Dizati

Description:


Class: Psychic Warrior (Iron Guardian) 3; Race: Emerald Shard; XP: 900 +
Background: Soldier

Initiative: + 2; Speed: 30; Armor Class: 18
Hit Dice: 3d10 + 3; Hit Points: 25; Power Points: 3

STR: 16 (+ 3), DEX: 14 (+ 2), CON: 12 (+ 1), INT: 9 (– 1), WIS: 16 (+ 3), CHA: 8 (– 1)

Proficiencies (+ 2)
- Saves: Strength, Dexterity (+ shield mastery feat)
- Skills: Arcana, Athletics, Acrobatics
- Languages: Understands Common but cannot speak
- Armor: Light and Medium, plus Shields
- Weapons: Simple and Martial Weapons
- Tools: None

Feats: Shield Master
Background Features: Military Rank
Class Features: Autohypnosis, Cognitive Cut, Endowments (Warrior Talent), Spell Slots (level one x3)

MAGIC

Spell Save DC: 13 (8 + 2 Proficiency Modifier + 3 Wisdom Modifier)
Spell Attack: + 5 (+ 2 Proficiency Modifier + 3 Wisdom Modifier)
Disciplines Known: Basal Runes, Farmicopsy, Magnmatism
Spells Known:
- 1st Level: detect magic, prevenom, searing smite

Equipment Carried (99.08 lbs.): Scalemail Armor, Shield, Pike

Normal Attacks:

1 action (pike thrust)
- Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 1d10 + 3 piercing damage.

1 bonus action (shield shove)
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: creature up to Large size is shoved 5 feet away or is knocked prone. DC to hit is target’s contested Strength (Athletics) or Dexterity (Acrobatics) roll.

Bio:

FEATURES

Living Construct. You are made of living crystal. You are immune to poison and disease. You do not need to eat, drink, or breathe; you are immune to starvation, thirst, and suffocation. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal.

Rigid Rationality. You have resistance to psychic damage.

Shardmind Psionics. You can cast the conceal thoughts spell on yourself once and you can cast the detect thoughts spell once. You regain the ability to cast each spell with this trait when you finish a long rest. Intelligence is your spellcasting ability for these spells.

Crystalline Mind. You can speak telepathically with any creature within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathy, but the creature must be able to understand at least one language. If you have a similar telepathy-granting class feature, increase the range of your telepathy by 30 feet.

Emerald Heart. You have resistance to cold damage.

Autohypnosis. Beginning at 1st level, your mental training gives you an exceptional degree of mastery over your autonomic wellbeing. With this feature, you can use psionic power to defy physical and even magical conditions that afflict your mind or body. Whenever you suffer the blinded, charmed, dazed, deafened, frightened, paralyzed, petrified, poisoned, or stunned condition, you can spend 1 power point to suppress that condition for a few moments. Until the end of your next turn, the condition applies none of its penalties or associated effects. Thereafter, the condition applies again. During the excluded period, the condition still exists for other purposes such as the timing of its duration and your ability to cast it off with saving throws or curative magic. No single instance of a condition can be affected more than once with this feature.

POWER DECK

Endowments rely on you having a reserve of power points that are unspent and not sequestered. The reserve requirements are cumulative. The higher your number of unspent power points, the more of your endowments you can use at the same time.

To track which of your endowments are active, list them in an order called a “power deck.” Put the most important endowments earlier (higher) in the deck. You may wish to list each one on a 3×5 card, keeping a literal deck of endowments for easier tracking.

The highest endowment in your power deck has a reserve requirement of 0; your first endowment is always powered (active and usable), even if you completely run out of power points.

As you go deeper into the deck, the power point requirement increases. While you have at least 2 remaining power points, the second endowment in your deck is powered. If you have 2 additional power points beyond that, the next endowment in your power deck is powered. Continue counting reserve requirements at this rate until you run out of current power points. Any further endowments are depowered, not active and not usable.

As you use power points, your power deck losses effectiveness. This happens immediately as the power points are lost, affecting endowments from lowest-listed first, up to the highest. When an endowment gets depowered, its ongoing effects end as do any spells you cast through that feature, even if their normal durations have not yet expired. Neither can you activate any function of a depowered endowment.

To respond to shifting circumstances or lost power points, you can make a “cut” in your power deck. You can use an action to remove a single endowment from the deck and reinsert it in a different position. Recalculate power point requirements as appropriate; the new deck sequence is effective immediately after you finish this action.

Additionally, you can meditative for 1 minute outside of combat to “shuffle” your power deck, completely reordering your endowments as you please. Some limited-use features only apply if they have not been used since your last shuffle, making this process advantageous even if your shuffle does not change the order of your endowments.

Shield Bracing. (Endowment # 1) You gain the Shield Bracing fighting style while this endowment is powered. While you are wielding a shield in one hand, you can wield a pike in the other hand by bracing its haft against the shield. While wielded this way, a pike loses its two-handed weapon property.

If your campaign uses The Comprehensive Equipment Manual, this fighting style also works with the ahlspiess, partisan, and nagaeyari.

This is a fighting style endowment. You cannot claim the benefit if you have the same fighting style provided by another class’s feature. Nor can you have more than one fighting style endowment active at once; if multiple such endowments are powered, only the highest in your power deck has any effect.

*Warrior Talent. * (Endowment #2) You know two cantrips selected from among the disciplines provided to you by the psychic warrior class and by your choice of psionic method, if any. Alternately, you can select one attack mode cantrip and one defense mode cantrip from the Psychic Combat discipline.
You can select this endowment multiple times, each time choosing a different pair of cantrips.

SPELLS

Detect Magic
1st-level divination
Casting Time: 1 action (ritual)
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes

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.

Detect Thoughts (Racial Spell, 1/day)
2nd-level divination
Casting Time: 1 action
Range: Self
Components: V, S, M (a copper piece)
Duration: Concentration, up to 1 minute

For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected.

You initially learn the surface thoughts of the creature – what is most on its mind in that moment. As an action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check if it succeeds, the spell ends.

Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.

You can also use this spell to detect the presence of thinking creatures you can’t see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language.

Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within range.

Conceal Thoughts (Racial Spell, 1/day)
1st-level abjuration (Mind Haze)
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 8 hours

You screen one willing creature’s thoughts from analysis, both magical and mundane. This works by severing the target’s subconscious expressions of thought and emotion and diverting those impulses elsewhere in the brain. The target has advantage on saving throws to resist effects that would detect the presence of, or read the contents of, its thoughts or memories. Further, creatures have disadvantage when rolling Wisdom (Insight) checks to scrutinize the spell’s target.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional willing creature that you can see in range per spell slot above 1st.

Prevenom
1st-level evocation
Casting Time: 1 bonus action
Range: Touch
Components: V
Duration: Concentration, up to 1 minute

Venom appears on the sharp portions of a weapon you are holding. Until the spell ends, your weapon attacks deal an extra 1d4 poison damage on a hit. The weapon must be one that inflicts piercing or slashing damage. This spell ends immediately when you cease holding the weapon.

Poison Spray
Conjuration cantrip
Casting Time: 1 action
Duration: Instantaneous
Range: 10 feet
Components: V, S

You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.

This spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17 level (4d12).

Searing Smite
1st-level evocation
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute

The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot above the 1st.

Telling Touch
Divination cantrip (Basal Runes)
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous

You can sense whether magic affects a creature or object that you touch. You also determine whether an object you touch is a magic item.

FEATS

Shield Master. You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:

  • If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
  • If you aren’t incapacitated, you can add your shield’s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
  • If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.

Dizati

Aether's Academy Randy cutakaypre