Name: Yami Gura

HP: 555

Walking Speed: 30 ft

Swimming Speed: 50 ft

Flying Speed: 30ft

Armor Class: 13 + 7 + 1 + 1 + 2 = 22

Hit Dice: 1D10

Class: Fighter: Fighters share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. They are well acquainted with death, both meting it out and staring it defiantly in the face.

Subclass #1: Psionic Warrior: Awake to the psionic power within, a Psi Warrior is a fighter who augments their physical might with psi-infused weapon strikes, telekinetic lashes, and barriers of mental force. Many githyanki train to become such warriors, as do some of the most disciplined high elves. In the world of Eberron, many young kalashtar dream of becoming Psi Warriors.

As a Psi Warrior, you might have honed your psionic abilities through solo discipline, unlocked it under the tutelage of a master, or refined it at an academy dedicated to wielding the mind's power as both weapon and shield.

Subclass #2: Slasher: A slasher is a relentless killer. They have the most basic tools needed. Most of the time. They are scary, sure. Imposing? Sometimes, but they vary in stature. That's what the mask is for. Are they strong? Maybe, or maybe just wily enough to get in more hits than one. Fast? Not necessarily, but you'd be hard-pressed to get away from a slasher.

Boon Granted Subclass: Scout: Any force on the move, whether it's an army or an adventuring group, needs information about what's ahead and what's behind and, more important, time to prepare for battle. A scout can navigate difficult terrain at good speed, and she specializes in seeing her foe before the opponent ever detects her presence. In a dungeon or in the wild, a scout is seen only when she wants to be.

Level: 50

EXP: ?

Race: Humanoid.

Background: Soldier.

Alignment: Neutral Good.

Bonus Proficiency: +14

Psi Energy Die: 1D12 = 28

Psi Points: 1 + 2 + 2 + 28 + 16 + 13 = 62

By expending a Psionic Energy die of a 1D12 + INT Mod, I regain the rolled amount of Psi Points.

Grit Points: 1 + 1 + 28 + 14 = 44

Age: 22

-Stats-

Strength: 10 + 14 + 2 = 26

-Modifier: +8

-Saving Throw: +8

Intelligence: 1 + 15 + 1 + 3 + 3 + 1 + 1 + 1 + 2 = 28

-Modifier: +9

-Saving Throw: +9

Charisma: 15 + 1 = 16

-Modifier: +3

-Saving Throw: +3

Dexterity: 10 + 14 = 24

-Modifier: +7

-Saving Throw: +7

Constitution: 1 + 15 - 1 = 15

-Modifier: +2

-Saving Throw: +2

Wisdom: 15 + 2 + 2 + 1 = 20

-Modifier: +5

-Saving Throw: +5

Skills-

Athletics(Strength): +8

Acrobatics(Dexterity): +7

Sleight of Hand(Dexterity): +7

Stealth(Dexterity): +7

Arcana(Intelligence): +6

History(Intelligence): +6

Investigation(Intelligence): +6

Nature(Intelligence): +6

Religion(Intelligence): +6

Animal Handling(Wisdom): +6

Insight(Wisdom): +6

Medicine(Wisdom): +6

Perception(Wisdom): +6

Survival(Wisdom): +6

Deception(Charisma): +2

Intimidation(Charisma): +2

Performance(Charisma): +2

Persuasion(Charisma): +2

-Features-

*Race*

—Ability Score Increase: Two different ability scores of your choice increase by 1

—Skills: You gain proficiency in one skill of your choice.

—Feat: You gain one Feat of your choice.

*Class*

-Fighter-

—Fighting Style: You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

—-Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

—Second Wind: You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.

Once you use this feature, you must finish a short or long rest before you can use it again.

—Action Surge: Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

—Martial Archetype: At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

—Ability Score Improvement: When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

—Martial Versatility: Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, as you shift the focus of your martial practice:

Replace a fighting style you know with another fighting style available to fighters.

If you know any maneuvers from the Battle Master archetype, you can replace one maneuver you know with a different maneuver.

—Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

—Indomitable: Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

*Past Lv20 Fighter*

-Fighter-

—Additional Indomitable and Second Wind Charges: At level 22, you gain an additional charge of indomitable (4) and second wind. At level 32, you gain an additional charge of action surge (3) and second wind (3). At level 47, you gain an additional charge of action surge (4).

—Strength and Dexterity Score Improvements: Starting at level 26 and each 4th level onward, your maximum for your Strength and Dexterity scores increase by 2, and each increases by 2.

—Additional Extra Attacks: At level 30, you gain an additional extra attack (4). At level 40, you gain an additional extra attack (5). At level 50, you gain an additional extra attack (6).

—Damage Immunities and Resistances: At 38th level, you gain resistance to bludgeoning, piercing, and slashing damage.

At 42nd level, you gain resistance to 3 of the following damage types, your choice: acid, cold, fire, lightning, thunder.

At 46th level, you gain resistance to 3 of the following damage types, your choice: force, necrotic, poison, psychic or radiant.

At 50th level: Choose one of the damage types you chose at 42nd and 46th levels. Your resistance becomes immunity for those 2 damage types.

*Subclass*

-Psionic Warrior-

—Psionic Power: Beginning at 3rd level, you harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.

Some of your powers expend the Psionic Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can't do so again until you finish a short or long rest.

When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).

You learn three Psionic Powers from among the ones listed at the end of the page. You learn additional powers when you reach 7th, 10th, and 15th level. Each time you gain a level in this class, you can replace one or all powers you know with different ones from this feature. Some powers have level prerequisites, which refers to your level in this class. You cannot learn power unless you meet that requirement.

Some powers require saving throws to resist their effects, which uses your Psionic Save DC.

Psionic Save DC = 8 + your proficiency bonus + your Intelligence modifier

—Novice Esper: At 3rd level, your latent psionic abilities manifest in useful ways. You learn Mage Hand. In addition, when you finish a short or long rest, you touch one weapon to give it the Throw property with a range of 20 ft/60 ft. If you throw the weapon, it reappears in your hand the instant after it hits or misses a target. The influenced weapon's benefits are suppressed while a creature other than you wields it.

—Guarded Mind: By 7th level, the psionic energy flowing through you has bolstered your mind. You have resistance to psychic damage. Moreover, if you start your turn charmed or frightened, you can expend a Psionic Energy die and end every effect on yourself subjecting you to those conditions.

—Overflowing Essence: Starting at 10th level, your abundance of psionic energy allows you to use your power more freely. Once per turn, when you use a power that does not have a level prerequisite, you do not expend a Psionic Energy die.

If you are not in combat, you can only use this ability once per minute.

—Bulwark of Force: At 15th level, you can shield yourself and others with telekinetic force. As a bonus action, you can choose creatures, which can include you, that you can see within 30ft of you, up to a number of creatures equal to your Intelligence modifier (minimum of one creature). Each of the chosen creatures is protected by half cover for 1 minute or until you're incapacitated.

Once you take this bonus action, you can't do so again until you finish a long rest, unless you expend a Psionic Energy die to take it again.

—Telekinetic Master: By 18th level, your ability to move creatures and objects with your mind is matched by few. You can cast the Telekinesis spell, requiring no components, and your spellcasting ability for the spell is Intelligence. On each of your turns while you concentrate on the spell, including the turn when you cast it, you can make one attack with a weapon as a bonus action.

Once you cast the spell with this feature, you can't do so again until you finish a long rest, unless you expend two Psionic Energy die to cast it again.

-Slasher-

—Signature Weapon: Slashers are well-known for both their appearance and their weapon, or weapons. Starting 3rd level, you can choose one weapon, designating it as your signature weapon. When wielding a designated weapon, you add your Strength or Dexterity modifier (Whichever is higher) to your Charisma (Intimidation) checks.

When you finish a long rest, you can choose another weapon as you touch as your designated weapon. If you designate a new weapon to be your signature, the old one loses this designated property.

—Supernatural Movement: Starting at 3rd level, you have an edge over your prey at all times, and can seemingly teleport from a place to another. If you are within 30 feet of a hostile creature, you can use your bonus action to teleport to an unoccupied place within 5 feet of the target.

If you hit a creature with your Signature Weapon after using your Supernatural Movement, you cause 1d6 additional damage. This additional damage increases to 2d6 at 10th level and 3d6 at 18th level.

—Jolt of Fear: At 3rd level, you have the ability to inflict the frightened condition to a creature within 30 feet of you as an action. The target can make a Wisdom saving throw (DC 8 + your proficiency bonus + your Constitution modifier) to resist the effect, otherwise it remains frightened until the end of your next turn. A creature that succeeds on this saving throw is immune to your jolt of fear for 24 hours.

When you take the Attack action, you can forgo one of your attacks to, instead, use your Jolt of Fear.

—Jumpscare: At 7th level, whenever you use your Supernatural Movement feature, you can use your Jolt of Fear as part of the same bonus action. If the creature fail the saving throw against your Jolt of Fear, you can make an opportunity attack with your Signature Weapon against that creature.

You can use this ability a number of times equal to your proficiency bonus, and regain your uses after finishing a long rest.

—Dream Stalker: Starting at 10th level, you can enter someone's mind while they sleep. This works as the phantasmal killer spell, but can only be cast on an unconscious target. The saving throw DC to resist equals 8 + your proficiency bonus + your Constitution modifier.

Once you use this feature, you can't use it again until you finish a short or a long rest.

—Pervert Gravity: You can go anywhere needed to pursue your prey, in any way. Nothing stops you. Starting 15th level, you are considered permanently under the effects of the spider climb spell. Additionally, you can now hold your breath for up to an hour at a time.

Finally, you are no longer affected by difficult terrain.

—True Slasher: At 18th level, you attain the greatest power of killers. Fear has always been your greatest weapon, and now, you have complete control over it. As an action, you can create an aura of fear of 60-foot radius, centered on you. For 1 minute, each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be frightened until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.

Once you use this ability, you can't use it again until you finish a short or a long rest.

-Scout-

—Bonus Proficiencies: When you choose this archetype at 3rd level, you gain proficiency in three of the following skills of your choice: Acrobatics, Athletics, Investigation, Medicine, Nature, Perception, Stealth, or Survival. You can choose to gain proficiency with thieves' tools in place of one skill choice.

—Skirmish: When you choose this archetype at 3rd level, you start to rely in mobility to wound your enemies and improve your defenses. Once in each of your turns, if you move at least 10 feet before making an attack against a creature within 30 feet, you add 1d6 to the damage of your next attack. The damage increases in 2d6 at 5th level, 3d6 at 11th level and 4d6 at 17th level.

In addition, while wearing light armor and no shield, you add your proficiency bonus to your AC, initiative rolls and Dexterity saving throws, and your movement speed increases by 10 feet. This bonus additional movement to 20 feet at 11th level and 30 feet at 17th level.

—Trapfinding: Also at 3rd level, you have an uncanny ability to find traps. You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of traps, in Dexterity checks to disarm them and advantage on saving throws made to avoid or resist traps.

You also have resistance against the damage dealt by traps.

—Evasion: Starting at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail

—Vanish: Starting at 10th level, you can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.

—Uncanny Dodge: Starting at 15th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

—Unstoppable Skirmisher: When you reach the 18th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 30 feet of you.

In addition, while not wearing armor heavier than light and wielding no shield, you are always under the effects of freedom of movement.

*Psi Powers*

-Protective Field

When you or another creature you can see within 30ft of you takes damage, you can use your reaction to expend one Psionic Energy die, roll the die, and reduce the damage taken by the number rolled plus your Intelligence modifier (minimum reduction of 1), as you create a momentary shield of telekinetic force.

-Psionic Influence

When you make a Persuasion or Deception check, you can expend a Psionic Energy die and add the number rolled to the total.

-Telekinetic Drive

As a bonus action, you boost physical capabilities for 1 minute or until you fall unconscious or die. While boosted, you gain the following benefits:

Your walking speed increases by 10ft.

You gain a +1 bonus to your AC.

You can take the Dash, or Disengage action as a bonus action.

You can only boost yourself once per long rest, or unless you expend a Psionic Energy die to do so again.

-Flowing Electrons

Prerequisite: 7th Level

You learn Shocking Grasp and you can cast Lightning Bolt once per short or long rest, unless you expend a Psionic Energy die to cast it again.

-Psionic Lethargy

Prerequisite: 7th Level

As an action, you can expend a Psionic Energy die to cast Slow, but it can only affect a single creature within range.

-Psionic Regeneration

Prerequisite: 7th Level

As a bonus action, you can expend a Psionic Energy die to regain a number of Hit Points equal to the number rolled plus your Intelligence modifier.

*Extra*

-Race-

—Arcane Ammunitionist: You have developed the magical ability of conjuring ammunition, gaining the following benefits:

You gain a +1 bonus to ranged attack rolls when using the conjured ammunition.

You can conjure enough ammunition to make one attack (such as arrows for bows, bolts for crossbows, bullets for firearms, energy for an antimatter rifle, or stones for slings) as part of an attack with a ranged weapon. The conjured ammunition disappears at the start of your next turn. The conjured ammo is considered magical.

You ignore the loading quality of crossbows, firearms, and other likewise ranged weapons with which you are proficient.

-Free-

—Arcane Prodigy: You are tied to magic, this connection grants you magical capabilities. You gain the following benefits:

Your Intelligence score increases by 1, to a maximum of 20.

Choose one Arcane Tradition belonging to the wizard class. You gain the 2nd-level benefits of that Arcane Tradition. For example, if you choose the School of Evocation, you gain the Evocation Savant and Sculpt Spells features.

You learn one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for this cantrip.

—-Alchemy Savant: Starting at 2nd level when you choose this school, you gain proficiency with Alchemist's Supplies and Herbalism Kit.

Also, the resources and time you must spend to use your Alchemist's Supplies or Herbalism Kit to brew non-magical concoctions are 1/4 or brew magical concoctions by half The concoctions you can make include those as detailed in the [Artificer] page under "Formulae". These concoctions scale with your level as they would for the artificer. If an Alchemical Formula option requires a saving throw, the DC is 8 + your proficiency bonus + your Intelligence modifier.

—-Infuse Potions: At 2nd level, not only can you brew useful alchemical concoctions, but you can turn the very magical essence of your spells into liquid and store it in vials to further use by yourself or your allies.

You can infuse a non-concentration spell that you have prepared (spending components and slots as normal) into a small vial filled with water, creating a spell potion. The potion takes the normal casting time of the spell to be produced and may be used by the alchemist as a bonus action on the same turn it was made. Alternatively you can keep the spell potion for up to 24 hours, after which it loses its power. If a spell states that its effect ends if it is casted again (i.e. Spiritual Weapon), it will fade if another vial is infused with the same spell. You can not have more than your Intelligence modifier + 1 (minimum of 2) active at once. This limit increases by 2 every time you gain a feature in this subclass.

Potions can be consumed or thrown, If thrown make a ranged attack as an improvised weapon (20/60) in which you are proficient with, shattering on impact and casting the spell as if that area was the target or point of origin. A willing creature's AC is considered to be 10. The shattered potion is the point of origin for the spell and is centered on it for touch and sphere spells or on the direction of its impact for line, cube, cone, and cylinder spells. The spell's DC, damage, and other effects are determined by the Alchemist's spell casting ability when infusing the potion. Persistent effects (i.e. Arcane Lock, Charm Person, Spiritual Weapon, etc.) are controlled by the user of the potion, but the Alchemist who infused it may interrupt the effects as a bonus action.

—Art Analyst: To defeat an enemy, you must know them. Not simply their battle tactics, but their history, philosophy, art.

You gain proficiency with the History and Insight skills. If you are already proficient in either skill, you add double your proficiency bonus to checks you make with it.

If you spend 1 hour studying the cultural artwork of a certain society, you gain advantage on any History or Insight checks regarding its background or members' behaviors for 1 day.

If you spend 1 hour studying the artwork of an individual artist, you gain advantage on all attacks against them and they gain disadvantage on all attacks against you for 1 day.

—Artifact Master: You have absorbed so much magic that you have shattered the limits of enchantments.

Your Intelligence, Wisdom or Charisma increase by 1, to a maximum of 20.

You can attune to up to four magic items at once.

—Closed Mind = Closed Fortress: A closed mind is like a well-guarded fortress, granting you the following benefits:

Increase your Wisdom score by 1, to a maximum of 20.

you gain immunity to telepathy and detect thoughts.

when you roll below a 10 on a save against a mental effect (ex. dominate, charm, geas, etc.) you choose to take a 10

—Conjurer of Cheap Tricks: Who do people take you for? Well, you are good at creating minor spells for others to use.

You learn 3 conjuration cantrips of your choice from any class's spell list. Intelligence is your casting ability score for the cantrips.

At the end of a long rest, you may give up to 6 friendly creatures within 60 feet of you a cantrip you know. Intelligence is their casting ability score for this cantrip, and they may cast it once, losing use at the end of their next long rest. You may give each creature a unique cantrip, give all of them the same cantrip, or any combination of distributions.

-Lue-

—Dabbler in the Arts: You have studied the mystic arts for some time and your studies have borne fruit. You gain the following benefits:

You gain one psionic talent of your choice from among those available to the Mystic class. If any talent or cantrip you use requires a creature to make a saving throw, the saving throw DC equals 8 + your proficiency bonus + your Intelligence modifier. If they require you to make an attack roll, the attack modifier equals your proficiency bonus plus your Intelligence modifier.

You learn one psionic discipline of your choice from among those available to the Mystic class. If any feature of a discipline or talent you use requires a creature to make a saving throw, the saving throw DC equals 8 + your proficiency bonus + your Wisdom modifier. If they require you to make an attack roll, the attack modifier equals your proficiency bonus plus your Wisdom modifier. You have 2 psi points which are used to fuel some features of your disciplines. If you already have psi points, this points are disregarded. Your psi limit, the maximum number of psi points you can spend at a time, is 2, unless you already have psi limit. You do not gain the ability to focus on this Discipline.

—Dead Shot: You have learned techniques to give you uncanny accuracy against a target you set your sights on. you gain the following benefits:

Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.

As an action, you can take aim and focus your attention on a creature you can see, requiring you to start concentrating as if maintaining concentration on a spell. For 1 minute or until you lose concentration, ranged attack rolls you make against the chosen creature have advantage. You may use this feat again after finishing a long rest.

—Eldritch Disciple: The deity you worship takes interest in your destiny.

Increase your Charisma score by 1, to a maximum of 20.

In addition, you gain a pact boon and two invocations. Your total character level counts as your Warlock level for requirements. You can change the invocations when you level up. If you already have a pact boon from another source, you can not pick the same one twice.

—Eldritch Enticement: Strike a bargain with a powerful being in exchange for supernatural abilities

Increase an attribute of your choice by 1, to a maximum of 20

Gain a pact boon and two invocations, your character level is treated as your warlock level for requirements. You can change the invocations when you level up. If you already have a pact boon from another source you can not pick the same boon.

—Eldritch Power: You have unlocked or learned how to utilize a semblance of eldritch power. This otherworldly spark of power gives you the following benefits.

You learn one cantrip from any spell list, Charisma is your spellcasting ability for this cantrip.

You learn two Eldritch Invocations of your choice from the warlock class and level prerequisites use your character level.

—Firearm Adept: You have learned to handle firearms in more than ordinary ways

You learn two trick shots of your choice from among those available to the Gunslinger (CR) archetype in the fighter class. If a trick shot you use requires your target to make a saving throw to resist the trick shot's effect, the saving throw DC equals 8 + your proficiency bonus + your Dexterity modifier (if you are of a class that grants you a trick shot DC then use that instead).

You gain one grit point. These points are used to fuel your trick shots. A grit point is expended when you use it. You regain 1 expended grit point each time you roll a 20 on the d20 roll for an attack with a firearm, or deal a killing blow with a firearm to a creature of significant threat (DM's discretion). You regain all your expended grit points when you finish a short or long rest.

—Firearm Expert, variant: Thanks to extensive practice with firearms, you gain the following benefits:

-you no longer fire at disadvantage when shooting in close range(5 feet)

-you gain 2 trick shots as per the gunslinger subclass. Your trick shot DC is 8+dex+prof.

-you gain 1 grit point to be used for the trick shots.

-When you use the Attack action and attack with a one handed weapon, you can use a bonus action to attack with a loaded one hand firearm you are holding.

—Mystic Initiate: You learn one psionic talent and one psionic discipline from the list available to the mystic class. Your manifestation ability is Intelligence. You have 2 psi points that you can use with your chosen discipline, and you regain spent psi points when you complete a long rest.

—Mystically Minded: As a student of psionics, you have mastered the use of psionic talents and disciplines. Psionics is a special form of magic use, distinct from spellcasting. You gain the following benefits:

• One psionic talent.

• Mastery over a number of disciplines equal to twice your proficiency bonus.

• You can pay the psionic point cost with your hit points. There is no way to reduce this damage taken and it bypasses temporary hit points.

—Psychic: You have learn to tap into the mystic powers inside you, gaining the following benefits

You learn two psionic disciplines and one psionic talent of your choice from among those available to the Mystic class. If any feature of a discipline or talent you use requires a creature to make a saving throw, the saving throw DC equals 8 + your proficiency bonus + your Intelligence modifier. If they require you to make an attack roll, the attack modifier equals your proficiency bonus plus your Intelligence modifier.

You have 2 psi points which are used to fuel some features of your disciplines. If you already have psi points, you gain 2 more. If you ever gain psi points, these are added to them. Your psi limit, the maximum number of psi points you can spend at a time, is 2, unless you already have psi limit. You regain all expended psi points after completing a long rest.

—Grittier: Your courage and resolve has reached new levels.

You gain maximum Grit points equal to your proficiency bonus. (If you already have Grit points your maximum is instead increased by half your proficiency bonus +1)

You gain the following features, you can only do one of them per attack:

Reliable Shot: When you make an attack, you can expend two Grit points to hit without rolling for the attack.

Disorienting Shot: When you make an attack on a creature, on a hit, you can choose to expend one Grit point. The creature must make a Constitution saving throw (DC 5+The damage of the attack). On a failure, the creature is Stunned until the end of its next turn.

—Intense Conditioning Variant: Through an intense training regime you have made yourself even harder to be taken down.

Upon taking this feat your Con mod is reduced by 1 and your hit die is increased to the next size up.

You can take this feat multiple times to increase your hit die to a max of 1D20.

-Boon-

—Boon of the Savant: This boon is suitable for a 20th-level character. Select an Archetype other than one you already have. You gain all the features of that Archetype.

—Boon of Artifact Affinity: Select 1 item that you are attuned to. The item becomes part of your persona and merges with your physical form.

You no longer use an attunement slot for that item, and no longer need to be wielding it to use its effects.

For 1 action, you may conjure or summon the item to your hand, cause it to merge with your form, or make it invisible.

Even if the item is not on your person, you may take any action the item would allow you to if you were wielding it, as if it were part of your body.

Some restrictions may apply, based on the item.

For example, if a sentient item will now be merged with you, it's sentience remains although it will now be considered charmed by you at all times, even if it is immune to the charmed condition. Your personality shifts slightly towards that of the item - this is not enough of a change to change your alignment

You permanently become associated with the item and its effects, and your physical appearance changes slightly to reflect this, even when the item is not merged with you.

In addition, you may attune to up to 3 extra magic item

—Boon of Attunement: You can attune to an additional magic item.

—Boon of Epic Mysticism: You have reached the pinnacle of Mystical power. You gain the following benefits:

You can cast mystic spells that cost no more than 5 psi points without expending psi points. You gain 16 psi points.

—Boon of Golem Crafting: You can make golems as though you had a manual of golems. In addition, the cost and time it takes you to make these golems are halved.

—Boon of High Mysticism: Your psi point maximum increases by 13 points

—Boon of Hoarding: You were always a hoarder by nature but it seems the gods have a sense of humor with this one. You gain the following benefits:

You are aware of all items of monetary value in your possession at all times and can assess the value of items you see at a glace. Even if you are sleeping you become aware of the removal of one of your items and can wake up instantly.

Mundane and magical forms of storage such as backpacks or bags of holding have twice their normal capacity while in your possession and weigh half as much when carried by you.

You gain access to an extradimensional space the size of a bag of holding and can draw or stow items into it as a bonus action.

You ignore all prerequisites needed to use magic items.

—Boon of Intellect: Your sheer Intellect is legendary. You gain the following benefits:

Increase your Intelligence score by 2, to a maximum of 30.

You have advantage on Intelligence Saving throws.

Choose one Intelligence based skill. You are now proficient in this skill. If you already have advantage on Intelligence saving throws, choose two Intelligence based skills. If you are already proficient in the Intelligence based skill of your choice, use twice your proficiency bonus for this skill.

—Boon of Masterful Attunement: After receiving this boon, you may be attuned to up to 5 items at the same time. You may also remove curses on an item using the attunement method over a long rest.

You must be attuned to at least 2 items to obtain this boon.

*Psionic Discipline: 6

-Aerokinesis: With your psychic ability air is yours to command.

—Psychic Focus: While focused on this discipline, you take no falling damage, and you ignore difficult terrain when walking.

—Wind Step(1-12 psi): As part of your move on your turn, you can fly up to 20 feet for each psi point spent. If you end this flight in the air, you fall unless something else holds you aloft.

—Wind Stream(1-12 psi): As an action, you create a line of focused air that is 30 feet long and 5 feet wide. Each creature in that area must make a Strength saving throw, taking 1d6 bludgeoning damage per psi point spent and being knocked prone on a failed save, or half as much damage on a successful one.

—Whirlwind(2 psi): As an action, choose a point you can see within 60 feet of you. Winds howl in a 20-foot- radius sphere centered on that point. Each creature in the sphere must succeed on a Strength saving throw or take 1d6 bludgeoning damage and be moved to an unoccupied space of your choice in the sphere. Any loose object in the sphere is moved to an unoccupied space of your choice within it if the object weighs no more than 100 pounds.

—Cloak of Air(3 psi; conc., 10 min.): As a bonus action, you seize control of the air around you to create a protective veil. Until your concentration ends, attack rolls against you have disadvantage, and when a creature you can see misses you with a melee attack, you can use your reaction to force the creature to repeat the attack roll against itself.

—Gale(6 psi; conc., 1 min.): As an action, you create a 120 ft radius sphere of fierce winds. Any creature flying in this area must make a Strength Saving throw or be knocked prone. Every creature in the area moves at half speed due to the strong winds. The gale is strong enough to move small objects and does pick up loose dirt, sand, snow…etc giving Disadvantage to any Wisdom (Perception) check that relies on hearing, smell or sight.

—Animate Air(7 psi; conc., 1 hr.): As an action, you cause an air elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In combat, roll for its initiative, and choose its behavior during its turns. When this effect ends, the elemental disappears. See the Monster Manual for its stat block.

—Hurricane(Mastery, 12 psi, 1d12 hours): You unleash a hurricane in the area, of which you have no control. Any creature not firmly attached to a fixed object must succeed on a Strength saving throw every minute until the storm is over, receiving 1d10 of bludgeoning damage and being knocked prone on a failure. Anyone trying to stand up in a hurricane must succeed on a Strength (athletics) check both to stand and not to be knocked prone again. A failure has the same effect of the Strength save. Structures also receive structural damage, and most precarious structures (such as tents, hamlets or granaries) are destroyed by the winds as are most trees in the area. Only castles or other sturdy stone buildings stand up after a hurricane.

-Psionic Restoration: You wield psionic energy to cure wounds and restore health to yourself and others.

—Psychic Focus: While focused on this discipline, you can use a bonus action to touch a creature that has 0 hit points and stabilize it.

—Mend Wounds(1-12 psi): As an action, you can spend psi points to restore hit points to one creature you touch. The creature regains 1d6 hit points per psi point spent.

—Restore Health(3 psi): As an action, you touch one creature and remove one of the following conditions from it: blinded, deafened, paralyzed, stunned, or poisoned. Alternatively, you can heal one creature of a disease.

—Restore Vigor(5 psi): As an action, you can touch one creature and choose one of the following: remove any reductions to one of its ability scores, remove one effect that reduces its hit point maximum, or reduce its exhaustion level by one. The creature spends 1 hit dice.

—Restore Life(7 psi): As an action, you touch one creature that has died within the last minute. The creature returns to life with 1 hit point. This ability can't return to life a creature that has died of old age, nor can it restore a creature missing any vital body parts. Creature must expend all available hit dice if it has any.

—Restoration(Mastery, 9 psi): As an action, you can touch a creature and spend half its hit dice. You cure a permanent ailment, and you also restore any limbs or lumps it has, even birth ones. If you spend half your maximum Hit Dice, you can also remove all the exhaustion levels of a creature

-Enhance Force: You manipulate force to hurt people.

—Psychic Focus: While focused on this discipline, you have resistance to force damage.

—Force Blast(2 Psi): As an action, you can make a psionic ranged spell attack against a creature you can see within 120 feet. On a hit, you deal 2d10 force damage and push the creature 10 feet if it is medium or smaller.

—Force Wave(3 psi): As an action, you project an invisible, harmful wave of energy. Each creature in a 15-foot cone must make a Strength saving throw. A creature takes 4d6 force damage on a failed save and is knocked prone, or half as much damage on a successful one and no other effect.

—Concuss(5 psi): As an action, choose a target within 60 feet. You shoot out a single quick burst of force energy directly at a targets head. Your target makes a Constitution saving throw, or takes 4d10 force damage and is stunned. The creature can repeat the save each round, ending the condition on a success. On a successful save, the creature takes half damage and is not stunned.

—Force Bombs(6 psi, 1 minute): As an action, you create 6 balls of highly compressed force energy that orbit around you. You can make a ranged psionic attack up to 120 feet with them ignoring half or three quarters cover. Each ball does 1d10 force damage and pushes the target 5 feet away from you. You can use any number of them at a time, making separate rolls for each if they have different targets, but only 1 if they attack at the same creature. Alternatively, whenever a creature tries to make a melee attack against you, it must succeed on a Dexterity saving throw first, or impact on a ball taking 1d10 force damage and being pushed 5 feet away prior to the attack.

—Sínsumi's Psionic Wave(mastery, 10 psi): As a reaction of being surrounded or attacked, you can unleash a powerful detonation around you. All creatures in radius of 15 feet of you must succeed a Strength save or suffer 12d6 force damage and are pushed 10 feet and knocked prone. On a successful save, the creatures are still pushed away but receive half damage and aren't knocked prone. You gain 1 level of exhaustion after using this ability.

-Electrokinesis: You snap and crackle with static, sparking and arcing electricity.

—Psychic Focus: While focused on this discipline, you have resistance to lightning damage.

—Ozai's Whip(1-12 psi): As an action, you lash out at one creature you can see within 60 feet of you with tendrils of lightning. The target must make a Dexterity saving throw, with disadvantage if it's wearing heavy armor. The target takes 1d8 lightning damage per psi point spent on a failed save, or half as much damage on a successful one.

—Azula's Wrath(5 psi): As an action, you let loose a line of lightning that is 60 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw, taking 6d6 lightning damage on a failed save and being stunned until the start of your next turn, or half as much damage on a successful save and they aren't stunned. You can increase this ability's damage by 1d6 per additional psi point spent on it.

—Lighting Absorption(7 psi): As an action, you charge your body with electrical energy. This causes you to be the target of natural and magical lightning. At any time in the next 8 hours you are hit by natural lightning you regain 20 psi points. While outside you have a 5% chance to be hit by lightning, if it is storming there is a 25% chance you will be hit. The DM rolls to see if you are hit once every hour. If you are the target of magical Lightning the attack roll has advantage and you have disadvantage on the save. If the magical lightning would target anyone or anything else it does not it stops with you. Once you are hit by natural or magical lightning this effect ends.

—Sozin's Coat(Mastery. 8 psi, conc. 1 minute): You can make yourself a living recipient of lightning power. Any creature that touches you or hits you in melee during the coat's duration must make a Constitution saving throw or take 6d10 lightning damage and is stunned until your next round. A successful save halves the damage and the creature isn't stunned.

-Hydrokinesis: You are attuned to the element of water, the ebb and flow.

—Psychic Focus: While focused on this discipline, you have a swimming speed equal to your walking speed.

—Desiccate(1-12 psi): As an action, choose one creature you can see within 60 feet of you. You steal the water of a creature. The target must make a Constitution saving throw, taking 1d8 necrotic damage per psi point spent on this ability, or half as much damage on a successful one.

—Watery Grasp(2 psi): As an action, you unleash a wave that surges forth and then retreats to you like the rising tide. You create a wave in a 20-foot-by-20-foot square. At least some portion of the square's border must be within 5 feet of you. Any creature in that square must make a Strength saving throw. On a failed save, a target takes 2d4 bludgeoning damage, is knocked prone, and is pulled up to 10 feet closer to you. On a successful save, a target takes half as much damage. You can increase this ability's damage by 1d6 per additional psi point spent on it

—Water Whip(3 psi): As an action, you unleash a jet of water in a line that is 60 feet long and 5 feet wide. Each creature in the line must make a Strength saving throw, taking 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, you can move each target that fails its saving throw to any unoccupied space touching the line. You can increase this ability's damage by 1d6 per additional psi point spent on it. If you have no liquid water near you, the creature has Advantage on the save as you have to condensate it from the air, and it doesn't work on deserts or dry places.

—Water Breathing(5 psi): As an action, you can create a mask of air for yourself and up to ten willing creatures within 60 feet that repels water of you the ability to breathe underwater for the next 24 hours.

—Water Sphere(6 psi; conc., 1 min.): As an action, you cause a sphere of water to form around a creature. Choose one creature you can see within 60 feet of you. The target must make a Dexterity saving throw. On a failed save, it becomes trapped in the sphere of water until your concentration ends. While the target is trapped, its speed is halved, it suffers disadvantage on attack rolls, and it can't see anything more than 10 feet away from it. However, attack rolls against it also suffer disadvantage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful one.

—Animate Water(7 psi; conc., 1 hr.) As an action, you cause a water elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In combat, roll for its initiative, and choose its behavior during its turns. When this effect ends, the elemental disappears. See the Monster Manual for its stat block.

—Bubble Cage(9 psi, conc., 10 minutes): You exert control over water to engulf up to three creatures. The creatures must succeed on a Strength saving throw or they are paralyzed and suffocating. They might repeat the save each minute to break free.

—Waterborn(Mastery): If you choose this discipline as your psychic mastery you gain a swimming speed of 50 feet and you can breathe underwater. You also learn the Shape Water cantrip.

-Mantle of Joy: You tap into the joy within you, radiating it outward in soothing, psychic energy that brings hope and comfort to creatures around you.

—Psychic Focus: While focused on this discipline, you have advantage on Charisma (Persuasion) checks.

—Soothing Presence(1-12 psi): As a bonus action, choose up to three creatures you can see within 60 feet of you. Each target gains 3 temporary hit points per psi point spent on this effect.

—Comforting Aura(2 psi; conc., 1 min.): As a bonus action, choose up to three allies you can see (you can choose yourself in place of one of the allies). Until your concentration ends, each target can roll a d4 when making a saving throw and add the number rolled to the total.

—Aura of Jubilation(3 psi; conc., 1 min.): As a bonus action, you radiate a distracting mirth until your concentration ends. Each creature within 60 feet of you that can see you suffers disadvantage on any checks using the Perception and Investigation skills.

—Beacon of Recovery(5 psi): As a bonus action, you and up to five allies you can see within 60 feet of you can immediately make saving throws against every effect they're suffering that allows a save at the start or end of their turns.

—Arousal(Mastery, 10 psi, up to 1 hour): You emit a strong aura of lust and passion for the duration. Every living creature in a 15 feet area around you must succeed on a Wisdom saving throw or is sexually aroused, although not necessarily for you. The aroused creatures can still behave normally, and will not turn into mindless, in heat beasts, but are more prone to take the initiative, and they do want to be engaged in sexual activity with their chosen partners. All sexual dysfunctions stop to affect the creatures under this effect, and they have satisfactory, happy intercourse with their partners if they choose to do so. After that experience, they will have advantage in Wisdom, Charisma and Intelligence saves for 1 day.

*Psionic Talent: 4

-Delusion: As an action, you plant a false belief in the mind of one creature that you can see within 60 feet of you. You can create a sound or an image. Only the target of this talent perceives the sound or image you create.

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 creature's roar, a musical instrument, or any other sound you pick. It lasts for 1 minute.

If you create an object, it must fit within a 5-foot cube and can't move or be reflective. The image can't create any effect that influences a sense other than sight. The image lasts for 1 minute, and it disappears if the creature touches it.

-Energy Beam: As an action, you target one creature you can see within 90 feet of you. The target must succeed on a Dexterity saving throw or take 1d8 acid, cold, fire, lightning, or thunder damage (your choice).

The talent's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

-Light Step: As a bonus action, you alter your density and weight to improve your mobility. For the rest of your turn, your walking speed increases by 10 feet, and the first time you stand up this turn, you do so without expending any of your movement if your speed is greater than 0.

-Mind MeldAs a bonus action, you can communicate telepathically with one willing creature you can see within 120 feet of you. The target must have an Intelligence of at least 2, otherwise this talent fails and the action is wasted.

This communication can occur until the end of the current turn. You don't need to share a language with the target for it to understand your telepathic utterances, and it understands you even if it lacks a language. You also gain access to one memory of the target's choice, gaining perfect recall of one thing it saw or did.

*Pact Boons: 4

-Pact of the Tome: Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list (the three needn't be from the same list). While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. If they don't appear on the warlock spell list, they are nonetheless warlock spells for you.

If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die

-Pact of the Invoker: Your prayers to your patron gave you otherworldly knowledge. Your patron has disclosed to you the proper way to pronounce your own Truename and how to invoke its power to alter your own form through an eldritch ceremony. You gain three additional eldritch invocations of your choice above the number you should have according to your warlock level. You can spend ten minutes performing a ritual in order to choose one of the invocations you know and replace it with another invocation that you could learn at your current warlock level. This ritual can also be completed as part of a short rest. You may do so again after finishing a long rest.

-Pact of the Aegis: You may use your action to create a set of pact armor this armor appears on your person, fitted perfectly for you. Any armor you were wearing is magically removed and appears at your feet. You are proficient with your pact armor. It always appears as a full-body suit of armor made of some alien material. Your pact armor and its parts disappear if it is more than 5 feet from for 1 minute or more. You may summon part of your armor instead of all of it (like without the helmet, or just the gauntlets), gaining the protective benefits as reasonable. You can create one of three different versions of your pact armor chosen each time you create your pact armor.

—A set of light armor with a base AC of 11 + your Dexterity Modifier.

—A set of medium armor with a base AC of 14 + your Dexterity Modifier (maximum of 2). While wearing this armor, you have disadvantage on Dexterity (Stealth) skill checks.

—A set of heavy armor with a base AC of 16. While wearing this armor, you have disadvantage on Dexterity (Stealth) skill checks.

You can transform one set of magic armor into your pact armor by performing a special ritual while you hold or wear the armor. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the armor as a bonus action, shunting it into an extra-dimensional space, and it appears whenever you create your pact armor thereafter. You can't affect an artifact or sentient set in this way. The armor ceases being your pact armor if you die, if you perform the 1-hour ritual on a different armor, or if you use a 1-hour ritual to break your bond to the set. The armor appears at your feet if it is in the extra-dimensional space when the bond breaks. Your pact armor can be summoned using its selected base AC or the integrated armors AC and you can ignore all Strength requirements and encumbered penalties related to your pact armor. If the integrated armor imposes disadvantage on Dexterity (Stealth) checks, your pact armor does as well.

—-Draconic Armor (5e Equipment)

Armor (studded leather (dragon leather)), legendary

While wearing this magic armor, you gain a +2 bonus to AC. While wearing the armor you can understand and speak Draconic. Once on your turn you can speak a command word to manifest one of the following dragon-like body parts, which persists until you dismiss it, manifest a different body part, or remove the armor.

Claws. These claws are martial magic weapons that deal 1d8 slashing damage, have the light and finesse property, and get a +2 bonus to attack and damage rolls.

Wings. You gain a flying speed of 50ft.

Tail. The tail is a martial magic weapon that deals 1d6 bludgeoning damage. A creature hit by your tail must make a DC 17 Dexterity saving throw or be knocked prone.

—Pact of the Glove: You may use your action to create a arcane glove on your hand. The appearance of the glove follows the same rules of the Pact of the Blade. If you were wearing a glove, it transforms into your pact glove. While wearing the glove, you have a +1 bonus to the AC, you learn the mage hand cantrip, which you can use with a range of 60 feet, now has the same weight limit as you. The glove can be used to attack, cast cantrips or spells with a range of 5 or touch and activate magic items. If you stop wearing the gloves, it disappears.

—-Shadow's Gloves (5e Equipment)

Wondrous Item, artifact

The Shadow is a very powerful sorcerer, not just a deity. He had made a pair of gloves a long time ago that could control the dead, but has not since then known what happened to them. Last he knew, they were in a temple built for the Shadow and then they weren't. Maybe he simply misplaced them, but maybe they were taken by humans. Either way, they are very powerful items that can be split up between 2 people for half the power.

—Death's Power. When a single person wears both the gloves, they are able to cast the spells animate dead & create undead. When you cast the spells with this item, the duration of your control over the undead you create becomes twice what they are. When a single creature wears one glove, they can only cast animate dead.

—Shadow's Resistance. While you are attuned to the gloves, you become immune to necrotic damage but you gain a weakness to radiant. Additionally, you become sensitive to sunlight. You gain disadvantage on attack rolls and Wisdom (Perception) checks when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

—Dark Magic. Along with the necromancy magic you can cast with the gloves, you are also able to cast darkness and finger of death. If you only have one glove, then you can only cast darkness with this property.

—Destroying the Shadow's Gloves. To destroy the gloves, you must subject it to over 30 hit points worth of radiant damage.

*Invocations: 9

-Heart of the Pact

Prerequisites: Pact of the Invoker

You gain the feature of 1 additional Pact Boon of your choice (besides Pact of the Invoker). You cannot use this invocation to gain other invocations that require said Pact Boon to be learned.

-Ameliorated Armor: Your pact armor improves allowing you to summon your choice of three types of armor each time you create your pact armor.

—A set of light armor with a base AC = 13 + your Dexterity Modifier.

—A set of medium armor with a base AC = 16 + your Dexterity Modifier (maximum 2).

—A set of heavy armor with a base AC = 18.

While wearing your pact armor you may add your Charisma modifier to checks and saving throws made to resist environmental effects and atmospheric hazards.

-Arcane Jets: While you are using your pact you gain a fly and swimming speed equal to your walking speed.

-Arcane Collector: Now you can perform the ritual over the course of 1 hour, which can be done during a short rest, to insert a magical armor/weapon inside your actual pact weapon/armor, when done your pact weapon/armor will gain all the magical attributes of the item. When done the physical form of the magical item will be destroyed. The magical attributes gained will stay dormant and will need a bonus action to activate it for 1 minute, if the time ends or if you you use another bonus action to change the dormant attribute you will need to do a long rest to choose it magical damage isn't cumulative.

-Book of Arcana Unbounded: When you select this eldritch invocation, you may select two spells from any spellcasting class and inscribe them in your Book of Shadows. These spells needn't be from the same spellcasting class, but both must be of a level for which your spell slots can accommodate or be a cantrip. These spells are always prepared for you and do not count against your known spells, and are treated as warlock spells for you. Whenever you gain a level, you may trade one of these selected spells for a new one so long as it is of a level which you can cast. You may select this invocation several times and learn two additional spells for every instance of this eldritch invocation.

-Eldritch Secrets: When you gain this invocation, choose two spells from any class's spell list (the two needn't be from the same list). If you have your Book of Shadows on your person you can cast them as warlock spells, provided they are of a level for which you have spell slots.

-Ancient Spirits Favor: You gain the druidcraft, guidance, and Mold Earth cantrips.

-Deceive Magic Item: Choose one other class. You count as a member of that class for the purposes of determining which magic items you can attune to. You gain an additional magic item attunement slot.

-Dual Boon: You may take another Pact Boon. If you switch this invocation for another as normal for gaining another warlock level, invocations that require this invocation or the Pact Boon it grants cease to function.

*Trick Shot: 4

-Disarming Shot: When you make a firearm attack against a creature, you can expend one grit point to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you.

-Forceful Shot: When you make a firearm attack against a creature, you can expend one grit point to attempt to trip them up and force them back. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or be pushed 15 feet away from you.

-Piercing Shot: When you make a firearm attack against a creature, you can expend one grit point to attempt to fire through multiple opponents. The initial attack gains a +1 to the firearm's misfire score. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly behind the target within your first range increment. Only the initial attack can misfire.

-Violent Shot: When you make a firearm attack against a creature, you can expend one or more grit points to enhance the volatility of the attack. For each grit point expended, the attack gains a +2 to the firearm's misfire score. If the attack hits, you can roll one additional weapon damage die per grit point spent when determining the damage.

*Background*

-Soldier: War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and armor, learned basic survival techniques, including how to stay alive on the battlefield. You might have been part of a standing national army or a mercenary company, or perhaps a member of a local militia who rose to prominence during a recent war.-

—Specialty: During your time as a soldier, you had a specific role to play in your unit or army. Roll a d8 or choose from the options in the table below to determine your role: (Scout)

—Feature: Military Rank

You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.

—Suggested Characteristics: The horrors of war combined with the rigid discipline of military service leave their mark on all soldiers, shaping their ideals, creating strong bonds, and often leaving them scarred and vulnerable to fear, shame, and hatred.

—-Personality Trait: I'm full of inspiring and cautionary tales from my military experience relevant to almost every combat situation.

—-Ideal: Greater Good. Our lot is to lay down our lives in defense of others. (Good)

—-Bond: I'll never forget the crushing defeat my company suffered or the enemies who dealt the blow.

—-Flaw: The monstrous enemy we faced in battle still leaves me quivering with fear.

-Resistance-

*Slashing Damage.

*Bludgeoning Damage.

*Piercing Damage.

*Cold Damage.

*Fire Damage.

*Lightning Damage.

*Necrotic Damage.

*Force Damage.

*Radiant Damage.

*Psychic Damage.

*Trap Damage.

-Immunities-

*Fire Damage.

*Telepathy.

*Detecting Thoughts.

-Languages-

*Common.

*Draconic.

-Proficiency-

Armor: All armor, shields

Weapons: Simple weapons, martial weapons

Tools: Vehicles, Dice Game, Thieves Tools, Herbalist Kit, Alchemist Supplies,

Saving Throws: Strength, Constitution

Skills: Perception, Intimidation, Persuasion, Stealth, Acrobatics, History, Insight,

Trick Shot Save: 8 + 14 + 7 = 29

Psi Save: 8 + 14 + 9 = 31

Alchemical Formula DC Save: 8 + 14 + 9 = 31

Spell Save DC: 8 + 14 + 9 = 31

Spell Attack Modifier: 14 + 9 = 23

-Spells-

*Cantrip*

-Mage Hand.

cantrip conjuration

Casting Time: 1 action

Range: 30 feet

Target: A point you choose within range

Components: V S

Duration: 1 minute

Classes: Bard, Sorcerer, Warlock, Wizard

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. 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. You can move the hand up to 30 feet each time you use it.

The hand can't attack, activate magic items, or carry more than 10 pounds.

-Glyph Trap

Abjuration cantrip

Casting time: 1 action

Range: 5 feet

Components: V, S, M (a few droplets of ink or paint)

Duration: 1 hour

You cast a glowing pool of magic upon the ground by drawing a glyph with paint, or something that can mark a surface, that damages and hinders anyone who wanders through or is pushed into it.

Designate an unoccupied area to draw the glyph to receive the magical glyph which then hides the glyph from normal sight: anyone attempting to see the glyph must succeed on a Wisdom (Perception) check with a DC equal to your spell save DC (see invisibility, blindsight, and truesight detect it automatically).

Anyone other than you who steps onto the glyph's area of effect must succeed on a Constitution saving throw or take 1d4 force damage.

The trap dissipates immediately after it deals damage but leaves behind the drawn glyph, now visible by everyone, and unable to be active again until the glyph is entirely removed, which takes about a minute. You can't have more active glyphs than your proficiency modifier.

At Higher Levels. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Witchers cast this cantrip using the Yrden sign.

-Arcane Warp

Conjuration cantrip

Casting time: 1 action

Range: 30 feet

Components: S

Duration: Instantaneous

You distort space, moving a willing target in range anywhere else within range.

This spells range increases by 10 feet when you reach 5th level (40 feet), 11th level (50 feet), and 17th level (60 feet).

-Blade Volley

Conjuration cantrip

Casting time: 1 action

Range: 60 feet

Components: M (A blade weapon effigy, or bladed melee weapon, worth at least 1 sp)

Duration: Instantaneous

You summon a blade made of pure magic, resembling the one used in the spell's casting, which hovers close to you for a moment before flying at high speeds towards a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes force damage equal to 1d6 + your spellcasting ability modifier; if you score a critical hit, add twice your spellcasting ability modifier instead. The blade then disappears.

The spell creates more than one blade when you reach higher levels: two blades at 5th level, three blades at 11th level, and four blades at 17th level. You can direct the blades at the same target or at different ones. Make a separate attack roll for each blade.

-Flask of Holding

Coniuration cantrip

Casting time: 1 bonus action.

Range: self

Components: V,S

Duration: 1 minute

This spell creates a canteen that is connected to a small pocket dimension that can exclusively hold liquids. The canteen has the dimensions of a normal canteen. You can retrieve or store 5 pints each time you cast this spell, and you'll always know the exact amount in your canteen. Storing liquids requires the mouth of the canteen to touch the source of the liquid, which will then be placed inside. The liquid remains in the pocket dimension even after the spell ends and is spilled around you when you die. This flask can only hold one type of liquid at a time and the total volume cannot exceed 32 pints. If you try to exceed this limit, the liquid contained in it will be lost.

-Chilling Wind

Evocation cantrip

Casting time: 1 action

Range: 30 feet

Components: S

Duration: Instantaneous

You freeze the air around you and then send it at a creature or object within range. The target must succeed on a Constitution saving throw. On a failed save, the target takes 1d8 cold damage and its speed is reduced by 10 feet until the start of your next turn.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

-Cherry Bomb

Conjuration cantrip

Casting time: 1 action

Range: 30 feet

Components: S, M (a cherry dipped in glass)

Duration: Instantaneous

You conjure a small red orb of unstable magic into your hand and lob or roll it to a point on the ground within range. The orb explodes at its destination with a loud bang which can be heard up to 100 feet away. Any creatures within 5 feet of that point must succeed on a Constitution saving throw or take 1d4 thunder damage, and be deafened until the start of your next turn.

The spell's damage increase by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

-Flash Powder

Conjuration cantrip

Casting time: 1 action

Range: 30 feet

Components: V, S

Duration: 1 round

You create a burst of powder that explodes, confusing and harming a creature within range. The target must succeed on a Dexterity saving throw or take 1d4 force damage and suffer disadvantage on the first attack roll it makes before the end of your next turn.

This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

-Homing Needles

Conjuration cantrip

Casting time: 1 action

Range: 60 feet

Components: V, S

Duration: Instantaneous

You create and launch a barrage of flying, magical needles at a creature of your choice that you can see within range. If there is a clear path at least 1 inch wide between you and the creature, even around obstacles and cover, the target takes 1d4 piercing damage.

Search

Any spell or effect that blocks the magic missile spell also blocks this spell.

This spell's piercing damage increases by 1d4 when you reach 5th level (2d4), 11th level, (3d4), and 17th level (4d4).

-Air Slash

Evocation cantrip

Casting time: 1 action

Range: 120 feet

Components: S

Duration: Instantaneous

You form a blade of air and launch it at incredible speeds at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 slashing damage.

At Higher Levels. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

-Earthshatter

Evocation cantrip

Casting time: 1 action

Range: 60 feet

Components: V, S

Duration: Instantaneous

You use your abilities to cause a point within range to shatter, causing a loud boom that shakes the bodies of those within 5 feet of the point. Creatures in the area must succeed on a Constitution saving throw, taking 1d4 thunder damage on a failed save.

At Higher Levels. The spells damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4)

-Glyph of Pain

Evocation cantrip

Casting time: 1 action

Range: 60 feet

Components: S, M (a quill)

Duration: Instantaneous

You scribe an arcane glyph in the air in front of you and launch it at a creature in range. Make a ranged spell attack against a target within range. On a hit, the target takes 1d8 psychic damage. If you are missing any hit points, the target instead takes 1d12 psychic damage.

At Higher Levels. The spell creates more than one glyph when you reach higher levels: two glyph at 5th level, three glyph at 11th level, and four glyph at 17th level. You can launch the glyph at the same target or at different ones. Make a separate attack roll for each glyph.

-Ice Shards

Evocation cantrip

Casting time: 1 action

Range: 60 feet

Components: V, S

Duration: Instantaneous

Choose a point in range. Shards of ice rain on creatures in a 5-foot radius sphere centered on the point. Each creature in this radius must succeed on a Dexterity saving throw or take 1d4 cold damage.

This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

-Druidcraft.

cantrip transmutation

Casting Time: 1 action

Range: 30 feet

Target: See text

Components: V S

Duration: Instantaneous

Classes: Druid

Whispering to the spirits of nature, you create one of the following effects within range:

You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.

You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.

You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.

You instantly light or snuff out a candle, a torch, or a small campfire.

-Guidance.

cantrip divination

Casting Time: 1 action

Range: Touch

Target: One willing creature

Components: V S

Duration: Concentration, Up to 1 minute

Classes: Cleric, Druid

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

-Mold Earth.

Transmutation cantrip

Casting Time: 1 action

Range: 30 feet

Components: S

Duration: Instantaneous or 1 hour

You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

• It you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't have enough force to cause damage.

• You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.

• If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.

if you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

-Shape Water.

Transmutation cantrip

Casting Time: 1 action

Range: 30 feet

Components: S

Duration: Instantaneous or 1 hour

You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

• You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn't have enough force to cause damage.

• You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.

• You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.

• You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.