |
25 (Level 1,2: 6 + 3 CON; Level 3: 4 + 3 CON)
|
| Armor Class |
16 (scale)
|
| Proficiency Bonus |
+2
|
| Passive Perception |
13
|
| Initiative |
+2
|
| Base Speed |
25 Feet
|
|
Skills & Abilities
| Skill |
Ability |
Score
|
| Acrobatics |
DEX |
+2
|
| Animal Handling |
WIS |
+1
|
| Arcana |
INT |
+5
|
| Athletics |
STR |
0
|
| Deception |
CHA |
-1
|
| History |
INT |
+5
|
| Insight |
WIS |
+3
|
| Intimidation |
CHA |
-1
|
| Investigation |
INT |
+5
|
| Medicine |
WIS |
+1
|
| Nature |
INT |
+3
|
| 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
|
|
Languages
Class and Background Abilities
- Armor: light armor, medium armor
- Weapons: simple weapons
- 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.
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.
- Tool Proficiency: You gain proficiency with brewer's tools
- 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.
|
Psionic Power
- Ability: Int, Spell Save DC: 13, Spell Attack Bonus: +5
- Slots (refresh on long rest): 1st - 4, 2nd - 2
- Psi Die (refresh 1/short rest, 3/long rest): d6
Powers
- Telekinetic Propel: As a Bonus Action, choose one Large or smaller creature other than you that you can see within 30 feet of yourself, and then roll one Psionic Energy Die. The target must succeed on a Strength saving throw or be pushed or pulled (your choice) up to a number of feet straight away from yourself equal to 5 times the number rolled. The die is expended only if the target fails the saving throw. A target can choose to fail the saving throw rather than roll.
- Telepathic Connection: You have telepathy with a range of 5 feet. The contacted creature doesn't need to share a language with the telepath to understand this communication, but the contacted creature must be able to understand at least one language or be telepathic itself to understand. A telepath doesn't need to see a contacted creature and contact is immediately broken if either the telepath or the other creature has the Incapacitated condition. Telepathic contact is also broken if the contacted creature is no longer within the telepathy's range or if the telepath contacts a different creature within range. A creature without telepathy can receive telepathic messages but can't initiate a telepathic conversation. Once a telepathic conversation starts, the non-telepath can communicate mentally to the telepath until the telepathic connection ends.
As a Bonus Action, you can expend one Psionic Energy Die and roll it. For a number of minutes equal to your Psion level, the range of your telepathy increases by a number of feet equal to 10 times the number rolled.
Psionic Discipline (2 known)
- Psionic Backlash: Immediately after a creature you can see hits you with an attack roll, you can take a Reaction to expend one Psionic Energy Die, roll two Psionic Energy Dice, and subtract the number rolled on each die from the total to hit. In addition, you can force the attacker to make a Wisdom saving throw. On a failed save, the target takes Psychic damage equal to the amount rolled on the two Psionic Energy Dice.
- Inerrant Aim or Psionic Guards??
Psion Spells (10 spells known)
- Cantrips (3 known)
- Mage Hand (subtle, can choose to make hand invisible)
- Mind Sliver (S)
- Telekinetic Fling or True Strike 2024???
- Level 1
- Command
- Comprehend Languages (rit)
- Dissonant Whispers
- Expeditious Retreat (subclass)
- Feather Fall (subclass)
- Detect Magic or Floating Disc
- Level 2
- Misty Step (subclass)
- Shatter (subclass)
- Tasha's Mind Whip
- ?? probably Enhance Ability if no-one else has it or else See Invis or Mirror Image
Gear
Armor
Weapons
Melee Weapons
- dagger (always have a knife)
Ranged Weapons
- Crossbow or a bunch of 1 copper bullets depending on attack cantrip choice
Inventory of items
Consumables