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Mystic (15) / Fighter (1) Far Traveler Jim

CLASS & LEVEL BACKGROUND PLAYER NAME


Dream Stalker
Dream Stalker/Dream Stalker Chaotic Neutral Yup
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
20 +7 45
16 +5 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

+3 PERSONALITY TRAITS

Hit Point Maximum 116


+3 Strength
DEXTERITY
+2 Dexterity

14 +2 Constitution
CURRENT HIT POINTS IDEALS
+8 Intelligence
+2 +9 Wisdom
+5 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
14
+7 Acrobatics (Dex) Total 15d8 / 1d10 SUCCESSES

+2 +4 Animal Handling (Wis) FAILURES

+8 Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE
+3 Athletics (Str)

16 +1 Deception (Cha)
+3 History (Int)
NAME ATK BONUS DAMAGE/TYPE
Darkvision: 120 ft.

Sword of Wound +8 1d6 + 3 slashing ----------Bonus Actions----------


Agile Defense. Take Dodge action (2 psi, see UA-Mystic 12).
+3 +9 Insight (Wis)
Augmented Weapon. (5 psi, lasts conc. 10 minutes, see UA-Mystic 23).

+5 Intimidation (Cha) Whip +3 +11 1d4 + 6 slashing Etereal Weapon. (1 psi, see UA-Mystic 24).

Lethal Strike. (1-7 psi, see UA-Mystic 23).


WISDOM +8 Investigation (Int)
Mystical Recovery. Regain HPs equal to the number of psi points you spend on a psionic
+4 Medicine (Wis) discipline (see UA-Mystic 4).

18 +3 Nature (Int)
Rapid Step. +10 walking speed per psi, also applies to climbing and swimming speed if
you have them (1-7 psi, lasts 1 turn, see UA-Mystic 12).

Second Wind. Regain 1d10 + 1 HPs (use once/rest, see PHB 72).
+1 Perception (Wis)
+4 Soul Knife. Create sould knives in each of your fists that deal 1d8 psychic damage; as a
bonus action gain +2 bonus to AC until start of your next turn (see PHB 8).
+5 Performance (Cha) Surge of Action. Take Dash action or make a weapon attack (5 psi, lasts 1 turn, see
UA-Mystic 11).
+1 Persuasion (Cha)
CHARISMA Surge of Speed. Gain climbing speed equal to walking speed, don't provoke opportunity
attacks (2 psi, lasts 1 turn, see UA-Mystic 11).
+8 Religion (Int)
20
---------------Actions--------------
Blur of Motion. Become invisible during your movement (2 psi, lasts 1 turn, see UA-Mystic
+2 Sleight of Hand (Dex) 12).

Call to Inaction. If you spent 1 min conversing with a creature, charm to incapacitate it
+7 Stealth (Dex) unless if succeeds on a DC 16 WIS save (2 psi, range 30 fts, lasts conc. 10 minutes, see
UA-Mystic 12).
+5 +4 Survival (Wis) Crowned in Sorrow. Deal 1d8 psychic damage per psi and target can't take reactions, half
as much on successful DC 16 CHA save (1-7 psi, range 60 fts, see UA-Mystic 12).

ATTACKS & SPELLCASTING


Darkness. (1-7 psi, see UA-Mystic 19).
SKILLS
Dolorous Mind. Incapaciate a creature on failed DC 16 CHA save (5 psi, range 60 fts, lasts
conc. 1 hour, see UA-Mystic 12).

Ego Whip. (3 psi, see UA-Mystic 24).

29 PASSIVE WISDOM (PERCEPTION) CP Pouch (1); wand of Forceful Query. (2 psi, see UA-Mystic 25).

Hammer of Inquisition. (1-7 psi, see UA-Mystic 24).


secrets (1); Animated Id Insinuation. (5 psi, see UA-Mystic 24).

SP
Shield (1); Flute (1); Light. (2 psi, lasts conc. 1 hour, see UA-Mystic 19).
Tool Proficiencies: Disguise Kit; Flute; Knife, Small (1); Book Mind Thrust. A creature must succeed on a DC 16 INT save or take 3d10 psychic damage
(range 120 fts, see UA-Mystic 28).
Land Vehicles; Thieves' Tools; Water (1); Mithral Armor, Plate Phantom Knife. Make a soul knife attack against AC 10 instead of target's actual AC (see
Vehicles EP PHB 8).
(1); Ink pen (1); Bag of Psionic Blast. (1-7 psi, see UA-Mystic 24).

Weapon Proficiencies: Martial; Simple GP Sand (1); Clothes, Psionic Mastery. Gain 11 special psi points to spend on disciplines that require an action or
bonus action (use 3 times/long rest, see UA-Mystic 5).
0 travelers (1); bag of Psychic Blast. (6 psi, see UA-Mystic 24).

Armor Proficiencies: Heavy; Light; devouring (1); Poor Psychic Crush. (7 psi, see UA-Mystic 24).

PP Psychic Redoubt. (5 psi, see UA-Mystic 14).


Medium; Shields maps of your homeland Radiant Beam. (5 psi, lasts conc. 1 hour, see UA-Mystic 19).
(1); Parchment (10); Shadow Beasts. (3 psi, lasts conc. 1 hour, see UA-Mystic 19).

Language Proficiencies: Celestial Backpack (1); Ink (1) Visions of Despair. Deal 3d6 + 1d6 per additional psi psychic damage to a creature and it's
speed becomes 0 unless it succeeds on DC 16 CHA save (3 psi, range 60 fts, see
UA-Mystic 12).

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT

CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Alert Feat. +5 initiative; can't be surprised; creatures don't gain advantage on attacks against you for being hidden (see PHB 165).

All Eyes on You. Interest of scholars, nobles, and merchants (see SCAG 149).

Blade Meld. A one-handed weapon becomes part of your hand (see PHB 27).

Burglar Feat. (see UA-Feats 4).

Celerity: Psychic Focus. +10 walking speed (see UA-Mystic 12).

Consumptive Knife. When you slay with your soul knife, retain 2 HPs (see UA-Mystic 8).

Consumptive Power. Activate a psionic discipline with HPs instead of psi points (affects current and max HPs) (use once/long rest, see UA-Mystic 4).

Crown of Despair: Psychic Focus. Advantage on Intimidation checks (see UA-Mystic 12).

Heavily Armored Feat. Increase STR by 1; proficiency in heavy armor (see PHB 167).

Intellect Fortress: Psychic Focus. Resistance to psychic damage (see UA-Mystic 14).

Keen Mind Feat. Increase INT by 1; always know which direction is north; know hours before sunset or sunrise; recall anything heard or seen within a month (see PHB 167).

Mariner Fighting Style. While not wearing heavy armor, gain +1 AC bonus and you have swimming speed and climbing speed equal to your land speed (see UA-Waterborne 2).

Master of Disguise Feat. (see UA-Feats 4).

Mastery of Light and Darkness: Psychic Focus. Darkness within 30 ft. doesn't affect your vision (see UA-Mystic 19).

Mind Meld. Communicate telepathically with on creature (range 120 fts, lasts 1 turn, see PHB 27).

Observant Feat. Increase INT or WIS by 1; read lips; +5 bonus to passive Perception and passive Investigation (see PHB 168).

Perceptive Feat. Gain proficiency in Perception or double proficiency bonus if you already have it; Lightly obscured area don't give disadvantage on Perception checks to see or hear.

Phantom Idea. (6 psi, lasts conc. 1 hour, see UA-Mystic 25).

Potent Psionics. Deal an extra 2d8 psychic damage on a successful attack (use once/round, see UA-Mystic 4).

Psi Points. You have 64 psi points (see UA-Mystic 2).

Psionic Resilience. Spend psi to gain bonus to attack and damage: 2 psi for +1, 5 psi for +2, 7 psi for +4 (lasts 10 minutes, see UA-Mystic 8).

Psionic Weapon: Psychic Focus. (see UA-Mystic 24).

ADDITIONAL FEATURES & TRAITS

Piece of jewelry from your homeland (10 GP) (1)

CHARACTER BACKSTORY TREASURE

TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

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