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Leo "Little" Luster

1 Level (0/300 XP for level-up) Lone Survivor Background Beetle Fairy Race / Species / Heritage Chaotic Good Alignment
Psychic Ward
Level 1
Hit Dice: 1/1
1d4+4 Class 1

STR
10
+0
DEX
16
+3
CON
18
+4
INT
11
+0
WIS
14
+2
CHA
13
+1
8
Hit Points
+3
Initiative (DEX)
18
Armor Class (AC)
+2
Prof. Bonus
10/30
Speed (walk/run/fly)
14
Passive Perception
1 / 1
Invisibility
8 / 8
Shield HP
Spellcasting ...
+6 Attack mod
CON Ability
+4 Abi Mod
14 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+0 Strength
+5 Dexterity
+6 Constitution
+0 Intelligence
+2 Wisdom
+1 Charisma
saving throws
+3 Acrobatics DEX
+2 Animal Handling WIS
+0 Arcana INT
+0 Athletics STR
+3 Deception CHA
+0 History INT
+2 Insight WIS
+1 Intimidation CHA
+0 Investigation INT
skills
+2 Medicine WIS
+2 Nature INT
+4 Perception WIS
+1 Performance CHA
+3 Persuasion CHA
+0 Religion INT
+5 Sleight of Hand DEX
+3 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Handaxe +5 DEX 1d4+3 slashing
 Light, thrown (20/60)
Longbow +5 DEX 1d6+3 piercing
 Ammunition, range (150/600), heavy, two-Handed
Attacks

Spell Book

Survival Instincts
Having survived for some years, you are able to make simple survival necessities. You can make fires, craft shelters, cook food, etc. without having to make a Survival check. Also, you may know several townspeople, hunters, and shop owners from your travels alone. Landmarks and places of interest may also be familiar to you.

Darkvision
You're accustomed to living in forests and in undergrowths with dim or darker lighting. 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.

Fey Ancestry
You have advantage on saving throws against being charmed and magic can’t put you to sleep.

Invisibility
You can cast the invisibility spell 1 with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Charisma is your spellcasting ability for this spell.

Shrink
You can touch an object that is sized for a Medium or Small creature and shrink it to a size appropriate for your tiny hands. If the object is a weapon, decrease the damage die by one size unless it has the finesse or light weapon properties (the versatile damage of that weapon also decreases by one size). You can touch multiple objects if they are the same type. At 3rd, 9th, and 15th levels, you can choose one weapon type you are proficient in, the damage die does not decrease whenever you use Shrink on it.

Psionic Burst
You can infuse your weapons or ammo with psychic magic. You can spend 10 minutes focusing on a weapon, quiver, or case, linking it to your mind's power. If it is a weapon, the weapon deals 1d4 additional psychic damage on a hit. Ammunition drawn from a quiver or case deals 1d4 additional psychic damage on impact. The damage die increases as you gain levels in this class, as shown in the Psychic Ward table above. You can only be linked to one weapon at a time.


Warding Barrier
You have a constant shield of energy around you, protecting you and your belongings. This shield may appear as a dome, a layer of translucent armor, or even a hovering shield that only appears when you take damage. Whatever you choose, you can attack right through it as if it were an illusion. This barrier acts as a separate entity to you, with its own hit points that deplete in place of yours. However, when the barrier drops to 0 hit points, the remainder of damage is transferred to you. Once the barrier drops to 0 hit points it can no longer absorb damage, but its magic lingers. The shield's max hit points equal your own max hit points, essentially added over top. These hit points work in place of your own until they drop to 0. This shield regains all of it's hit points whenever you take a long rest.

Unarmored Defense
While you are wearing no armor, your AC equals 10 + your Dexterity modifier + your Constitution Modifier. If you wield a shield while using this feature, the AC bonus is a +1 regardless of the shields bonus.

Ally's Protection
Anything in your space counts as if it were behind your barrier. This can include familiars and mounts. You know the Shield spell, which doesn't count against the number of spells you know. You can cast it as normal, or on an ally within 30 feet of you.

Trick Room
Your psychic powers and shield allow you to use a Thaumaturgy/Prestidigitation type ability called Trick Room. When you use this ability, you cause up to three of the following magical effects to occur within a 120 foot range.
• You create an Instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
• You instantaneously light or snuff out a Candle, a torch, or a small campfire and choose the cosmetics of the flame.
• You instantaneously clean or soil an object no larger than 1 cubic foot.
• You create a nonmagical trinket or an illusory image that can fit in your hand that lasts until you dispel it.
• You create an Instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
• You instantaneously cause an unlocked door or window to fly open or slam shut.
• You make up to 15lbs worth of objects within a 30 foot range levitate. You cannot make more than 5 objects float.

Disadvantage on Athletics

Features & Traits
Handaxe, Longbow, 20 arrows, a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, a waterskin, 50 feet of rope, Flute of the fairies, Worn clothes, Alchemist supplies, Backpack, Belt with gold pouch, Diary

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 15, Platinum: 0 Money
You learn to harness your willpower to cast spells in a similar way to sorcerers and wizards.
When you cast a spell, your mind's ability has removed the need to talk. You do not need to act on the verbal components of spells.

The Psychic Ward class uses the Wizard and Bard spell lists.

Spell save dc= 8+con+prof = 14
Spell attack mod= prof+con = 6

Spells Known:
1st level:
http://dnd5e.wikidot.com/spell:healing-elixir-ua
http://dnd5e.wikidot.com/spell:find-familiar
http://dnd5e.wikidot.com/spell:frost-fingers
http://dnd5e.wikidot.com/spell:expeditious-retreat
Spellcasting
Languages: Common, Elvish, Sylvan, Goblin

Armor: Shields
Weapons: Simple weapons, Martial weapons
Tools: Flute, Alchemist supplies, Water vehicles

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
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eli21821.

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