Name: Jane Oswald.
HP: 187
Walking Speed: 30 ft + 30 ft = 60 ft
Armor Class: 14 + 5 + 1 + 3 + 1 = 24
Armor Buff: 1 + 2 = 3
Hit Dice: 1D8
Class: Psi Operative: Psi Operatives are Xcom Soldiers made to wield the aliens greatest strength which are Psionic Power, some humans have greater degree of potential then others and those who are subjected and awaken this power could wield power almost equivalent to the aliens and the Advent Coalition.
Subclass: Psionic Specialization: When you have begun working on specialization to focus your psionic potential on, you believe that you are best suited for long range encounters and inflicting debilitating debuffs as such, you reduce your chance for strong close range abilities to focus more on the magical effects when using your psionic abilities.
Level: 20
EXP: ?
Race: Humanoid.
Background: Soldier.
Alignment: Chaotic Good.
Bonus Proficiency: +14
Age: 32
-Stats-
Strength: 8 + 1 + 1 + 1 = 11
-Modifier: 0
-Saving Throw: 0
Intelligence: 15 + 1 + 1 + 1 = 18
-Modifier: +4
-Saving Throw: +4
Charisma: 14
-Modifier: +2
-Saving Throw: +2
Dexterity: 1 + 15 + 1 + 1 + 2 = 20
-Modifier: +5
-Saving Throw: +5
Constitution: 1 + 15 + 1 + 1 + 2 = 20
-Modifier: +5
-Saving Throw: +5
Wisdom: 8
-Modifier: -1
-Saving Throw: -1
Skills-
Athletics(Strength): 0
Acrobatics(Dexterity): +5
Sleight of Hand(Dexterity): +5
Stealth(Dexterity): +5
Arcana(Intelligence): +4
History(Intelligence): +4
Investigation(Intelligence): +4
Nature(Intelligence): +4
Religion(Intelligence): +4
Animal Handling(Wisdom): -1
Insight(Wisdom): -1
Medicine(Wisdom): -1
Perception(Wisdom): -1
Survival(Wisdom): -1
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*
-Psi Operative-
—Bonus Stat Boost: As a Psi Operative who's just started to awaken their psionic potential through experimentation headed by the chief researcher of the Xcom Organization, your psionic power starts boosting your natural body at a far greater extent than Mechanical Engineering or Genetic Engineering.
Starting at Level 1, You gain a passive boost of a +1 to both Constitution and Dexterity Scores but this can't go beyond the level cap of 20.
At Lv10, you gain an additional +1 Stat Boost to Constitution and Dexterity.
—Grenades: Psi Operatives are still soldiers working for the Xcom Organization which means that they are granted supplies to help bolster their effort against Advent, such as explosive devices known as grenades which are used to help clear out groups of enemies with a well placed grenade throw.
Starting at Level 1, You gain access to a single use item called a grenade which you can use to inflict an explosive attack to a group of enemies, as an action, you can throw the grenade up to 20 ft and the explosive damage from the grenade extends up to 20 Ft from the point of origin of where the grenade had been thrown too and deals 1D4 Fire Damage + Constitution Modifier.
Once this feature has been used, you will regain use of this feature after a Long Rest.
At Level 5, This is increased to 2D4 + Con Mod.
At Level 9, This is increased to 2D6 + Con Mod.
At Level 10, You can use this feature twice instead of once as the grenades are upgraded from simple fragmentation grenades of humanity to the alien focused power of Plasma Grenades.
The Plasma Grenades are an improvement of the original design which they can now reach up to 30 Ft from the point of origin and their power is increased to 2D10 + Constitution Modifier + Dexterity Modifier.
At Level 13, This is increased to 3D10 + Con Mod + Dex Mod.
The Dexterity DC Save needed to avoid damage thrown by the grenade is
8 + Proficiency Bonus + Constitution Modifier.
—Basic Psionic Amplifier: The Basic Psionic Amplifier is the base tool needed for Psi Operatives to utilize the bulk of their psionic power because without it, a
lot of their offensive or support psionic abilities will not be usable but luckily it has a strong form to help resist most forms of damage.
Starting at Level 1, The Psi Amp allows you to utilize most psionic power that the Psi Operative is capable of but the Psi Amp has the block stat for any item.
Also at Level 1, as an action you can spend 1 Psi Point to utilize your psionic energy to provide a beam of Psi Energy similar to the
Firebolt Cantrip by focusing and amplifying the psionic energy produced.
The Psi Bolt deals 1D8 + Con Modifier of Psychic Damage which bypasses Resistance and Immunities to Psychic Damage.
At Level 5, The Psi Bolt now deals 1D10 + Con Modifier however the ability now has an increased cost of 2 Psi Points for Use.
At Level 10, The Psi Bolt now deals 1D12 + Con Modifier however the ability now has an increased cost of 3 Psi Points for Use.
At Level 15, The Psi Bolt now deals 2D8 + Con Modifier however the ability now has an increased cost of 4 Psi Points for Use.
At Level 20, The Psi Bolt now deals 2D10 + Con Modifier however the ability now has an increased cost of 5 Pai Points for Use.
The Psi Amp Device has an AC of 18 and has the HP of 10.
At Level 3, You can now gain a psionic benefit with using the Basic Psi Amp as such, all psionic based features, spells and abilities now gain a +1 on effectiveness of their abilities.
—Auto Ballistic Rifle: As an Xcom Operative of any field and specialization, it's recomended and required to wield any form of weapon that could best
help in the fight against the Advent Coalition, be it from an obsolete Scar Rifle from the time of the First Alien Invasion to even the
advanced Psionic Amplifier.
Starting at Level 1, You will gain access to the basic Auto Ballistic Rifle Xcom used 20 years prior when the first alien invasion
started, and will become an essential weapon to use against enemies of all kinds.
The Auto Ballistic Rifle will allow you to use an action to dish out a ranged attack which extends to 10 Ft up to 50 ft away while
prompting disadvantage if attacking within 10 ft and farther then 50 ft away, you can attack with the rifle 3 times before needing an
action to reload.
The Damage that the Auto Ballistic Rifle does is 1D8 + Dexterity Modifier.
—Xcom Kevlar Armor: As an Xcom Operative, it's imperative to wield some form of bodily armor as the impressive technology and power that the aliens have shown case in their initial invasion has caused even the most armored and powerful of soldiers to be killed swiftly even the obsolete Kevlar Armor that Xcom wielded in the first invasion could provide a last minute detail to save your life.
Starting at Level 1, You gain access to the old Xcom Kevlar Armor that the organization had fielded twenty years prior even if it was incredibly obsolete, it can still provide needed protection from Advent and their aliens.
You gain 10 + Con Mod when not wearing any other armor then the Kevlar Armor, this armor can also be enhanced upon by any gear upgrade.
—Psi Points: You have an internal reservoir of energy that can be devoted to psionic ability that you can utilize as you further level up as a Psi Operative, the amount of Psi Points you possess is detailed in the table above, you recover all expended Psi Points within every long rest.
—Fighting Style: The Psi Operative is still a soldier fighting for humanity as despite having a particular focus for psionic abilities displayed the more of the psionically charged aliens, Psi Operatives still has training in other fields such as close combat, guns and explosives.
Starting at Level 2, You can 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,
—Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
—Overwatch: The Psi Operative has the potential to provide all sorts of support for other soldiers while on the field against the enemy but a particular support is best favored by Xcom is the type of support that guns down the enemy whenever they are in sight and moving.
Starting at Level 2, You gain the ability to put yourself onto a situation called overwatch which uses an action that allows you provide a reaction to initiate an attack to any enemies moving within 30 Ft of you, this is only restricted to enemies that are moving within 30 Ft and can't be triggered by other actions such as attacking or supporting via other means.
You can utilize this feature even if your behind ½ Cover or ⅓ Cover, so long as your partly visible from behind cover then you can benefit from the effects of overwatch
—Utility Items: As an Operative of Xcom, you will come face to face with a near impossible enemy that can't be defeated conventionally and when it comes down to it with an empty weapon and a weakened psionic connection filled with fear, you will need side equipment to help tip the tide of any battle to your favor which comes into the form of utility items.
Starting at Level 2, You will gain access to the numerous amount of side and utility items that can help you turn any tide of battle to your favor however you must use them tactically as you will only have a limited amount of items to help as such you can only use a utility item once before shutting down to recharge, at the starting level, you will only gain one utility item for your use in battle.
Though you will gain an additional utility item every two levels(LV4, LV6, LV8, LV10, Lv12, LV14, LV16, LV18, LV20) to help expand your inventory, you can pick one utility item multiple times to increase the amount of uses of that particular item.
You can regain all uses from every utility item after a long rest.
—Specialization: As a Psi Operative, you gain the ability to utilize your psionic energy and specialize in two different fields that would best be appropriate for particular missions and enemies.
Starting at Level 3, You can now choose between two specializations that a Psi Operative can focus on which is the Combat Specialization or the Psionic Specialization.
—Extra Attack: Starting at Level 4, you may attack twice, instead of once, whenever you take the Attack action on your turn.
—Weapon Upgrades: After facing against the threat that is advent, it's becoming very apparent that your equipment is becoming less effective when it comes to fighting your enemy yet you nor the engineering team of the Xcom Organization has any way of increasing the ability of the Auto Ballistic Rifle as such, with the help of Dr. Tygan and , they have discovered a way to salvage equipment from dead Advent Operatives and use their equipment to upgrade the weapons of Xcom.
Starting at Level 4, You gain the ability to modify your feat granted Weapon using the parts you have salvaged from the equipment from Dead Advent Soldiers and Officers.
As such you can choose one modification to include to your weapon to enhance its capabilities.
You can choose an additional weapon modification at Level 8, Level 12, Level 16 and Level 20.
—Gear Upgrades: Having started with enhancing your weapons with advent parts and metal alloys, you will also need to increase your armor and equipment itself to increase your longevity and prowess on the battlefield when facing against the aliens, these parts can also be taken from the destroyed equipment from Advent Personnel.
Starting at Level 4, you can now upgrade your items from the Gear Upgrades List or Heavy Weapons list, if you have access to Exo Suit or Power Armor, to help increase your armor and abilities against any threat, you can choose one Gear Upgrade of your choice
You gain an additional gear modification at Level 8, Level 12, Level 16 and Level 20.
—Psionic Discipline: Your potential as a psionic operative has now begun to fully show as your psionic potential grows after every battle you survive in, this can allow you to assume abilities once thought to be impossible to all but the aliens themselves.
Starting at Level 5, you can now gain the effects of Psionic Disciplines as detailed on the bottom of the page, the disciplines are locked behind whatever subclass you have chosen at Level 3.
You can gain an additional discipline at Level 10, Level 15 and Level 20.
—Psionic Talent: Your potential as a psionic operative has now begun to fully show as your psionic potential grows after every battle you survive in, this now allows you to alter and produce unique effects with your psionic energy that you normally wouldn't have been able to before.
Starting at Level 5, You now gain access to one psionic talent unique to the class specialization that you have chosen.
You gain additional talent at Level 10, Level 15 and Level 20.
—Psionic Solace: Your abilities as a psi operative has begun to grow strong enough that you can now passively affect your allies with your abilities to help them against the alien threat of control.
Starting at Level 5, You now exert a passive ring of psionic energy which extends up to 10 feet in radius with you at the center, this ring of psionic energy now buffs you and all allies.
This Aura of Psionic Energy grants you and all neighboring allies the ability to negate abilities that could mentally control you or your allies within the exerted aura such as charm spells or mind control abilities.
At Level 15, this aura can now extend up to 30 Ft with you at the center.
—Psionic Amplifier Upgrades: Through extensive research conducted by , he's discovered a myriad of ways to which the psi operative could enhance the effectiveness that one could achieve by modifying and upgrading the Psi Amp.
Starting at Level 5, You can now upgrade the Psionic Amplifier as detailed by the Psionic Amplifier Upgrades at the bottom, you can choose one Psi Amp Upgrade.
You gain additional Psi Amp Upgrades at Level 10, Level 15 and Level 20
—Advanced Psionic Amplifier Upgrade: Through Extensive Research conducted by and crafted with the help of , they have discovered a weapon to build a new line of weapons called Magnetic Weapons, using this same principle, they upgraded the Psi Amp to help increasing the weapons effectiveness when it comes to utilizing psionic power.
Starting at Level 8, You Basic Psionic Amplifier is now upgraded to the upgraded Advanced Psionic Amplifier which utilizes the Magnetic Technology and enhances the Psi Amp more then the basic format.
Now your psionic abilities treat Psychic Damage Resistance as not having resistance but doesn't turn Immunity to resistance.
The Psi Amp can also grant you advantage when using abilities to inflict psionic based debuffs such as Confusion, Disorientation, Mind Control, etc but creatures that have immunity to these effects can't be affected.
At Level 10 The Psi Amp also grants you a +2 on all psionic based damage
—Magnetic Weapon Upgrade: Through extensive research done by and help with , they have figured out how to replicate the Magnetism based weaponry that is deployed by the bulk of the forces of Advent Coalition from the basic Advent Troopers to the Heavy Autonomous Mecs.
Now the operatives of the Xcom Organization has the ability to produce enough of this magnetic weaponry to give to their forces.
Starting at Level 8, Your primary weapon, the auto ballistic rifle, has become too obsolete to properly fight back against Advents growing powerful units and employing stronger armor and with help from both Tygan and Shan.
You gain the Auto Magnetic Rifle which fires bullets of magnetism which acts similar to bullets but stronger then before, the bullets fly faster than normal metal bullets and packs a greater punch then before.
The Magnetic Rifle now deals 2D8 + Constitution Modifier and can now reach up to a range of 10 ft up to 60 ft while prompting disadvantage attacking from within 10 ft and farther then 60 ft away.
—Plated Armor Upgrade: The Kevlar Armor that Xcom Operatives wore during missions against advent was somewhat doable given it was all that they have but now with Xcom fighting against Advent properly and gaining support resources, it was getting hard not to minimize squad member deaths on the field due to this obsolete armor.
Prompting Tygan to research ways to increase their soldiers' Armor potential which prompted him to research plated armor and with Shan's help, she managed to produce this armor for the soldiers of Xcom.
Starting at Level 8, Your Kevlar Armor is starting to wear thin especially with the growing threat of advent forces.
As such, you now gain the Plated Armor which is a far step up from the basic Kevlar Armor, The Plated Armor now enhances your Armor Class, increasing it to 12 + Constitution Modifier while granting an additional benefit called 'Armor' which allows you to impose damage reduction to most forms of damage by 1 point.
However the Armor Ability can be removed if you receive Force Damage above 10 Damage Points which removes the damage Your Armor can be restored after a Long Rest if it was removed due to force damage.
—Psionic Inspire: As a Psi Operative, your psionic ability continues to grow with every passing experience allowing you to exert greater psionic control over your raw psionic ability.
Starting at Level 9, By spending 4 Psi Points, You can manipulate your psionic energy with help of your psionic amplifier and can grant one ally within 60 ft to take an additional bonus action after you concluded your turn.
At Level 16, your Psionic Inspire ability grows and you can now allow one ally within 60 ft to take an additional action when you conclude your turn.
—Psionic Fortress: Your psionic potential grows more and more as you continue to fight against the Advent Threat, your ability to provide protections to yourself and allies grows much much stronger than before.
Starting at Level 10, Your psionic aura coats your body personally to protect you from certain uncontrollable elements to ensure your protection, you now gain resistance to Fire Damage, Acid Damage, and Poison Damage from all sources.
At Level 17, This resistance to these elements turn into Immunity, truly protecting you from this sort of damage.
—Personal Combat Sims: Personal Combat Sims are technology introduced by Advent to help improve the lives of people with their lives as one of the few initiatives brought forth when they were first formed however the PCS were originally developed to enhance the Advent Soldiers in certain fields however managed to reverse engineering these PCSs and reformat them for military purposes.
Starting at Level 10, You can now equip a Personal Combat Sim to help improve your fieldwork however you can only choose one PCS at a time as it's implemented into the back of your skull, after being implemented with a PCS, you'll have a major scar at the back of your head indicating surgery to implement the device.
You can upgrade your current PCS Module at Level 14 and Level 18.
—Psionic Sustain: Your psionic ability continues to grow to the point that as a last ditch effort to protect yourself from the likes of death.
Starting at Level 12, You gain the ability to cocoon yourself with psionic energy once you hit OHP to which it grants you total immunity to damage from all sources while your cocooned, however once a turn has passed you regain exactly 1 HP however once you use this feature, you cannot use it again until you finish a long rest.
—Psionic Void Rift: Your raw psionic potential has begun to unravel itself to you which can allow you to unleash its raw potency against your enemies to crush them underneath the weight of your power.
Starting at Level 14, by spending 8 Psi Points, You can now unleash a swirling surge of psionic energy to crush your enemies, at any point you see within 60 ft you, you can cause a rift of psionic energy to form at the point of origin of where you decided to launch this attack.
The Void Rift expands up to 20 ft at its point of origin and deals 2D8 Psychic Damage to all targets on a failed Dexterity save but those who succeed the Dexterity save can halve the damage obtained.
—Alien Psionic Amplifier: It's becoming clear to Xcom that in order to survive Advent and their oppressive alien overlords, The Xcom Organization needs to start implementing technology mostly used by Advents more alien soldiers.
Through extensive research conducted by by going through an autopsy to a creature affectionately known as the
'Gatekeeper' he has discovered a way to implement the gatekeepers powerful psionic to create the Alien Psi Amp, the most advanced way for Psi Operatives to utilize near 100% of their psionic potential.
Starting at Level 16, You now gain access to the top possible creation for you to utilize near 100% of your psionic potential as such enhances upon the power utilized by the magnetic application.
—Plasma Weapon Upgrade: Now having pushed Advent Enough through recent operations, Advent had begun rolling out units that most of the general public of earth hasn't even witnessed before yet extremely devastating to Xcom operatives due to powerful weapon, abilities and strong armor as such it's believed that the soldiers now need stronger weapons to combat these extremely powerful entities of Advent.
Starting at Level 16, You now gain access to energy based weaponry almost akin to the plasma weaponry used by the aliens of advent.
The Plasma Rifle can now be shot as short of a distance of 5 ft and up to 75 ft away while imposing disadvantage within 5 ft and farther then 75 ft.
The Plasma Rifle now deals 3D8 + Constitution Modifier + Dexterity Modifier.
—Power Armor Upgrade: Now having gone through immense trial and error by both Dr. Tygan and to develop an armor to surpass even the armor granted to Advent Soldiers as well as even armor from a mysterious Alien 'The Gatekeeper" the power armor is as advanced as Xcom can make there armor, granting them the greatest amount of protection as opposed to the other two types of armor.
Starting at Level 16, you are now equipped with the best type of armor that could have developed.
The Power Armor now enhances your Armor Class, increasing it to 14 + Constitution Modifier + while granting an additional benefit called 'Armor' which allows you to impose damage reduction to most forms of damage by 3 points
However the Armor Ability can be removed if you receive Force Damage above 10 Damage Points which removes the damage reduction ability, however you need to suffer force damage 3 times in order to fully lose the armor buff, until then, each hit by force damage removes one aspect of armor reducing the Damage Reduction effect by 1.
Your Armor can be restored after a Long Rest if it was removed due to force damage.
—Ethereal Genetic Mutation: Now in order unlock 100% of a Psi Operative psionic potential they will need to be genetically modified with Ethereal Alien DNA, the leaders of the Aliens and the true puppet masters to the advent coalition, by obtaining an elders genetic template and replicated by both Dr. Tygan and , the Psi Operative can now be genetically modified to take in the immense power of the Ethereal Aliens.
Starting at Level 20, Your Psionic Potential is now fully unlocked by the introduction of genetic manipulation by using the full genetic blueprint.
You gain an additional 20 Psi Points and all Psi Point Cost is reduced by half(to a minimum of 1)
*Subclass*
-Psionic Specialization-
—Spellcasting: Having focused on the powerful effects that your psionic potential could bring, you learned you can manipulate your psionic energy to replicate magical effects brought on my spells like wizards and warlocks, more akin to sorcerers and mystics as your spellcasting ability is far different.
Starting at Level 3, you now have the ability to cast spells by using your psionic energy and paying psi points in place of spell slots to cast these spells.
When utilizing your psi points to cast spells, the level of the spell is double for the price of psi points when utilizing the spell such as spending 10 Psi Points to cast a Level 5 Spell.
Your Constitution is your spellcasting ability when utilizing spells through this feature.
Spell Save DC: 8 + Proficiency Bonus + Constitution Modifier.
Spell Attack Modifier: Proficiency Bonus + Constitution Modifier.
As a Psuedo Magic Caster through your psionic power you can gain an approximate of 3 Cantrips and only choose 2 spells from
Level 1 to Level 5 from the Wizard Spell List for a maximum of 10 Known Spells and 3 Known Cantrips.
These spells and cantrips are considered always prepared for you and don't need material, somatic or verbal components to cast them.
However when utilizing a magic spell through this method, all damage aspects from spells that inflict damage have their base damage replaced with Psychic Damage regardless of what it is and spells that reflects psychic power gains an automatic +1 on Attack and Damage Rolls.
Your Psionic Amplifier is essential for casting any of these spells.
—Psionic Insanity: You have begun to tamper and explore your psionic potential and power to try and inflict terrible and powerful effects that can be easily taken advantage of by you and your team during battle, you can inflict a way to minimize their combat potential, cause them to panic and them trying to attack their own or even Mind control them.
Starting at Level 5, You can now spend 5 Psi Points to morph and induce your psionic potential to hit any target that isn't undead or construct and cause them to suffer one of three possible effects which is decided by a D8 Roll to determine what effect takes place.
1-2, Disorientation; This effect causes the target to have there movement reduced to a total of 10 Ft and any attack action regardless of what it is, it will have a -5 Hit Penalty, this effect only lasts 1 turn of the target, targets won't be affected if they have immunity to mind control effects.
3-4, Panicked; This Effect causes the target to automatically take their full movement towards a direction where no target, ally or enemy, is located and will immediately attack any target that's closest, ally or enemy, and will immediately end the players turn, this effect lasts 1D4 turns, targets immune to mental control effects won't be affected.
5-6, Mind Control; This Effect allows you to take control of an intended target for 1D4 Turns and whenever the targeted creature has its turn, you can control that creature during its turn.
7-8, Your Choice.
—Psionic Schism: Your ability in Psionic Insanity grows and strengthens after every mission, inducing a permanent powerful effect.
Starting at Level 8, You gain a passive enhancement ability whenever you use the Psionic Insanity Feature, it grants you the ability to inflict a unique debuff called rupture which lasts indefinitely during the combat encounter, the Rupture Effect allows the user to gain a +3 on all Psionic(Psychic) Damage to the targeted creature, in addition, you inflict 1D8 Psychic Damage whenever you use the Psychic Insanity Feature.
—Psionic Fuse: When it comes to equipment, it's incredibly important to ensure it's safe during extensive and trauma inducing combat but the Psionic Operative has learned to weave and manipulate his Psionic Energy to effect these equipment when the enemy least expects it, turning their equipment against them.
Starting at Level 10, You can now spend up to 6 Psi Points to cause one worn item or a single feature of the target and cause it to utilize an ability at the point of origin of the target or cause it to 'Malfunction', essentially you can activate an ability of an item or feature of a target and cause it to do damage on the target or AoE if the item or feature has that effect.
This Feature can be used once per long rest.
—Psionic Domination: Your ability in Psionic Domination is coming close to the Ethereals, the true masters of Psionic Manipulation and power, able to conquer the minds and bodies of the Operatives enemies and turn them against Advent and the Aliens.
Starting at Level 13, you can spend 20 Psi Points to induce powerful mental effects has grown to the point that you can mentally dominate a single creature and force it into your service, you can control one target of your choice with this ability and subject it to Mind Control indefinitely until it's death, your death or unconsciousness which then the Psionic Domination Effects end.
This effect can only be used on one target ONLY which lasts for as long as the user wants however this feature can be used once every Seven Days due to the severe strain that it puts onto the user.
—Psionic Dimensional Rift: You have fully unlocked the destructive potential that your psionic abilities could unleash onto your enemies, truly unleashing the type of hell that you can bring onto the battlefield.
Starting at Level 17, Your Psionic Ability has it its peak allowing you to dish out one of the most powerful effect onto your enemies, you gain the enhanced variant of the Psionic Rift ability which enhances the range in diameter of the Dimensional Rift up to 40 ft then the original 20 ft, the damage is enhanced as well increasing it up to 5D10 Psychic Damage.
However, unlike the original version of the Psionic Void Rift is that instead of simply disappearing, it lasts for 1 turn and anyone within the Dimensional Rifts range will be subjected to additional damage of 4D12 Force Damage.
*Weapon Upgrades*
-Scope: A weapon attachment that's usually placed on the top of the weapons body to increase the wielder's perception to long distances.
Requisite: None.
Effect: This Weapon Mod grants an increased perception to the weapon, giving you a +1 to hit.
-Advanced Scope: a more advanced variant then the traditional scope weapon modification, it's believed by Dr. Tygan that the Advanced Scope was an attachment meant for High Ranking Advent Officers.
Requisite: Scope, Level 8.
Effect: This Weapon Mod grants a greater degree of perception to the weapon, giving you a +2 to hit.
-Superior Scope: the greatest variant that the scope weapon modification could be procured, it's believed to be an adaptation using alien materials not procured on earth.
Requisite: Advanced Scope, Level 16
Effect: This weapon mod grants you the best degree of perception a scope modification could give, granting you a +3 to hit.
-Expanded Magazine: a weapon attachment that is usually a modified version of the weapons magazine, this magazine is an expanded version to hold more ammo.
Requisite: None.
Effect: This mod allows you to hold more ammo before you reload then you normally could for your weapon feature of the class, you can now hold an 1 more attack worth of ammo for your weapons features.
-Advanced Expanded Magazine: a more advanced variant then the traditional expanded magazine weapon modification, it's believed by that the Advanced Expanded Magazine was an attachment meant for High Ranking Advent Officers.
Requisite: Expanded Magazine, Level 8
Effect: This mod allows you to hold more ammo before you reload then you normally could for your weapon feature of the class, you can now hold an 2 more attack worth of ammo for your weapons features.
*Gear Upgrades*
-*Nanoscale Vest: A light armor underlay derived from ADVENT armor. This vest can be worn with all XCOM armor to increase soldier health.
Requisite: None.
Effect: Grants a +1 to AC while this is worn.
-*Dragon Rounds: Capped with a highly combustible mini-charge, Dragon Rounds do bonus damage to all targets and can even set some targets alight.
Requisite: Level 14.
Fire Damage.
Effect: When this ammo type is equipped, you deal +2 Damage to all attack rolls with your weapon and dealing an additional 1D10
-*Nanomedikit: The Nanomedikit represents a substantial upgrade over our standard Medikit, increasing the health restored to injured soldiers.
Requisite: Level 10, Medkit.
Effect: Heals 2D12 + 5 of Health when used.
-*W.A.R Suit: This powered heavy battle armor grants massive damage resistance and survivability, as well as a wrist-mounted
Heavy Weapon hardpoint. The W.A.R.
Suit can also generate temporary cover for allies with its powerful "Shieldwall" technology.
Requisite: E.X.O Suit, Level 16.
Effect: This W.A.R Suit is only equippable with the powered armor feature as such, when the War Suit is worn, you still benefit from the 'Powered Armor' Feature while gaining additional features.
You gain an additional +3 AC, you gain two benefits of an armor buff which causes damage reduction of -2 and lastly you possess the ability to now carry heavy weapons, you can only hold 2 Heavy Weapons at any time and every time you get a gear upgrade, you can change either heavy weapons for different ones.
You also gain an additional ability called Shieldwall which you slam energy into the ground causing a large burst of energy to surge and enveloped all allies into a shield of energy, the shield grants a bonus of +4 to AC, however if the target with benefits of the shieldwall does any attack action then they lose the Shieldwall Benefits, once this effect is used, you must take a long rest.
-*Shredstorm Cannon: A more aggressive variant of the Shredder Gun, the Shredstorm Cannon fires razor sharp particles in a cone to devastate close proximity targets.
Requisite: Powered Armor, Level 14.
Effect: This is the upgraded version of the Shredder Gun to which the particles that are shot from it are fired at a stronger burst and could shred most material with ease, organic or inorganic.
The Shredstorm Cannon fires at a cone of 30 ft, it targets both organic enemies and even structures, dealing half damage to the total amount of damage inflicted to the highest damage taken to a target if multiple targets are present.
If targeted by the Shredstorm Cannon then you'll make a DC22 Dexterity Save or be inflicted with 3D10 Piercing Damage & 3D10
Slashing Damage while being inflicted with 2D10 Continuous Bleeding Damage.
*Personal Combat Sim*
-*Superior PCS - Speed.
Requisite: Advanced PCS - Speed, Level 18
Effect: This Module will grant you +30 Walking Movement Speed.
*Utility Items*
-*Proximity Mine: Using high-tech multi spectrum sensors, the Proximity Mine will self-trigger when an enemy penetrates its radius, dealing massive damage to the environment and enemy targets alike.
Requisite: Level 6.
Effect: This Item can be placed or launched to any point within 60 ft from you which can then wait until enemy targets come around, once Triggered, it will unleash a 15 ft explosion, if any targets get caught, they must make a DC 14 Dexterity save or be inflicted 2D8 Force Damage, half the damage if succeeded, if the explosion catches the targets) by surprised then they automatically fail the dex save and the damage is doubled.
-*Flashbang Grenade: The Flashbang Grenade disrupts and disorients enemies in a very large radius, inflicting significant offensive penalties.
Requisite: None.
Effect: The Flashbang Grenade is a variant of the Grenade which doesn't deal with a damaging explosion but unleashes a large burst of blinding light and sound in a 30 ft from Point of Origin.
The Grenade can be thrown, tossed or even launched from your person towards any point within 25 ft, 60 if launched from a grenade launcher.
Once thrown, the Flashbang will explode into a blinding light, anyone who sees the light or the light is in their line of sight within 30 of the Flashbang will make a DC 15 Constitution Save or be blinded and deafened, no effect will be given if succeeding.
-*Incendiary Grenade: The Incendiary Grenade unleashes a massive burst of fire in a large radius, burning flesh like paper easily, hot enough to even scorch and melt non organic material.
Requisite: Level 10.
Effect: The Incendiary Grenade is a variant of the Grenade which doesn't deal with a damaging explosion but unleashes an explosion of burning fire in a range of 30 ft from Point of Origin.
The Grenade can be thrown, tossed or even launched from your person towards any point within 25 ft, 60 if launched from a grenade launcher.
Once thrown, the Incendiary Grenade will explode into a burst of fire which expands up to a range of 30 ft, anyone caught in the range of the explosion needs to make a DC18 Dexterity Save or be inflicted with 3D10 Fire Damage and 1D10 Continuous Fire Damage, half the damage and don't gain the continuous damage on a success.
-*Mimic Beacon:(x2) The mimic beacon generates a holographic decoy to draw enemy attacks for one turn. It is deployed like a grenade, thrown to the site where the decoy will appear.
Requisite: Level 8.
Effect: This Beacon takes the shape of a Decahedron object outfitted with the most high tech one could grant and salvage, when the beacon is thrown and activated it takes the holographic shape of whoever throws it and inflicts a debuff called taunt, the taunt effect causes all enemies in a 120 ft radius to target the hologram regardless, the hologram has HP of 20 and an AC of 15 and it's taunt effect will persist until it's been defeated or dispelled via your next turn.
-*Medikit:(x2) The Medkit is a standard issue equipment most soldiers would hold to heal wounds while out on the field.
Requisite: None.
Effect: This is the basic format of a Medkit given to field soldiers as a way to mend and repair wounds while out on the field, without any medical resources.
When this item is used, you regain 3D8 + 4 HP.
-*Overdrive Serum:(x2) Overdrive Serum, derived from the adrenal glands of a Berserker alien, boosts a soldier's nervous system, resulting in greater mobility and significant damage resistance. Overdrive Serum can only be used in combat once.
Requisite: Level 12.
Effect: this is a unique gaseous infused serum which can enhance the nervous system of the soldier, using this to tip the tide of battle or even getting out of a pinch.
This serum when used allows you to gain resistance to all damage types during the duration while also giving you a double movement speed, this also increases melee damage by doubling all damage dies.
However the serum only lasts for one turn and when it's finished, deals disadvantage to all Attack Dies and movement speed is dropped to 10 until your next turn as your nervous system is recovering from the sudden boost.
-*E.X.O Suit: This heavy armor combines reinforced ADVENT plating with a powered exoskeleton, offering superior protection and damage resistance coupled with a wrist-mounted rocket launcher.
Requisite: Level 8.
Effect: This Exo Armor is only equippable with the plated armor feature as such, when the Exo Suit is worn, you still benefit from the 'Plated Armor' Feature while gaining additional features.
You gain an additional +2 AC, you gain the benefit of an armor buff which causes damage reduction of -1 and lastly you possess the ability to now carry heavy weapons, you can only hold 2 Heavy Weapons at any time and every time you get a gear upgrade, you can change either heavy weapons for different ones.
*Psionic Amplifier Upgrades*
-*Psi Concentration Unit.
Requisite: Level 15.
Effect: This Unit controls the concentration of any psionic ability with a concentration trait allowing it to hold its control for its duration, allowing you to utilize a secondary psi ability.
-*Psi Fleet Unit-
Requisite: None.
Effect: This unit allows you to make a secondary psi ability as a bonus action after you utilize a psi ability as an action.
-*Psi Protection Unit-
Requisite: Level 10.
Effect: This unit projects a passive flow of psionic energy which is carried to you, you now gain a +1 to AC.
-*Psi Aim Unit-
Requisite: Level 8.
Effect: This unit allows you to have a easier time to aim and hit, this grants you a +2 Hit
*Psionic Discipline*
-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 obiect 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.
-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.
-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 away 5 feet away prior to the attack.
-Nomadic Chameleon: You create a screen of psychic power that distorts your appearance, allowing you to blend into the background or even turn invisible.
Psychic Focus: While focused on this discipline, you have advantage on Dexterity (Stealth) checks.
Chameleon (2 psi): As an action, you can attempt to hide even if you fail to meet the requirements needed to do so. At the end of the current turn, you remain hidden only if you then meet the normal requirements for hiding.
Step from Sight(3 -12 psi; conc., 1 min.): As a bonus action, cloak yourself from sight. You can target one additional creature for every additional psi point you spend on this ability. The added targets must be visible to you and within 60 feet of you. Each target turns invisible and remains so until your concentration ends or until immediately after it targets, damages, or otherwise affects any creature with an attack, a spell, or another ability.
Enduring Invisibility (7 psi; conc., 1 min.): As a bonus action, you turn invisible and remain so until your concentration ends.
*Psionic Talent*
-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).
-*Blind Spot: As an action, you erase your image from the mind of one creature you can see within 120 feet of you; the target must succeed on a Wisdom saving throw, or you are invisible to it until the end of your next turn.
-*Mind Thrust: As an action, you target one creature you can see within 120 feet of you. The target must succeed on an Intelligence saving throw or take 1d10 psychic damage.
The talent's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
-*Psychic Hammer: As an action, you try to grasp one creature you can see within 120 feet of you, with a hand crafted from telekinetic energy.
The target must succeed on a Strength saving throw or take 1d6 force damage. If it takes any of this damage and is Large or smaller, you can move it up to 10 feet in a straight line in a direction of your choice. You can't lift the target off the ground unless it is already airborne or underwater.
The talent's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
*Feat*
-Race-
-Astute Mind: You use your mental acuity to address incoming physical harm. You gain the following benefits:
• Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
• Whenever you make a Strength, Dexterity or Constitution saving throw, as a reaction, you can add your ability modifier of the chosen ability to the roll.
You can use this feature a number of times equal to your chosen ability modifier. You regain all expended uses after finishing a long rest.
-Free-
—Brilliant Arcanamacy: Your subtle mastery over magic has allowed you to to form and utilize your magic in ways not normally possible
• Increase your Intelligence, Wisdom or Charisma by 1, to a maximum of 20.
_ Whenever a creature uses an ability, including Legendary Resistance, to automatically pass a saving throw against a spell you cast, the automatic pass is nullified, and instead that creature rolls that saving throw again with advantage. If they fail again and use another instance of Legendary Resistance, repeat this process.
• When you roll the maximum or minimum number on any dice (for example a 1 or a 6 on a d6) to determine the effects of a spell of a level less than or equal to half the highest level of spell you can cast (rounded down), you may roll another one of those dice and add the value rolled to the total.
—Child of War: You've trained your body past its normal limits and achieved a new level of physical prowess, gaining the following benefits:
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• Choose either Athletics or Acrobatics. You gain proficiency in the chosen skill. In addition, you add double your proficiency bonus (instead of your normal proficiency bonus) when making skill checks with the chosen skill.
• You can use your action to prepare your body for its physical limits. The next Strength, Dexterity or Constitution check or saving throw you make within the following 1 minute is made with advantage. You regain the ability to do so after finishing a long rest.
—Goring Fighter: You have learned the where the vital spots of your enemies. Using this knowledge you strike with precision to inflict wounds on your enemies.
• Increase your Strength or Intelligence score by 1, to a maximum of 20.
• When you deal piercing or slashing damage to a creature, you can attempt to make the creature bleed. The creature must make a DC 15 Constitution saving throw. On a failed save, the creature begins to bleed, taking 1d6 damage at the start of each of their turns. They may repeat the saving throw at the end of each of their turns to end this effect. A successful DC 15 Wisdom (Medicine) check can also stop the bleeding. This feature has no effect on constructs, undead, or oozes. You cannot use this feature again until you finish a short or long rest.
—Hammer Fist: Your fists are like sledgehammers, and they can be used to deliver crushing blows. You gain the following benefits:
• Increase your Strength score by 1.
• Your unarmed strikes deal 2d4 + Strength modifier damage on a hit.
• If you have the martial arts feature, you add 1d4 to the damage done by your unarmed strikes.
—Hyperactive: You are always full of energy, but sometimes it's amount is unbelievably high!
• Once, during your turn, you can perform two actions, two bonus actions, and two reactions until the start of your next turn. You can use this feat once per long rest.
-Lue-
—Improved Resistance: You became a master at resisting attacks from your enemies, no matter how they attack you. You gain the following benefits:
• Increase your Strength or Constitution score by 1, to a maximum of 20.
• When you take damage from a type you are resistant to, you can use your reaction to become immune to that damage until the start of your next turn, including against the triggering damage. After you use this trait, you can't use it again until you finish a short or long rest.
—Intuitive: Glimpses of the future begin to press in on your awareness. You gain the following benefits:
• Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
• When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.
—Iron Reflexes: You trained yourself to dodge out of dangerous situations and and endure battles longer. You gain the following benefits:
• Your hit point maximum increases by an amount equal to your level, and it increases by 1 every time you gain a level.
• 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.
-Languages-
*Common.
-Proficiency-
Armor: Light, Medium Armor.
Weapons: Simple Weapons, Firearms, One Martial Weapon of your Choice.
Tools: Calligraphy Tools, Tinker Tools.
Saving Throws: Constitution, Dexterity.
Skills: Investigation, Perception, Intimidation, Acrobatics,
*Resistance*
-Fire Damage
-Acid Damage
-Poison Damage
*Immunities*
-Charmed Condition.
-Mind Control.
-Fire Damage.
-Acid Damage.
-Poison Damage.
-Spells-
*Cantrip*
-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).
-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).
-Lightning Orb
Evocation cantrip
Casting time: 1 action
Range: 120 feet
Components: V, S Duration: Instantaneous
You summon a ball of electric energy to strike a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 lightning damage. You can choose one creature within 5 feet, which also takes 1 lightning damage.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
*1st*
-Ice Spike
1st-level evocation
Casting time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
A growth of ice appears on a space adjacent to the target, jabbing in its direction. The chosen creature must make a Dexterity saving throw. On a failed save, the target takes 2d8 piercing damage and has its speed reduced to 0 until the start of your next turn. On a successful save, the target takes half as much damage and its speed is unaffected.
The target's space and all adjacent spaces become difficult terrain until the start of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
-Railgun
1st-level evocation
Casting time: 1 action
Range: 300 feet
Components: S, M (a metal piece worth 1 cp such as 1 cp, which the spell consumes)
Duration: Instantaneous
You extend your arm and flick the metal piece at the target. Elemental forces then propel the metal piece towards a creature or object in a flash of light. You make a ranged spell attack against the target. On a hit, the target takes 2d6 piercing damage and 2d6 lightning damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the amount of both the piercing and lightning damage caused by the spell increases by 1d6 each for each level above 1st.
*2nd*
-Air Cannon
2nd-eve evocation
Casting time: 1 action
Range: 120 feet
Components: S
Duration: Instantaneous
Thrusting your open palm forward, you shoot a concentrated force of wind towards a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 3d8 bludgeoning damage, and each creature within 10 feet of the target must succeed on a Dexterity saving throw or take 1d8 bludgeoning damage and be pushed 10 feet away from the target.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage to the target increases by 1d8 for each spell slot level above 2nd.
-Warp Lightning
2nd-level evocation
Casting time: 1 action
Range: 120 feet
Components: V,S
Duration: Instantaneous
You conjure a storm of green lightning from above the point you choose within range, bolts that slam into anyone beneath the green lightning storm, crackling bolts of energy that rip through armor and flesh alike. All creatures in a 15-foot radius centered on the point must make a Dexterity saving throw.
On a failure, the target takes 2d6 lightning damage and 1d6 force damage, on a success they take only half this damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you deal 1d6 more force damage per spell slot level above 2nd.
*3rd*
-Force Nova
3rd-eve evocation
Casting time: 1 action
Range: 5 feet
Components: V,S
Duration: Instantaneous
You stamp the ground beneath your feet and a burst of energy expands outwards. Each creature within range must make a Strength saving throw. On a failed save, a creature takes 6d6 force damage and is pushed up to 10 feet away from you and is knocked prone. On a successful save, a creature takes half as much damage and isn't pushed away from you or knocked prone.
If a creature is flying when you cast this spell they automatically fail the saving throw and they take an additional 1d6 force damage. A large creature that fails its save is only pushed half as far.
In addition, any unsecured objects within range when the spell is cast are pushed up to 10 feet away from you.
At Higher Levels. When you cast this spell using a spell slot of 4th Level or higher, the damage is increased by 1d6 for each spell slot above 3rd. When you cast this spell using a spell slot of 6th level or higher the distance a creature is pushed increases to 30 feet.
-Ice Eruption
3rd-level evocation
Casting time: 1 action
Range: 150 feet
Components: V, S, M (a splash of water)
Duration: Concentration, up to 1 minute
A bright blue streak flashes from your pointing finger, spreading jagged ice across the ground in a 30-foot square centered on a point within range. Each creature standing in this area must make a Constitution saving throw, taking 4d6 cold damage on a failed save or half as much on a success. For the duration, the spell's area is difficult terrain, and a creature that enters the area for the first time on a turn or starts its turn there must succeed on a Dexterity saving throw or take 2d8 piercing damage as the ground erupts in a blossom of icy spikes.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the piercing damage increases by 1d8 for each slot level above 3rd.
*4th*
-Mind blast
4th-level evocation
Casting time: 1 action
Range: Self (5-foot radius)
Components: S
Duration: instantaneous
You emit a psionic blast in a 5-foot radius around yourself. Creatures of your choice within range must make an Intelligence saving throw. On a failed save, a creature takes 8d4 psychic damage and is stunned until the end of your next turn. On a successful save, a creature takes half as much damage and is not stunned.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d4 and the range increases by 5 feet for each slot level above 4th.
-Flame Blast
4th-eve evocation
Casting time: 1 action
Range: 100 feet
Components: V, S
Duration: 6 seconds (1 round)
You create a giant runic circle on the ground centered on a point of your choice that charges up before causing a violent upwards explosion of flames. You create a 30 feet radius circle on a surface, the circle spreads around corners, however, it may only affect an area as big as the surface it is located on, at the start of your next turn the circle erupts and all creatures on an area up to 30 feet above the runic circle must succeed on a Dexterity saving throw or take 10d6 fire damage, taking half as much damage on a successful save.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d6 for each slot level above 4th.
*5th*
-Chromatic Explosion
5th-level evocation
Casting time: 1 action
Range: 150 feet
Components: V, S, M (diamond dust worth 100 gp, which the spell consumes)
Duration: Instantaneous
You gesture to a point you can see within range, and an explosion of energy that erupts from that point. You choose acid, cold, fire, lightning, poison, or thunder for the type of explosion you create. Each creature in a 30-foot-radius sphere centered on that point must make a Dexterity saving throw, taking 5d10 damage of the type you chose on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 6th or higher, the damage increases by 1d10 for each slot level above 5th.
-Ice Beam
5th-eve evocation
Casting time: 1 action
Range: Self (60-foot line)
Components: V, S Duration: Instantaneous
You cast a chilling blue-white light in a line 60 feet long and 5 feet wide. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 7d10 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th. When you use a spell slot of 7th level or higher, a creature which fails its Constitution saving throw is also restrained until the start of your next turn.
