Orryn (Badger) Ningel
- After every long rest, I immediately use Inertial Armor (2 psi, no armor 14+dex mod AC, resist force) and focus on Iron Durability (+1AC).
- Preferred standard attack is Mind Thrust. 120ft., Int save, 2d10 psychic.
- Uses Push or Combustion on tougher opponents. Push x psi, 60ft., xd8 force, pushed x spaces straight line away from me (save half). Combustion x psi, concen 1 min, 120ft., xd10 fire, catches fire taking 1d6 fire end of each of its turns during duration or until someone next to it spends action extinguishing (save half and doesn’t catch fire)
- Detonation against large group
- Firm Form when surrounded.
- Defensively: adv on all mental saves v magic; gain 4 temp HP start of every turn; after spending psi points on discipline use bonus to regain that many HP
- Reaction, x psi, use after attacked, gain x AC against triggering attack, applies to that attacklasts until end of your next turn
- Telepathy and darkvision.
Darkvision: Darkvision 60 (dim as if bright and dark as if dim; shades of gray)
Gnome Cunning: Advantage on all int, Wis, and Cha saves vs. magic.
Natural Illusionist: Minor illusion cantrip – use Int. Action, 30ft., 1 minute. You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
Speak with Small Beasts: Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.
Researcher: When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.
Psionic Talents: 2 known.
Psionic Disciplines: 5 known (two from Immortal). Require no components (verbal, gestures, or materials), rather the power comes from the mind.
Psi Points: 27 points. Limit of 5 points to activate a discipline. Long rest reset.
Psychic Focus: Bonus action to gain one of your discipline’s psychic focus benefits. Lasts until incapacitated or until you use a bonus action to gain a different benefit. Only one at a time.
Psionic Ability: Save 8+prof+IntMod; Attack prof+IntMod
Mystic Order: Order of the Immortal. One extra HP per Mystic level. No armor/shield then AC=10+DexMod+ConMod. At start of each turn gain IntMod temp HP if you have at least 1HP.
Mystical Recovery: Immediately after spending psi points on a discipline, use bonus to regain HP equal to number of psi points spent.
Telepathy: Speak telepathically with any creature I can see within 120. Don’t need to share a language, but the creature must be able to understand at least one language or have the ability to communicate telepathically.
Strength of Mind: Can replace your Wis save prof with another one. Make choice during any rest.
You transform your body to become a living metal, allowing you to shrug off attacks that would cripple weaker creatures.
Psychic Focus. While focused on this discipline, you gain a +1 bonus to AC.
Iron Hide (1–7 psi). As a reaction when you are hit by an attack, you gain a +1 bonus to AC
for each psi point you spend on this ability. The bonus lasts until the end of your next turn.
This bonus applies against the triggering attack.
Steel Hide (2 psi). As a bonus action, you gain resistance to bludgeoning, piercing, and slashing damage until the end of your next turn.
Iron Resistance (7 psi; conc., 1 hr.). As an action, you gain resistance to bludgeoning, piercing, or slashing damage (your choice), which lasts until your concentration ends.
Mastery of Fire
Wu Jen Discipline
You align your mind with the energy of elemental 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, you become wreathed in flames until your concentration ends. Any creature that end 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.
Mastery of Force
Wu Jen Discipline
As a student of psionic power, you perceive the potential energy that flows through all things. You reach out with your mind, transforming the potential into the actual. Objects and creatures move at your command.
Psychic Focus. While focused on this discipline, you have advantage on Strength checks.
Push (1–7 psi). As an action, choose one creature you can see within 60 feet of you. The target must make a Strength saving throw. On a failed save, it takes 1d8 force damage per psi point spent and is pushed up to 5 feet per point spent in a straight line away from you. On a successful save, it takes half as much damage.
Move (2–7 psi). Choose one object you can see within 60 feet of you that isn’t being worn or carried by another creature and that isn’t secured in place. It can’t be larger than 20 feet on a side, and its maximum weight depends on the psi points spent on this ability, as shown below. As an action, you move the object up to 60 feet, and you must keep the object within sight during this movement. If the object ends this movement in the air, it falls. If the object would fall on a creature, the creature must succeed on a DC 10 Dexterity saving throw or take damage as listed on the table below.
Psi Spent, Maximum Weight, Bludgeoning Damage
2 25 lbs. 2d6
3 50 lbs. 4d6
5 250 lbs. 6d6
6 500 lbs. 7d6
7 1,000 lbs. 8d6
Inertial Armor (2 psi). As an action, you sheathe yourself in an intangible field of magical
force. For 8 hours, your base AC is 14 + your Dexterity modifier, and you gain resistance to force damage. This effect ends if you are wearing or don armor.
Telekinetic Barrier (3 psi; conc., 10 min.). As an action, you create a transparent wall of telekinetic energy, at least one portion of which must be within 60 feet of you. The wall is 40 feet long, 10 feet high, and 1 inch thick. The wall lasts until your concentration ends. Each 10-foot section of the wall has an AC of 10 and 10 hit points.
Grasp (3 psi; conc., 1 min.). You attempt to grasp a creature in telekinetic energy and hold it captive. As an action, choose one creature you can see within 60 feet of you. The target must succeed on a Strength saving throw or be grappled by you until your concentration ends or until the target leaves your reach, which is 60 feet for this grapple.
The grappled target can escape by succeeding on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your psionic ability plus your proficiency bonus. When a target attempts to escape in this way, you can spend psi points to boost your check, abiding by your psi limit. You gain a +1 bonus per psi point spent.
While a target is grappled in this manner, you create one of the following effects as an action:
Crush (1–7 psi). The target takes 1d6 bludgeoning damage per psi point spent.
Move (1–7 psi). You move the target up to 5 feet per psi point spent. You can move it in the air and hold it there. It falls if the grapple ends.
You create a screen of psychic power that distorts your appearance, allowing you to blend into the background or even turn invisible.
Psychic Focus. While focused on this discipline, you have advantage on Dexterity (Stealth) checks.
Chameleon (2 psi). As an action, you can attempt to hide even if you fail to meet the requirements needed to do so. At the end of the current turn, you remain hidden only if you then meet the normal requirements for hiding.
Step from Sight (3 psi; conc., 1 min.). As a bonus action, cloak yourself from sight. You can target one additional creature for every additional psi point you spend on this ability.
The added targets must be visible to you and within 60 feet of you.
Each target turns invisible and remains so until your concentration ends or until immediately after it targets, damages, or otherwise affects any creature with an attack, a spell, or another ability.
Enduring Invisibility (7 psi; conc., 1 min.). As a bonus action, you turn invisible and remain so until your concentration ends.
You wield psionic energy to cure wounds and restore health to yourself and others.
Psychic Focus. While focused on this discipline, you can use a bonus action to touch a creature that has 0 hit points and stabilize it.
Mend Wounds (1–7 psi). As an action, you can spend psi points to restore hit points to one creature you touch. The creature regains 1d8 hit points per psi point spent.
Restore Health (3 psi). As an action, you touch one creature and remove one of the following conditions from it: blinded, deafened, paralyzed, or poisoned. Alternatively, you remove one disease from the creature.
Restore Life (5 psi). As an action, you touch one creature that has died within the last minute. The creature returns to life with 1 hit point. This ability can’t return to life a creature that has died of old age, nor can it restore a creature missing any vital body parts.
Restore Vigor (7 psi). As an action, you can touch one creature and choose one of the following: remove any reductions to one of its ability scores, remove one effect that reduces its hit point maximum, or reduce its exhaustion level by one.
As a bonus action, you alter your density and weight to improve your mobility. For the rest of your turn, your walking speed increases by 10 feet, and the first time you stand up this turn, you do so without expending any of your movement if your speed is greater than 0.
As an action, you target one creature you can see within 120 feet of you. The target must succeed on an Intelligence saving throw or take 1d10 psychic damage.
The talent’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Race: Forest Gnome
Class: Mystic (UA)
Alignment: Chaotic Neutral
Age 277 years of 350-500
Appearance: Ash-colored skin. White eyes. 3’6" ft., 41 lbs. Long, white beard. Shaved head. A bit plump.
Description: Inquisitive, studious, keeps and often speaks with small animals (especially badgers), odd to most folks
Languages. Common®, Elvish(B), Gnomish®, Undercommon(B)
Proficiencies. Light armor and simple weapons.
I lived under the tutelage of a svirfneblin deep gnome, learning and practicing the ways of the mystic. Years dragged on in my Underdark home as I lived like servant to Master Nim. As I was able to prove my mystic capabilities to her, our relationship shifted to one of partnership.
- The person that matters most to me: Master Nim
- Name someone that you have wronged: The master historian Lorarath Arroway, whose writings I have been known to borrow without her knowledge.
- What information would you kill to know: How to unlock and tap into the psychic abilities of mind flayers, aboleths, beholders, slaads, and githzerai.
- I never wear footwear.
- I write down the names of each creature I slay, and name ones that are untamed.
- There’s nothing I like more than a good mystery.
- Knowledge. The path to power and self-improvement is through knowledge. (Neutral)
- I have an ancient text that holds terrible secrets that must not fall into the wrong hands.
- I’ve been searching my whole life for the answer to a certain question.
- I am easily distracted by the promise of information.