Attributes
+4
Strength: 19/8
| +3
Dexterity: 16
| +2
Constitution: 14
Save-Prof * | +4
Intelligence: 18
Save-Prof | +0
Wisdom: 10
| -1
Charisma: 8
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■ Athletics | □ Acrobatics
□ Sleight of Hand
□ Stealth | | □ Arcana
□ History
■ Investigation
□ Nature
□ Religion | □ Animal Handling
■ Insight
□ Medicine
■ Perception
□ Survival | □ Deception
■ Intimidation
□ Performance
□ Persuasion |
■ Lang:Common, ■ Lang:Celestial, ■ Lang:Minotaur ■ GamingSet:Dice |
HP: 51/51
3+6*(5+1+2) | Proficiency Bonus:
+3 |
Feat & Feature
Moderately Armored
Prerequisite: Proficiency with light armor
You have trained to master the use of medium armor and shields, gaining the following benefit:
Increase your Strength or Dexterity score by 1, to a maximum of 20.
You gain proficiency with medium armor and shields.
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Legion Station
You have an established place in the hierarchy of the Boros Legion.
You can requisition simple equipment for temporary use, and you can gain access to any Boros garrison in Ravnica, where you can rest in safety and receive the attention of medics.
You are also paid a salary of 1 gp (a Boros-minted 1-zino coin) per week, which (combined with free lodging in your garrison) enables you to maintain a poor lifestyle between adventures.
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Equipment
Background
A Boros insignia
A feather from an angel's wing
A tattered piece of a Boros banner (a souvenir from a famous battle)
A set of common clothes
A belt pouch containing 2 gp (Boros-minted 1-zino coins)
Class
Starting
Gauntlets of Ogre Power
Boros breastplate
Boros Kite Shield
230 GP
Psionics
Psi
Points | Psi Limit | SaveDC |
32 | 5 | 15
8+3(Prof)+4(INT) |
Talents
Beacon | Psychic Hammer |
As a bonus action, you cause bright light to radiate from your body in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. The light lasts for 1 hour, and you can extinguish it earlier as a bonus action. | As an action, you try to grasp one creature you can see within 120 feet of you, with a hand crafted from telekinetic energy. The target must succeed on a Strength saving throw or take 1d6 force damage. If it takes any of this damage and is Large or smaller, you can move it up to 10 feet in a straight line in a direction of your choice. You can't lift the target off the ground unless it is already airborne or underwater. The talent's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). |
Disciplines
Psionic Weapon |
Psychic Focus: Whenever you focus on this discipline, choose one weapon you're holding or your unarmed strike. When you attack with it while focused on this discipline, its damage is psychic and magical, rather than its normal damage type. Until you reach 6th level as a mystic, you don't add your Strength or Dexterity modifier to the psychic attack's damage rolls.
Ethereal Weapon (1 psi)
As a bonus action, the next attack you make with your weapon before the end of your turn requires no attack roll. Instead, the target makes a Dexterity saving throw against this discipline. On a failed save, the target takes the attack's normal damage and suffers its additional effects. On a successful save, the target takes half damage from the attack but suffers no additional effects that would normally be imposed on a hit.
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Lethal Strike (1–7 psi)
As a bonus action, you imbue a weapon you're holding or your unarmed strike with psychic energy. The next time you hit with it before the end of your turn, it deals an extra 1d10 psychic damage per psi point spent.
Augmented Weapon (5 psi; conc., 10 min.)
As a bonus action, touch one simple or martial weapon. Until your concentration ends, that weapon becomes a magic weapon with a +3 bonus to its attack and damage rolls.
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Nomadic Arrow |
Psychic Focus: While you are focused on this discipline, any attack roll you make for a ranged weapon attack ignores disadvantage. If disadvantage would normally apply to the roll, that roll also can’t benefit from advantage.
Speed Dart (1-7 psi)
As a bonus action, you imbue one ranged weapon you hold with psionic power. The next attack you make with it that hits before the end of the current turn deals an extra 1d10 psychic damage per psi point spent.
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Seeking Missile (2 psi)
As a reaction when you miss with a ranged weapon attack, you can repeat the attack roll against the same target.
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Faithful Archer (5 psi; conc., 1 min.)
As a bonus action, you imbue a ranged weapon with a limited sentience. Until your concentration ends, you can make an extra attack with the weapon at the start of each of your turns (no action required). If it is a thrown weapon, it returns to your grasp each time you make any attack with it.
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Crown of Rage |
Psychic Focus: While you are focused on this discipline, any enemy within 5 feet of you that makes a melee attack roll against creatures other than you does so with disadvantage.
Primal Fury (1–7 psi)
As an action, choose one creature you can see within 60 feet of you. The target must succeed on a Charisma saving throw or take 1d6 psychic damage per psi point spent on this ability and immediately use its reaction to move its speed in a straight line toward its nearest enemy. The save automatically succeeds if the target is immune to being charmed.
Mindless Courage (2 psi)
As a bonus action, choose one creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or, until the end of your next turn, it can't willingly move unless its movement brings it closer to its nearest enemy that it can see. The save automatically succeeds if the target is immune to being charmed.
Punishing Fury (5 psi; conc., 1 min.)
As a bonus action, choose one creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or, until your concentration ends, any creature within 5 feet of it can use a reaction to make a melee attack against it whenever the target makes a melee attack. The save automatically succeeds if the target is immune to being charmed.
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Fighting Words (2 psi; conc., 10 min.)
If you spend 1 minute conversing with a creature, you can use an action to force the creature to make a Wisdom saving throw to resist feeling violent urges against one creature you describe to it or name. The save automatically succeeds if the target is immune to being charmed. On a failed save, the target attacks the chosen creature if it sees that creature before your concentration ends, using weapons or spells against a creature it was already hostile toward or unarmed strikes against an ally or a creature it was neutral toward. Once the fight starts, it continues to attack for 5 rounds before this effect ends. This effect immediately ends if the target or any ally it can see is attacked or takes damage from any creature other than the one it has been incited against. On a successful save, the creature is unaffected and has no inkling of your attempt to bend its will.
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Mastery of 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, 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.
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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.
Misty Form (6 psi; conc., 1 min.)
As an action, your body becomes like a misty cloud until your concentration ends. In this form, you gain resistance to bludgeoning, piercing, and slashing damage, and you can't take actions other than the Dash action. You can pass through openings that are no more than 1 inch wide without squeezing.
Animate Air (7 psi; conc., 1 hr.)
As an action, you cause an air elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In combat, roll for its initiative, and choose its behavior during its turns. When this effect ends, the elemental disappears. See the Monster Manual for its stat block.
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Mastery of Fire |
Psychic Focus: While focused on this discipline, you gain resistance to fire damage, and you gain a +2 bonus to rolls for fire damage.
Combustion (1–7 psi; conc., 1 min.)
As an action, choose one creature or object you can see within 120 feet of you. The target must make a Constitution save. On a failed save, the target takes 1d10 fire damage per psi point spent, and it catches on fire, taking 1d6 fire damage at the end of each of its turns until your concentration ends or until it or a creature adjacent to it extinguishes the flames with an action. On a successful save, the target takes half as much damage and doesn't catch on fire.
Rolling Flame (3 psi; conc., 1 min.)
As an action, you create fire in a 20-foot-by-20-foot cube within 5 feet of you. The fire lasts until your concentration ends. Any creature in that area when you use this ability and any creature that ends its turn there takes 5 fire damage.
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Detonation (5 psi)
As an action, you create a fiery explosion at a point you can see within 120 feet of you. Each creature in a 20-foot-radius sphere centered on that point must make a Constitution saving throw, taking 7d6 fire damage and being knocked prone on a failed save, or half as much damage on a successful one.
Fire Form (5 psi; conc., 1 min.)
As a bonus action, until your concentration ends, any creature that ends its turn within 5 feet of you takes 3d6 fire damage.
Animate Fire (7 psi; conc., 1 hr.)
As an action, you cause a fire elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In combat, roll for its initiative, and choose its behavior during its turns. When this effect ends, the elemental disappears. See the Monster Manual for its stat block.
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Equipment
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