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Psynaut - Pat Phoenix Pregen New
Psynaut - Pat Phoenix Pregen New
Psynaut - Pat Phoenix Pregen New
Psynaut Brute
+2 +1 +2 -1 +0 +2
15 12 14 8 10 14
+4 +2 +4 -1 +2 +2
+0 +2 +2 +2
+2 -1 +2* +0
-1 +2 -1
Pat Phoenix
Inherited -1
Neutral
14 +1 30
14
1d12
31
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.
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.
Skill Proficiencies: Choose any two, Tool Proficiencies: Choose one Equipment: What were you carrying on you when you gained your gifts?
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.
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.
1
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.