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Half-Elf Mystic Character Sheet

1) The document summarizes the character sheet of a Level 4 Half-Elf Mystic named Spectra with a neutral good alignment and specialties in stealth and psionic abilities. 2) Key abilities include darkvision, advantage on saving throws against being charmed, the War Caster feat, an internal reservoir of 17 Psi points to activate psionic disciplines, and the psychic focuses of Energy Beam and Mystic Charm. 3) Spectra has proficiencies in studded leather armor, shields, the Arcana skill, and mystic orders of the Order of the Awakened.
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0% found this document useful (0 votes)
95 views6 pages

Half-Elf Mystic Character Sheet

1) The document summarizes the character sheet of a Level 4 Half-Elf Mystic named Spectra with a neutral good alignment and specialties in stealth and psionic abilities. 2) Key abilities include darkvision, advantage on saving throws against being charmed, the War Caster feat, an internal reservoir of 17 Psi points to activate psionic disciplines, and the psychic focuses of Energy Beam and Mystic Charm. 3) Spectra has proficiencies in studded leather armor, shields, the Arcana skill, and mystic orders of the Order of the Awakened.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Level 4 Half-Elf (Moon Elf) Mystic, Order of the Awakened 2700

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Spectra
Secret Identity Neutral Good Os
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Darkvision. You can see in dim light within 60 feet of you as
STRENGTH Studded Leather 12 if it were bright light, and in darkness as if it were dim light.
PROFICIENCY BONUS +2
12
SHIELD Fey Ancestry. Advantage on saving throws against being
AC charmed, and magic can’t put you to sleep.

N
CIE C
War Caster. You have advantage on Constitution saving
+1 Strength
Y
PROFI

throws that you make to maintain your concentration on a


+1 spell when you take [Link] can perform the somatic
+0 Dexterity components of spells even when you have weapons or a
+2 Constitution ARMOR CLASS shield in one or both [Link] a hostile creature’s
movement provokes an opportunity attack from you, you
DEXTERITY
✘ +5 Intelligence can use your reaction to cast a spell at the creature, rather
MAXIMUM HIT DICE TEMPORARY than making an opportunity attack. The spell must have a
10 ✘ +2 Wisdom

+1 Charisma
31 4d8 casting time of 1 action and must target only that creature.

Psionics. You have an internal reservoir of 17 Psi points that


CONDITIONAL
can be devoted to psionic disciplines you know. You can use
+0 no more than 3 psi points to activate a psionic discipline. As
a bonus action, you can choose one of your psionic
CURRENT HIT POINTS disciplines and gain its psychic focus benefit. The benefit
lasts until you are incapacitated or until you use another
CONSTITUTION DEATH SAVING THROWS
bonus action to choose a different focus benefit.
SAVING THROWS
Energy Beam. As an action, you target one creature you
15 N
CIE C

+0 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
can see within 90 feet of you. The target must succeed on a
Dexterity saving throw or take 1d8 acid, cold, fire, lightning,
Y
PROFI

or thunder damage (your choice).


RT

EXPE

+0 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION Mystic Charm. As an action, you beguile one humanoid
+2 ✘ +5 Arcana (Int) Darkvision you can see within 120 ft of you. The target must succeed
on a Charisma saving throw or be charmed by you until the
end of your next turn.
+1 Athletics (Str)
INTELLIGENCE ✘ +3 Deception (Cha) Mystic Order.
Order of the Awakened. Mystics dedicated to the Order

17 ✘
+3 History (Int)
+2 Insight (Wis)
of the Awakened seek to unlock the full potential of the
mind.

+1 Intimidation (Cha) SPEED, SENSES, & CONDITIONS Mystical Recovery. Immediately after you spend psi points
+3 ✘ +5 Investigation (Int)
on a psionic discipline, you can take a bonus action to
regain hit points equal to the number of psi points you
1 Studded Leather spent.
+0 Medicine (Wis)
WISDOM 1 Crossbow, Light Telepathy. You can telepathically speak to any creature you
+3 Nature (Int)
20 Crossbow Bolt (20) can see within 120 ft. of you. You don’t need to share a

11 ✘ +2 Perception (Wis) language with the creature for it to understand your


1 Explorer’s Pack telepathic messages, but the creature must be able to
+1 Performance (Cha) 1 Longsword understand at least one language or be telepathic itself.
+1 Persuasion (Cha) Strength of Mind. You can replace your proficiency in
+0 +3 Religion (Int) Wisdom saving throws whenever you finish a short or long
rest. This change lasts until you finish your next short or
+0 Sleight of Hand (Dex) long rest.
CHARISMA ✘ +2 Stealth (Dex) Psionic Investigation (1/Long Rest). If you hold an object

13
and concentrate on it for 10 minutes, you learn a few basic
+0 Survival (Wis)
facts about it. You gain a mental image from the object’s
SKILLS point of view, showing the last creature to hold the object
within the past 24 hours, and any events that have
occurred within 20 feet of the object within the past hour.
+1 12 PASSIVE PERCEPTION You can only see and hear these events. Additionally, you
can embed a psionic sensor within the object. For the next
24 hours, you can use an action to learn the object’s
ADVANTAGE
CP SP EP GP PP WEIGHT distance and direction from you, and to look at the object’s
0 0 0 0 0 19.05 lb. surroundings from its point of view. This perception lasts
INITIATIVE +0 1 Attack / Attack Action EQUIPMENT
until the start of your next turn.

NAME RANGE ATTACK DAMAGE / TYPE


Longsword 5 ft +3 vs AC 1d8 + 1 slashing
Versatile
FEATURES & TRAITS

Armor Proficiencies. Light Armor

Weapon Proficiencies. Longsword, Shortsword, Shortbow,


Longbow, Simple Weapons

Tool Proficiencies. Disguise kit, Forgery kit

Languages. Common, Elvish, Orc

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Female 27 4'9" 110 lb.
GENDER AGE HEIGHT WEIGHT
Spectra Red Brown Long
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

Even though you are a non-human, despite Hillfar's Great Law of Humanity, you continue to live in the City of Trade. You
do so by maintaining a secret identity, forging documents, and wearing a disguise. Few, if any, know you aren't human.
If you're a halfling or gnome, you pass as a little person or a child. If you're a half-elf, half-orc, or genasi, you disguise your
I don't make friends easily. They're a liability I cannot non-human features. Other races use a combination of disguise and concealing clothing to hide. Your reasons for doing
afford. so are your own. Perhaps you're a dissident or the agent of a foreign power. Maybe you have a relationship with
I avoid people of my own race, as well as things someone you cannot bear to leave. Regardless, this way of life has taken a heavy toll on you.
associated with my race, lest they give me away.

PERSONALITY TRAITS

Secretive: I am in the habit of not talking about


myself. My business is none of yours. (Any)

IDEAL

My secret identity is the only thing protecting me


from the Arena. I will stop at nothing to maintain it.

BOND

I am ashamed. I failed to protect a member of my


family who was seized and thrown into the Area.

FLAW BACKGROUND STORY

Secret Identity
You have created a secret identity that you use to
conceal your true race and that offers a covering
explanation for your presence in Hillsfar. In addition,
you can forge documents, including official papers
and personal letters, as long as you have seen an
example of the kind of document or the handwriting
you are trying to copy.

BACKGROUND FEATURE

An hourglass decorated with emeralds which is filled


with acid instead of sand

TRINKET
ADDITIONAL FEATURES ADDITIONAL TREASURE

This character sheet was generated by the Aurora Builder.


Intelligence +5 13 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Mystic, Order of the Awakened

CANTRIPS Intellect Fortress Precognition


Psychic Assault Psychic Phantoms
Intellect Fortress Precognition Psychic Assault
Awakened Discipline Cantrip Awakened Discipline Cantrip Awakened Discipline Cantrip

CASTING TIME Variable CASTING TIME Variable CASTING TIME Variable


RANGE Variable RANGE Variable RANGE Variable
DURATION Variable DURATION Variable DURATION Variable
COMPONENTS S COMPONENTS S COMPONENTS S

You forge an indomitable wall of psionic energy around your By analyzing information around you, from subtle hints to seemingly You wield your mind like a weapon, unleashing salvos of psionic energy.
mind—one that allows you to launch counterattacks against your disconnected facts, you learn to weave a string of probabilities in an Psychic Focus. While focused on this discipline, you gain a +2 bonus to
opponents.. instant that gives you extraordinary insights. damage rolls with psionic talents that deal psychic damage.
Psionic Blast (1–7 psi). As an action, choose one creature you can see within
Psychic Focus. While focused on this discipline, you gain resistance Psychic Focus. While focused on this discipline, you have 60 feet of you. The target takes 1d8 psychic damage per psi point spent on this
to psychic damage.. advantage on initiative rolls. ability.
Psychic Backlash (2 psi). As a reaction, you can impose Precognitive Hunch (2 psi; conc., 1 min.). As a bonus action, you Ego Whip (3 psi). As an action, choose one creature you can see within 60
disadvantage on an attack roll against you if you can see the attacker. open yourself to receive momentary insights that improve your odds feet of you. The target must make an Intelligence saving throw. On a failed
If the attack still hits you, the attacker takes 2d10 psychic damage.. of success; until your concentration ends, whenever you make an save, the creature takes 3d8 psychic damage, and it is filled with self -doubt,
Psychic Parry (1–7 psi). As a reaction when you make an attack roll, a saving throw, or an ability check, you roll a d4 and add it leaving it able to use its action on its next turn only to take the Dodge,
Intelligence, a Wisdom, or a Charisma saving throw, you gain a +1 to the total. Disengage, or Hide action. On a successful saving throw, it takes half as much
damage.
bonus to that saving throw for each psi point you spend on this All-Around Sight (3 psi) . In response to an attack hitting you, you Id Insinuation (5 psi). As an action, choose one creature you can see within
ability. You can use this ability after rolling the die but before use your reaction to impose disadvantage on that attack roll, possibly 60 feet of you. The target must make an Intelligence saving throw. On a failed
suffering the results.. causing it to miss. save, the creature takes 5d8 psychic damage, and it goes into a fury, as its id
Psychic Redoubt (5 psi; conc., 10 min.). As an action, you create a Danger Sense (5 psi; conc., 8 hr.). As an action, you create a runs rampant. On its next turn, it can use its action only to take the Dodge or
field of protective psychic energy. Choose any number of creatures psychic model of reality in your mind and set it to show you a few Attack action. On a successful save, it takes half as much damage.
within 30 feet of you. Until your concentration ends, each target has seconds into the future. Until your concentration ends, you can’t be Psychic Blast (6 psi). As an action, you unleash devastating psychic energy in
resistance to psychic damage and advantage on Intelligence, surprised, attack rolls against you can’t gain advantage, and you gain a 60- foot cone. Each creature in that area must make an Intelligence saving
Wisdom, and Charisma saving throws.. a +10 bonus to initiative. throw, taking 8d8 psychic damage on a failed save, or half as much damage on
a successful one. You can increase the damage by 2d8 if you spend 1 more psi
Victory Before Battle (7 psi). When you roll initiative, you can use point on this ability.
this ability to grant yourself and up to five creatures of your choice Psychic Crush (7 psi). As an action, you create a 20-foot cube of psychic
within 60 feet of you a +10 bonus to initiative. energy within 120 feet of you. Each creature in that area must make an
Intelligence saving throw. On a failed save, a target takes 8d8 psychic damage
and is stunned until the end of your next turn. On a successful save, a target
takes half as much damage.

Psionics (Mystic) Unearthed Arcana: The Mystic Class Bonus Disciplines (Mystic) Unearthed Arcana: The Mystic Class Psionics (Mystic) Unearthed Arcana: The Mystic Class

Psychic Phantoms
Awakened Discipline Cantrip

CASTING TIME Variable


RANGE Variable
DURATION Variable
COMPONENTS S
Your power reaches into a creature’s mind and causes it false perceptions.
Psychic Focus. While focused on this discipline, you have advantage on Charisma
(Deception) checks.
Distracting Figment (1–7 psi). As an action, choose one creature you can see within 60
feet of you. The target must make an Intelligence saving throw. On a failed save, it takes
1d10 psychic damage per psi point spent and thinks it perceives a threatening creature
just out of its sight; until the end of your next turn, it can’t use reactions, and melee
attack rolls against it have advantage. On a successful save, it takes half as much damage.
Phantom Foe (3 psi; conc., 1 min.). As an action, choose one creature you can see
within 60 feet of you. The target must make an Intelligence saving throw. On a failed
save, it perceives a horrid creature adjacent to it until your concentration ends. During
this time, the target can’t take reactions, and it takes 1d8 psychic damage at the start of
each of its turns. The target can repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success. You can increase the damage by 1d8 for each
additional psi point spent on the ability.
Phantom Betrayal (5 psi; conc., 1 min.). As an action, you plant delusional paranoia in
a creature’s mind. Choose one creature you can see within 60 feet of you. The target
must succeed on an Intelligence saving throw, or until your concentration ends, it must
target its allies with attacks and other damaging effects. The target can repeat the saving
throw at the end of each of its turns, ending the effect on itself on a success. A creature
is immune to this ability if it is immune to being charmed.
Phantom Riches (7 psi; conc., 1 min.). As an action, you plant the phantom of a greatly
desired object in a creature’s mind. Choose one creature you can see within 60 feet of
you. The target must make an Intelligence saving throw. On a failed save, you gain partial
control over the target’s behavior until your concentration ends; the target moves as you
wish on each of its turns, as it thinks it pursues the phantom object it desires. If it hasn’t
taken damage since its last turn, it can use its action only to admire the object you
created in its perception. The target can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success.

Bonus Disciplines (Mystic) Unearthed Arcana: The Mystic Class


Darkvision Fey Ancestry War Caster
Vision Racial Trait Feat

Many creatures in the worlds of D&D, especially those that You have advantage on saving throws against being Prerequisite: The ability to cast at least one spell
dwell underground, have darkvision. Within a specified charmed, and magic can’t put you to sleep. You have practiced casting spells in the midst of combat,
range, a creature with darkvision can see in darkness as if learning techniques that grant you the following benefits:
the darkness were dim light, so areas of darkness are only • You have advantage on Constitution saving throws
lightly obscured as far as that creature is concerned. that you make to maintain your concentration on a spell
However, the creature can’t discern color in darkness, only when you take damage.
shades of gray. • You can perform the somatic components of spells
even when you have weapons or a shield in one or both
hands.
• When a hostile creature’s movement provokes an
opportunity attack from you, you can use your reaction to
cast a spell at the creature, rather than making an
opportunity attack. The spell must have a casting time of 1
action and must target only that creature.

Half-Elf Player’s Handbook Half-Elf Player’s Handbook Feat (4) Player’s Handbook

Psionics Energy Beam Mystic Charm


Class Feature Class Feature Class Feature
As a student of psionics, you can master and use psionic talents and disciplines, the rules
for which appear at the end of the is document. Psionics is a special form of magic use, As an action, you target one creature you can see within 90 As an action, you beguile one humanoid you can see within
distinct from spellcasting. feet of you. The target must succeed on a Dexterity saving 120 feet of you. The target must succeed on a Charisma
PSIONIC TALENTS
A psionic talent is a minor psionic effect you have mastered. At 1st level, you know one throw or take 1d8 acid, cold, fire, lightning, or thunder saving throw or be charmed by you until the end of your
psionic talent of your choice. You learn additional talents of your choice at higher levels. damage (your choice). The talent’s damage increases by next turn.
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. 1d8 when you reach 5th level (2d8), 11th level (3d8), and
PSIONIC DISCIPLINES 17th level (4d8).
A psionic discipline is a rigid set of mental exercises that allows a mystic to manifest
psionic power. A mystic masters only a few disciplines at a time.
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.
PSI POINTS
You have an internal reservoir of energy that can be devoted to psionic disciplines you
know. This energy 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.
PSI LIMIT
Though you have access to a potent amount of psionic energy, it takes trainingand
practice to channel that energy. 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. For example, as a 3rd-level mystic, you can spend no
more than 3 psi points on a discipline each time you use it, no matter how many psi points
you have.
PSYCHIC FOCUS
You can focus psionic energy on one of your psionic disciplines to draw ongoing benefits
from it. As a bonus action, you can choose one of your psionic disciplines and gain its
psychic focus benefit, which is detailed in that discipline’s description. 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.
PSIONIC ABILITY

Mystic Unearthed Arcana: The Mystic Class Psionics Unearthed Arcana: The Mystic Class Psionics Unearthed Arcana: The Mystic Class

Mystic Order Order of the Awakened Mystical Recovery


Class Feature Archetype Class Feature

At 1st level, you choose a Mystic Order: the Order of the Mystics dedicated to the Order of the Awakened seek to Starting at 2nd level, you can draw vigor from the psi
Avatar, the Order of the Awakened, the Order of the unlock the full potential of the mind. By transcending the energy you use to power your psionic disciplines.
Immortal, the Order of the Nomad, the Order of the Soul physical, the Awakened hope to attain a state of being Immediately after you spend psi points on a psionic
Knife, or the Order of the Wu Jen, each of which is detailed focused on pure intellect and mental energy. discipline, you can take a bonus action to regain hit points
at the end of the class description. Each order specializes in The Awakened are skilled at bending minds and equal to the number of psi points you spent.
a specific approach to psionics. unleashing devastating psionic attacks, and they can read
Your order gives you features when you choose it at 1st the secrets of the world through psionic energy. Awakened
level and additional features at 3rd, 6th, and 14th level. mystics who take to adventuring excel at unraveling
mysteries, solving puzzles, and defeating monsters by
turning them into unwilling pawns.

Mystic Unearthed Arcana: The Mystic Class Mystic Order Unearthed Arcana: The Mystic Class Mystic Unearthed Arcana: The Mystic Class
Telepathy Strength of Mind Psionic Investigation
Class Feature Class Feature Archetype Feature

At 2nd level, your mind awakens to the ability to Even the simplest psionic technique requires a deep Starting at 3rd level, you can focus your mind to read the
communicate via telepathy. You can telepathically speak to understanding of how psionic energy can augment mind psionic imprint left on an object. If you hold an object and
any creature you can see within 120 feet of you in this and body. This understanding allows you to alter your concentrate on it for 10 minutes (as if concentrating on a
manner. You don’t need to share a language with the defenses to better deal with threats. psionic discipline), you learn a few basic facts about it. You
creature for it to understand your telepathic messages, but Starting at 4th level, you can replace your proficiency in gain a mental image from the object’s point of view,
the creature must be able to understand at least one Wisdom saving throws whenever you finish a short or long showing the last creature to hold the object within the past
language or be telepathic itself. rest. To do so, choose Strength, Dexterity, Constitution, or 24 hours.
Charisma. You gain proficiency in saves using that ability, You also learn of any events that have occurred within 20
instead of Wisdom. This change lasts until you finish your feet of the object within the past hour. The events you
next short or long rest. perceive unfold from the object’s perspective. You see and
hear such events as if you were there, but can’t use other
senses.
Additionally, you can embed an intangible psionic sensor
within the object. For the next 24 hours, you can use an
action to learn the object’s location relative to you (its
distance and direction) and to look at the object’s
surroundings from its point of view as if you were there.
This perception lasts until the start of your next turn.
Once you use this feature, you can’t use it again until you
finish a short or long rest.

Mystic Unearthed Arcana: The Mystic Class Mystic Unearthed Arcana: The Mystic Class Order of the Awakened Unearthed Arcana: The Mystic Class

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