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Takoda Cly

13 Level (0/140000 XP for level-up) Haunted One Background Dream Sprite Race / Species / Heritage Alignment
Psion
Level 13
Hit Dice: 13/13
1d6+3 Class 1

STR
13
+1
DEX
17
+3
CON
16
+3
INT
19
+4
WIS
17
+3
CHA
18
+4
117
Hit Points
+3
Initiative (DEX)
17
Armor Class (AC)
+5
Prof. Bonus
30/60/30
Speed (walk/run/fly)
13
Passive Perception
13 / 13
Psi Points
7 / 7
Psionic Limit
6 / 6
Psi Talent
2 / 2
Mastery Psi Point Per Round
1 / 1
Innate 6th level Spell
+10 Expertise Bonus
+5 Proficiency Bonus
+1 Strength
+3 Dexterity
+3 Constitution
+9 Intelligence
+8 Wisdom
+4 Charisma
saving throws
+3 Acrobatics DEX
+3 Animal Handling WIS
+9 Arcana INT
+1 Athletics STR
+4 Deception CHA
+4 History INT
+3 Insight WIS
+4 Intimidation CHA
+4 Investigation INT
skills
+8 Medicine WIS
+9 Nature INT
+3 Perception WIS
+4 Performance CHA
+9 Persuasion CHA
+4 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
+8 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Unleashed Mind


Unshackled Power


Telekinesis Discipline


Manipulate small objects within 30 feet with your mind. Limit 10lbs. Can move object up to 30 feet per turn.
You can spend 1 psi point per 100 lbs per turn.

Telekinetic Force

1 Action, 60' Range
Strength vs 1D10 Smash and shoved 5 feet or knocked prone.
Can add additional (and mulitiple) affect, using Psi points.
Crushing(2 Psi Points): Target is restrained until the end of its next turn if it fails its save.
Hammering(1+ Psi points):Additional 1D10 Damage per Psi point spent.
Hurling(1-3 Psi Points): Shoved additional 10 feet per Psi Point spent.
Zone of (1-3 Psi Point): You can target all creatures in a 5 foot radius, doubleing per psi point spent.

Psi Point Spells
1 PSI Point: Jump, Launch Object, Thunderwave
2 PSI Points: Fling, Levitate, Shatter
3 PSI Points: Fly, Vortex, Blast
4 PSI Points: Orbital Stones, Resilient Sphere
5 PSI Points: Telekinesis, Wall of FOrce, Shock Wave

If you can cast at a higher level, you can spend 1 psi point per higher level.

Overwhleming Power


Thaumaturgy with the following additional options:
1) float 10 pounds worth of loose objects for 1 minute.
2)Strength vs push 5 feet.

Rampaging Power


Once per turn, when dealing damage, you can add rampaging dice.
On first use 1D4, and each consecutive damage dealing turn increase Dice type.
If no damage is done, the dice returns to 1D4.
If you maintain D12 for more then one minute, you gain a leve of exhaustion.

Empowered Psionics


Add Int Mod to Damage dealt using Psionic discipline.

Uncontrolable Mind


If rampaging die is a D8 or more, you are immune to charged and frightened, and any effects that would control your mind.

Elemntal Mind


Elemntal Power


Psychokinesis Talent


Manipulate energy in minor ways at will.
Any ongoing effect you create lasts 1 minute. You can have simultaneous effects active up to your Int Mod.
Elemental Blast

1 Action, 30 feet, 1 Round
Ranged Spell attack against a target. 1D8 Cold, fire, force or lightening damage.
For Each Die of damage, additional affects are shown below:
Cold: Speed reduced by 5' until the end of their next turn
Fire: 1D4 Fire damage at the start of their next turn
Lightning: Strike an additional creature within 20' dealing 1D4

Psi points can be spent of the following:
Ampliefied (1+ PSI Points): The target takes extra 1D8 Damage for each Psi point spent.
Lasting(1 PSI Point): a 5' sphere is left behind from Elemental blast, any creature that enter the zone, or end their turn there, make a con save vs secondary affect, as if they have been hit.
Massive(1-3 PSI Point): Elemental Blast become a 15' cone, Each additional point doubles the area of affect.
Overcharged(0 PSI Points): You take 1D4 force damage, and increase the damage of the Blast by double Proficencey bonus.

Psi Spells

1 PSI Point: Burning Hands, Lightning Tendril
2 PSI Points: Flaming Sphere, Scorching Ray
3 PSI Points: Aether Lance, Fireball
4 PSI Points: Jumping Jolt, Wall of Fire
5 PSI Points: Aethjer Storm, Cone of Cold

Primordial Aspect


As an action you can choose a primordial aspect.
Additionally if you deal fire, cold or lightening damage, you take on the aspect of that element until the end of your next turn.
1) Cold: Ice Shield, reduce nonmagical damage by Prof Bonus.
2) Fire: One per turn a creature within 5 feet that hits you, takes dire dmage equal to your prof bonus.
3)Lightining: Walking speed is increase by 5 feet.

Additionally you can gain resistance to your elemental aspect by spending 1 psi point.

Living Power


When you use a power or afect of Psychokinetics you can apply one of the following modifiers.
1)Shared Power: Can make ranged attacks melee, and melee attacks into ranged up to 15'.
2)Cold: Your speed becomes 0 until the end of your next turn, but you are resistance to all damage expect fire and force.
3)Fire: 10' radious of fire around you. When a creature enteres this area for the first time, or ends their turn there, it takes fire damage equal to 1D4+Prof
4)Lightning: You can teleport up to max speed, using your movement action.

Psionic Talents


Precise Power


Animate Object Spell, 5 psi point spend.

As a Reaction to seeing a ranged weapon attack within 60' of you, you can use 1 psi point to add or subtract 2D4.

Telekinetic Barrier


Create a telekentic barrier. As an action 2 PSI Points, 15 feet high and up to 40 feet long or as a 15'radius around you.
Ranged attack passing through this barrier must be made with disadvantage.
Concentration up to 1 minute.

Elemental Aegis


1 Action, Surround yourself with elemental shield. You gain temporary hit points = level + Int Mod. Creatures that strike you while you have these temporary hit points take 1D4 Damage.
1 per Short or Long Rest.

Elemental Shield


You Gain the ability to cast Fire Shield once per long rest.
Can spend 4 PSI Points for repeated casts.

Psionic Defenses


AC Equals 13+ Int Mod when not wearing armor, or wielding a shield.

Psionic Weapon


As a bonus action 1 psi point to imbue a weapon you are holding with psionic energy. For 1 minute, once per turn when you deal damage with that weapon, you
can deal an extra 1d6 psychic damage.

At higher levels you can expend additional psi points to
further enhance the Psionic Weapon; 2 points to enhance it to
2d6 at 5th level, 3 points to enhance it to 3d6 at 11th level,
and 4 points to enhance it to 4d6 at 17th level.


Features & Traits

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Language: Sylvam, Elvan, Deep Speach

Tools: Pipe Instrument

Weapons: Longbow, Rapier, Scimitar, Simple

Armor: Simple and light

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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