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Amari
Level 2 (0/900 XP for level-up)
Background
Size Medium
Species
Psion
Level 2
Hit dice 2/2
1d6+3

STR 14
+2
STR save: +2
DEX 15
+2
DEX save: +2
CON 16
+3
CON save: +3
INT 19
+4
INT save: +6
WIS 17
+3
WIS save: +5
CHA 16
+3
CHA save: +3

Initiative (DEX)
+2
Speed
30 ft.
Passive Perception
15
Heroic Inspiration
Armor Class (AC)
12
Hit Points
11 / 11
Death Saves
Succeeded
Failed
Exhaustion


Spellcasting
Attack mod
+6
Ability
INT
Abi Mod
+4
Save DC
14
Attacks
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
Armor ( AC Mod: +0 )
W T  Armor AC D Properties
Skills
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
Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Mage Hand
+6
Action 30 feet 1 minute V, S
 Notes:   A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. When you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. As a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet. The hand can’t attack, activate magic items, or carry more than 10 pounds.
Minor Illusion
+6
Action 30 feet 1 minute S, M (a bit of fleece)
 Notes:   You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again. If a creature takes a Study action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. Sound. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. Image. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot Cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.
Telekinetic Fling
+6
Action 60 feet Instantaneous 1d10 M (an Arrow, Bolt, Bullet, or Needle worth at least 1 CP)
 Notes:   You brandish the ammunition used to cast this spell and fire it at a creature within range using psionic energy. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Force damage, and the ammunition is destroyed.

Level 1 Spells
2 slots

NAME AB CAST RNG DUR DMG CMP #
Cause Fear
+6
Action 60 feet Concentration V
 Notes:   You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Catapult
+6
Action 60 feet Instantaneous 3d8 S
 Notes:   Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.
Dissonant Whispers
+6
Action 60 feet Instantaneous 2d6 V
 Notes:   One creature of your choice that you can see within range hears a discordant melody in its mind. The target makes a Wisdom saving throw. On a failed save, it takes 3d6 Psychic damage and must immediately use its Reaction, if available, to move as far away from you as it can, using the safest route. On a successful save, the target takes half as much damage only.
Mage Armor
+6
Action Touch 8 hours V, S, M (a piece of cured leather)
 Notes:   You touch a willing creature who isn’t wearing armor. Until the spell ends, the target’s base AC becomes 13 plus its Dexterity modifier. The spell ends early if the target dons armor.
Money
Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0
Treasure and Equipment

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




Proficiencies, Languages, and Talents

Weapon Training: Simple Weapons


Armor Training: None


Tool Proficiencies: Tambourine


Languages: Common, Deep Speech, Elvish




Features & Traits

Background


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.


Species


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.


Class


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.



Spellcasting

You do not require Verbal or Material components that do not cost money




Feats

Musician


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.


Tough


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.





™ & © Wizards of the Coast - D & D 5e Character Sheet v3.04, made by Tillerz - Updated: 2025-06-11

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