Level | 2 (0/900 XP for level-up) |
Background | |
Size | Medium |
Species |
Level | 2 |
Hit dice | 2/2 |
1d6+3 |
W | Pr | Weapon / Attack | AB | Abi | Dmg | Dmg Type |
---|---|---|---|---|---|---|
Spear | +4 | STR | 1d6+2 | piercing | ||
Properties: Thrown, Versatile (1d8) | ||||||
Daggerx2 | +4 | DEX | 1d4+2 | piercing | ||
Properties: Finesse, Light, Thrown | ||||||
Light Crossbow | +4 | STR | 1d8+2 | piercing | ||
Properties: Two-Handed, Range, Loading, Ammunition (80/320) | ||||||
Tentacle | +5 | CON | 1d4 |
W | T | Armor | AC | D | Properties |
---|
P/E | Bonus | Skill | Abi |
---|---|---|---|
+4 | Acrobatics | DEX | |
+3 | Animal Handling | WIS | |
+6 | Arcana | INT | |
+2 | Athletics | STR | |
+3 | Deception | CHA | |
+4 | History | INT | |
+3 | Insight | WIS | |
+3 | Intimidation | CHA | |
+4 | Investigation | INT | |
+3 | Medicine | WIS | |
+4 | Nature | INT | |
+5 | Perception | WIS | |
+5 | Performance | CHA | |
+5 | Persuasion | CHA | |
+4 | Religion | INT | |
+2 | Sleight of Hand | DEX | |
+2 | Stealth | DEX | |
+3 | Survival | WIS |
+4
Expertise Bonus |
+2
Proficiency Bonus |
Spear, 2 Daggers, Light Crossbow, 20 Bolts, Case, Scholar's Pack (Backpack, book of lore, ink, ink pen, parchment (10), little bag of sand, small knife), Tambourine, 2 Costumes, Mirror, Perfume, Traveler’s Clothes
Weapon Training: Simple Weapons
Armor Training: None
Tool Proficiencies: Tambourine
Languages: Common, Deep Speech, Elvish
By Popular Demand. You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble's court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.
Aberrant. You can read, speak, and write Deep Speech and you have advantage on saving throws against effects and spells that specifically target humanoid creatures.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Tentacles. You can use your tentacles to make unarmed strikes. When you attack with your tentacles, you can choose to add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls. They deal 1d4 bludgeoning damage on a hit.
Whenever you hit a target with your tentacles and your target is your Size or smaller, you can choose to not deal damage and grapple the target with your tentacles instead.
Mind Rend. As an action, you can force a creature within 60 ft. of yourself to make an Intelligence saving throw. On a failed save, the creature takes 2d6 psychic damage and has disadvantage on the next Intelligence, Wisdom, or Charis - ma saving throw it makes before the end of your next turn. When a creature that fails its saving throw while grappled by your tentacles, you additionally regain an amount of hit points equal to the psychic damage dealt. The DC is equal to 8 + your Intelligence, Wisdom, or Charisma modifier + your proficiency bonus. You choose which Ability modifier you use for the DC when you choose this subrace.
You can use this action a number of times equal to your proficiency bonus before you have to finish a long rest.
Psionics.
You know the Mage Hand cantrip. Once you reach 3rd level, you can cast the Detect Thoughts spell once. Once you reach 5th level, you can also cast the Levitate spell once. You must finish a long rest to cast these spells again with this trait.
When you choose this subrace, you choose Intelligence, Wisdom, or Charisma as your spellcasting ability for these spells.
Psionic Power. You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy Dice. Your Psion level determines the die size and number of Psionic Energy Dice you have, as shown in the Energy Die and Number of Dice columns of the Psion Features table.
Your Psionic Energy Dice are used to enhance or fuel certain Psion features. You start with two such features: Telekinetic Propel and Telepathic Connection, each of which is detailed below. Some of your powers expend the Psionic Energy Dice, as specified in a power’s description, and you can’t use a power if it requires you to use a die when all your Psionic Energy Dice are expended.
You regain one expended Psionic Energy Die when you finish a Short Rest, and you regain all of them when you finish a Long Rest
Some features that use Psionic Energy Dice require your target to make a saving throw. The save DC equals the spell save DC from this class’s Spellcasting feature
Telekinetic Propel. As a Bonus Action, choose one Large or smaller creature other than you that you can see within 30 feet of yourself, and then roll one Psionic Energy Die. The target must succeed on a Strength saving throw or be pushed or pulled (your choice) up to a number of feet straight away from yourself equal to 5 times the number rolled. The die is expended only if the target fails the saving throw.
Telepathic Connection. You have telepathy with a range of 5 feet. As a Bonus Action, you can expend one Psionic Energy Die and roll it. For a number of minutes equal to your Psion level, the range of your telepathy increases by a number of feet equal to 10 times the number rolled.
You do not require Verbal or Material components that do not cost money
Instrument Training. You gain proficiency with three Musical Instruments of your choice.
Encouraging Song. As you finish a Short or Long Rest, you can play a song on a Musical Instrument with which you have proficiency and give Heroic Inspiration to allies who hear the song. The number of allies you can affect in this way equals your Proficiency Bonus.
Your Hit Point maximum increases by an amount equal to twice your character level when you gain this feat. Whenever you gain a character level thereafter, your Hit Point maximum increases by an additional 2 Hit Points.