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campaigns:ravnica:asher
AC Psychic
Hammer
18
[14 Breastplate]
[+2 DEX]
[+2 Shield]
Single Target
120' range
2d6 [Force]
Move 10'
STR-save
negates
Melee Ranged
+7 ► 1d4+4
Piercing
[+4 STR]
+6 ► 1d4+3
Piercing
[+3 DEX]
Race:
Birthplace:
Age:
Build:
Height:
Weight:
Hair Color:
Eye Color:
Habitual Dress:
Distinguishing marks:
Parents:

Alignement:
Human
District 10
22
Drunk
5'11“
162 lbs.
Dirty
Brown
Street mishmash
X
X (Mother)
X (Father)
Neutral-Good
Contacts:

Attributes

+4
Strength: 19/8

+3
Dexterity: 16

+2
Constitution: 14
Save-Prof *
+4
Intelligence: 18
Save-Prof
+0
Wisdom: 10

-1
Charisma: 8

■ 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
Level Progression

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.

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.

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 6 gp (Boros-minted 1-zino coins)
  • Class
    • A spear
    • A studded leather armor
    • A broken Sword from the Battle of X (Dagger)
    • An explorer's pack
      • A backpack
      • A bedroll
      • A mess kit
      • A tinderbox
      • 10 torches
      • 10 days of rations
      • A waterskin
      • 50 feet of hempen rope strapped to the side of it.
  • Starting
    • Gauntlets of Ogre Power
    • Boros breastplate
    • Boros Kite Shield
    • 220 GP

Psionics

Psi
Points
Psi LimitSaveDC
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.

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.
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.

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.

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.
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.

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.
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.

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.
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.

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.

Equipment

Asher Angevin
I am always first into the fray
It isn't right for innocents to suffer because of the arrogance of the powerful. (Good) 
I ower my life to the Boros captain (Vensam) who took me in when I was living on the streets.
I see everything in a clear-cut black and white.
Ally(8): A boros angel knows my name. Folkeskjald Imuel
Rivel(8): A boros angel knows my name. Krigsjarl Amyria
NBC(8): A Rakdos blood witch seems to enjoy harassing me. Sinrjod Sjælemejer
Renown: 0
You spend any money you earn within 1 week of gaining it.

gadedreng rekrutteret af Angus Angevin
Forhændværende Theatre of Order Army, nu konstabel

Fell Street Massacre
 - Presumed Rakdos Cultists captured Boros Angel (Angel) intent on possessing the angel with the essence of a demon.
 - Entry into Orzhov territory denied by ranking officers (Angel)
 - Small force entered anyway, but at high losses to manpower and relations with Orzhov (presumably also Rakdos, if possible.)
 - During the chaos the angel was rescued
 - Bloodwitch X directed the rogue ritual's energies against the remaining Boros Force
 - Asher absorbs the brunt of the blow saving two companion (unnamed, now dead??) in arms from the arcane torrents
 - Demoted due fallout of operation Asher transfers from the Military to the constabulary
 - Plagued by the terrors of that night he starts drinking heavily
 - Infected by voices calling themselves Krazramonuim
1)
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.
2)
At 1st level, you know one psionic talent of your choice.
The Talents Known column of the Mystic table shows
the total number of talents you know at each level;
when that number goes up for you, choose a new talent.
3)
At 1st level, you know one psionic discipline of your choice.
The Disciplines Known column of the Mystic table shows the total
number of disciplines you know at each level; when that number
goes up for you, choose a new discipline. In addition,
whenever you gain a level in this class, you can replace one
discipline you know with a different one of your choice.
4)
You have an internal reservoir of energy that is represented by psi points.
Each psionic discipline describes effects you can create with it by
spending a certain number of psi points.
A psionic talent requires no psi points.
The number of psi points you have is based on your mystic level,
as shown in the Psi Points column of the Mystic table.
The number shown for your level is your psi point maximum.
Your psi point total returns to its maximum when you finish a long rest.
The number of psi points you have can't go below 0 or over your maximum.
5)
There is a limit on the number of psi points you can spend to activate a psionic discipline.
The limit is based on your mystic level, as shown in the Psi Limit column of the Mystic table.
6)
As a bonus action, you can choose one of your psionic
disciplines and gain its psychic focus benefit.
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.
7)
Intelligence is your psionic ability for your psionic disciplines. You use your Intelligence modifier
when setting the saving throw DC for a psionic discipline or when making an attack roll with one.
Discipline save DC = 8 + your proficiency bonus + your Intelligence modifier
Discipline attack modifier = your proficiency bonus + your Intelligence modifier
8)
At 1st level, you choose a Mystic Order.
Your order gives you features when you choose it at 1st level
and additional features at 3rd, 6th, and 14th level.
9)
At 1st level, you learn two additional psionic disciplines of your choice.
They must be chosen from among the Immortal disciplines.
10)
Starting at 1st level, your hit point maximum increases by 1 per mystic level.
In addition, while you aren't wearing armor or wielding a shield,
your base AC equals 10 + your Dexterity modifier + your Constitution modifier.
11)
Starting at 2nd level, 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.
12)
At 2nd level, 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.
13)
Starting at 3rd level,
at the start of each of your turns after rolling initiative,
you gain temporary hit points equal to your Intelligence modifier
(minimum of 0) if you have at least 1 hit point.
These temporary hit points fade 10 minutes after you last made an attack.
14)
When you reach 4th level,
and again at 8th, 12th, 16th, and 19th level,
you can increase one ability score of your choice by 2,
or you can increase two ability scores of your choice by 1.
As normal, you can't increase an
ability score above 20 using this feature.
15)
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.
campaigns/ravnica/asher.txt · Last modified: 2019/09/16 17:34 by din_mor