Psynaut - Pat Phoenix Pregen New

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Psynaut Brute

+2 +1 +2 -1 +0 +2
15 12 14 8 10 14

+4 +2 +4 -1 +2 +2

+4* +4* +4* -1 +2

+0 +2 +2 +2

+2 -1 +2* +0

-1 +2 -1
Pat Phoenix
Inherited -1
Neutral

14 +1 30
14

1d12
31

Personality Trait: I have a crude sense of 5' 3"


humor.
143 lbs
Ideals: My gifts are meant to be shared with all,
not used for my own benefit. Black

Bonds: Someone I loved died because of a Moka


mistake I made. That will never happen again
Black
Flaws: I will never fully trust anyone other than
myself.
Always breaks out in a dance when he
wins, whether it is an argument, a fight, or
a game of holochess.

ORIGIN
INHERITED
There are many good people in the world. Full of honesty and integrity, even when it leaves them tossed in the mud, constantly being mocked and mistreated. In spite of it all, there are a few who never give in to despair, and always strive to do what is right. It is these who are
eventually approached by those with power. So that it may be passed on from an ancient wizard, to a magical ring or a scientist looking for the one who deserves the gifts.

ORIGIN: INHERITED TRAITS


The inherited power comes with a sense of duty to those who gave it to you.
Ability Score Increase. Your Charisma score increases by 2, and your Wisdom score increases by 1.
Size. Medium.
Speed. 30 feet.
Languages. Terran

Will of Inheritance. You have advantage on Wisdom and Charisma saving throws against powers.
Never Give Up. When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

ALTER EGO: AVERAGE JOE


You're just an average person. You work a boring 9-5 job; you’ve got no particular skill set derived from your work. Nothing really makes you special, at least, it didn’t until you gained your gifts.

Skill Proficiencies: Choose any two, Tool Proficiencies: Choose one Equipment: What were you carrying on you when you gained your gifts?

FEATURE: COMMON CITIZEN


Since you’re average, and you fit in perfectly with every other non-gifted person, you’re easily trusted. You can easily find a place to rest and recuperate among citizens, unless you’ve shown yourself to be a threat to them. They will help hide and protect you from enemies or
even the law enforcement, though they will not risk their lives for you.

INDOMITABLE DEFENSE
Starting at 1st level, your superhero origin powers take shape to grant you a mighty defense against enemy attacks. You can choose the form this defense takes based on your origin. A technical marvel may use a
powerful shield generating belt, a mutant may have steel skin, or a telepath may have psionic barriers. On your turn, you can activate your indomitable defense as a bonus action.

While active, you gain the following benefits:


• You have advantage on Strength checks and Strength saving throws.
• When you make an attack, you gain a bonus to your damage roll equal to your proficiency modifier.
• You have resistance to bludgeoning, piercing, and slashing damage.

If you are able to use superpowers, you can’t use them or concentrate on them while indomitable defense is active.
Your indomitable defense lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end
your indomitable rage on your turn as a bonus action.

Once you have used this feature a number of times equal to your proficiency bonus, you must finish a long rest before you can use it again. ___ ___

BRUTE STRENGTH
When you engage in unarmed combat, you can roll a d12 + your Strength modifier in place of the normal damage of your unarmed strikes. Additionally, you are accustomed to using whatever object is nearby as a weapon
and have proficiencies with improvised weapons.

UNARMORED DEFENSE
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

PLAN OF ATTACK
You can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, if the target can see or hear you.
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At-Will: MINOR TELEKINESIS At-Will: TELEKINETIC PUSH AND PULL

Activation Time: 1 action


Range: 30 feet Activation Time: 1 bonus action
Duration: 1 minute Range: 15 feet
You can mentally manipulate small objects for the duration, or until you stop
focusing , no action required by you. You cannot affect objects more than 30 feet
Duration: Instantaneous
away from you. This effect ends if you use this power on a different object. You send out a blast of power at a creature you can see
within range. The target must succeed on a Strength saving
You can use your action to manipulate an object, open an unlocked door or
container, stow or retrieve an item from an open container, or pour the contents out throw or be pushed or pulled up to 10 feet in a straight line
of a vial. The object can move up to 30 feet each time you use it. toward or away from you.
You can only lift objects up to 10 pounds. Your control isn’t accurate enough to
activate complex objects. If you chose to make an attack, the object can’t be worn or
carried. The object flies in a straight line up to 30 feet in a direction you choose At Higher Levels.
before falling to the ground, stopping early if it impacts against a solid surface. If the 5th level. The range increases to 20 feet and the push or
object would strike a creature, that creature must make a Dexterity saving throw. On
a failed save, the object strikes the target and stops moving. When the object strikes pull distances increases to 15 feet.
something, the object and what it strikes each take 2d4 bludgeoning damage.

At Higher Levels.
11th level. You are able to push and pull your target to in
5th level. The damage increases to 4d4. You can now lift objects up to 20 pounds. any direction you desire.
11th level. The damage increases to 6d4. Your telekinetic control becomes
dexterous enough to activate complex objects. Additionally, the range increases to 17th level. When a hostile creatures makes an attack roll
40 feet. against you and hits, you can use this power as a reaction.
17th level. The damage increases to 8d4. Additionally, you can manipulate a
Additionally, as an action, you use this power on up to three
collection of small objects all at once and launch the debris at your enemies. Each creatures or objects of your choice that each weigh less
creature in a 60-foot cone must make a Dexterity saving throw. A creature takes 4d4 than 500 lbs.
piercing and 4d4 bludgeoning damage on a failed save, or half as much damage on
a successful one. You can’t use this feature again until you finish a short or long
rest.

S. Power: ABSORB ENERGY S. Power: TELEKINETIC FLING

1st level 1st level


Activation Time: 1 reaction, which you take when you Activation Time: 1 action
take acid, cold, fire, lighting, thunder or radiant Range: 60 feet
Duration: Instantaneous
damage Choose one object weighing less than 50 pounds within range
Range: Self that isn’t being worn or carried. You grab ahold of it with your
Duration: 1 round mental or magical powers and send it flying in a straight line up
The power or device captures some of the incoming to 90 feet in a direction you choose before falling back to the
energy from an attack, reducing its effect. The energy ground, stopping if it impacts against a surface. If the object
would strike a creature, that creature must make a Dexterity
is absorbed and released for your next melee attack. saving throw. On a failed save, the object strikes the target and
You have resistance to the triggering damage type stops moving. When the object strikes something, the object
until the start of your next turn. Also, the first time you and what it strikes each take 4d4 bludgeoning damage.
hit with a melee attack on your next turn, the target
takes an extra 1d6 damage of the triggering type, At higher levels. When you activate this power using a power
slot of 2ndlevel or higher, the maximum wight of the object you
and the power ends. can target with this power increases by 10 pounds, and the
At Higher Levels. If you activate this using a slot of damage increases by 2d4, for each slot level above 1st.
2rd level or higher, the damage increases for each
slot level above 1st.

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