Psi Warrior Fighter 5 Phlan Insurgent
CLASS & LEVEL BACKGROUND PLAYER NAME
Psi Gangnam Style
Human
RACE ALIGNMENT EXPERIENCE POINTS
CHARACTER NAME
INSPIRATION
I can never allow my foes to get the drop on
STRENGTH
18 2.14 30
me. You like wearing rings on your fingers and
3 3 PROFICIENCY BONUS fiddle with them often.
16 PERSONALITY TRAITS
Hit Point Maximum 31
6 Strength
DEXTERITY
2 Dexterity Determination. Threats to my home must be
2 4
3
Constitution
Intelligence
CURRENT HIT POINTS eliminated at all costs. (Any)
14 1 Wisdom
IDEALS
-1 Charisma
CONSTITUTION SAVING THROWS TEMPORARY HIT POINTS
An item I hold close is my last remaining
1 2 Acrobatics (Dex)
5 connection to the family I lost during the fall.
(Rings)
12 1 Animal Handling (Wis)
BONDS
3 Arcana (Int)
INTELLIGENCE 6 Athletics (Str)
3 -1 Deception (Cha)
3 History (Int)
NAME ATK DAMAGE/TYPE
Being an insurgent means doing things that
aren’t always ethical. I’m still learning to live
4 Insight (Wis) Second Wind 1d10+3 with that.
16
-1 Intimidation (Cha)
FLAWS
Protective Field 1d6+3
WISDOM 3 Investigation (Int)
1 Medicine (Wis)
1 3 Nature (Int)
Psionic Strike 1d6+3 Force
Shell
1 Perception (Wis)
War Pick +6 1d8+3 Piercing
12 -1 Performance (Cha)
Guerilla
Fighting Style: Defense
-1 Persuasion (Cha) Psionic Dice 1d6
CHARISMA Second Wind
3 Religion (Int)
-1 2
5
Sleight of Hand (Dex)
Stealth (Dex)
Thunderous W… +6 1d8+3 Thunder Action Surge
Psionic Power
Thunderous W… +6 1d10+3 Thunder
9 4 Survival (Wis) Extra Attack
SKILLS ATTACKS & SPELLCASTING FEATURES & TRAITS
11 PASSIVE WISDOM (PERCEPTION) 0 7 1416 1
CP SP EP GP PP
TOOL: Woodcarver's Tools 1 War Pick
LANGUAGE: Common, Draconic 9 bolts
1 Shadow Book
OTHER PROFICIENCIES & LANGUAGES
1 bullseye lantern
12 candles
1 red dragon crush wine
1 Bildrath Branded Cloak
EQUIPMENT
NAME ATK DAMAGE/TYPE Total: 1 Total: 1
CP SP EP GP PP
Shatter DC14 3d8 Thunder
1 1
SECOND WIND ACTION SURGE
1 Backpack
Spiked Shield +6 1d6+3 piercing 1 Shovel
1 Oil Total: 6 Total: 1
1 Spiked Shield 6 1
1 Morninglord pendant PSIONIC ENERGY (D8) TELEKINETIC
MOVEMENT
1 Rope (30 ft)
1 journal (Mr. Durst) Total: 1 Total:
1 doll (insane quality)
ATTACKS & SPELLCASTING
1
1 scroll (ooze)
SHATTER (WARHAMMER)
1 phlan crownsguard vestments
1 Thunderous Warhammer
Total: Total:
1 1 pound of ooze
1 Heartstone
1 High Hag Hair (small pouch)
1 Hag Blood (3 vials)
1 Night Hag Skull
Total: Total:
1 Hag Eyeball
1 Strange Rope
1 Magical Documentation (Warhammer)
1 Chain Shirt
4 Javelin
2 Potion of Healing
EQUIPMENT
INTELLIGENCE 14 6
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 0 6 0
4 0 7 0
1 0
5 0 8 0
2 0
Shatter
9 0
FEATURES & TRAITS
Shell Psionic Power
You do not have a soul. You are desperately afraid of At 3rd level, you harbor a wellspring of psionic energy Extra Attack
death and have been searching all your life for a way within yourself. This energy is represented by your Beginning at 5th level, you can attack twice, instead of
to earn a soul of your own. Feature: You are immune Psionic Energy dice, which are each a d6. You have a once, whenever you take the Attack action on your
to all resurrection magic. You are immune to psychic number of these dice equal to twice your proficiency turn. The number of attacks increases to three when
damage and psychic-based magic. You are also bonus, and they fuel various psionic powers you have, you reach 11th level in this class and to four when you
immune to spells that target the soul or spirit. Once which are detailed below. Some of your powers reach 20th level in this class.
you accumulate 3 failed death saving throws, you expend the Psionic Energy die they use, as specified in
cannot be revived except by the Wish spell. a power's description, and you can't use a power if it
requires you to use a die when your dice are all
Guerilla expended. You regain all your expended Psionic
You’ve come to know the surrounding forests, Energy dice when you finish a long rest. In addition,
streams, caves, and other natural features in which you as a bonus action, you can regain one expended
can take refuge — or set up ambushes. You can Psionic Energy die, but you can't do so again until you
quickly survey your environment for advantageous finish a short or long rest. When you reach certain
features. Additionally, you can scavenge around your levels in this class, the size of your Psionic Energy
natural surroundings to cobble together simple dice increases: at 5th level (d8), 11th level (d10), and
supplies (such as improvised torches, rope, patches of 17th level (d12). The powers below use your Psionic
fabric, etc.) that are consumed after use. Energy dice. Protective Field. When you or another
creature you can see within 30 feet of you takes
Fighting Style: Defense
damage, you can use your reaction to expend one
While you are wearing armor, you gain a +1 bonus to
Psionic Energy die, roll the die, and reduce the
AC.
damage taken by the number rolled plus your
Second Wind Intelligence modifier (minimum reduction of 1), as
You have a limited well of stamina that you can draw you create a momentary shield of telekinetic force.
on to protect yourself from harm. On your turn, you Psionic Strike. You can propel your weapons with
can use a bonus action to regain hit points equal to psionic force. Once on each of your turns,
1d10 + your fighter level. Once you use this feature, immediately after you hit a target within 30 feet of you
you must finish a short or long rest before you can use with an attack and deal damage to it with a weapon,
it again. you can expend one Psionic Energy die, rolling it and
dealing force damage to the target equal to the number
Action Surge rolled plus your Intelligence modifier. Telekinetic
Starting at 2nd level, you can push yourself beyond Movement. You can move an object or a creature with
your normal limits for a moment. On your turn, you your mind. As an action, you target one loose object
can take one additional action. Once you use this that is Large or smaller or one willing creature, other
feature, you must finish a short or long rest before you than yourself. If you can see the target and it is within
can use it again. Starting at 17th level, you can use it 30 feet of you, you can move it up to 30 feet to an
twice before a rest, but only once on the same turn. unoccupied space you can see. Alternatively, if it is a
Tiny object, you can move it to or from your hand.
Either way, you can move the target horizontally,
vertically, or both. Once you take this action, you can't
do so again until you finish a short or long rest, unless
you expend a Psionic Energy die to take it again.
SPELLS
Shatter
Evocation 2
Casting Time: 1 action
Range: 60 feet
Target: A point of your choice within range
Components: V S M
Duration: Instantaneous
Description:
A sudden loud ringing noise, painfully intense, erupts
from a point of your choice within range. Each
creature in a 10-foot-radius sphere centered on that
point must make a Constitution saving throw. A
creature takes 3d8 thunder damage on a failed save, or
half as much damage on a successful one. A creature
made of inorganic material such as stone, crystal, or
metal has disadvantage on this saving throw. A
nonmagical object that isn’t being worn or carried also
takes the damage if it’s in the spell’s area.
At Higher Levels: When you cast this spell using a
spell slot of 3rd level or higher, the damage increases
by 1d8 for each slot level above 2nd.