| Level | 4 (0/6500 XP for level-up) |
| Background | Neon Odyssey basic |
| Size | Medium |
| Species | Navili |
| Subclass | Symbiote |
| Level | 4 |
| Hit dice | 4/4 |
| 1d6+3 | |
| W | Pr | Weapon / Attack | AB | Abi | Dmg | Dmg Type |
|---|---|---|---|---|---|---|
| Unarmed Attack | +7 | INT | 1d8+7 | Psychic | ||
| Properties: reach (10 ft) | ||||||
| Combat Knife | +5 | DEX | 1d4+3+3 | Peircing | ||
| Properties: Finesse, Light, Powered (d6) Thrown (20/60) | Nick | |||||
| Light Laser Pistol | +5 | DEX | 1d6+3+3 | Radiant | ||
| Properties: inesse, Light, Powered (d6) Thrown (20/60) | Nick | |||||
| W | T | Armor | AC | D | Properties |
|---|---|---|---|---|---|
| Mage Armor | 18 |
| P/E | Bonus | Skill | Abi |
|---|---|---|---|
| +5 | Acrobatics | DEX | |
| +3 | Animal Handling | WIS | |
| +7 | Arcana | INT | |
| +0 | Athletics | STR | |
| +1 | Deception | CHA | |
| +5 | History | INT | |
| +5 | Insight | WIS | |
| +1 | Intimidation | CHA | |
| +7 | Investigation | INT | |
| +3 | Medicine | WIS | |
| +5 | Nature | INT | |
| +5 | Perception | WIS | |
| +1 | Performance | CHA | |
| +1 | Persuasion | CHA | |
| +5 | Religion | INT | |
| +3 | Sleight of Hand | DEX | |
| +3 | Stealth | DEX | |
| +5 | Survival | WIS | |
| +5 | Computers | INT | |
| +7 | Technology | INT |
+4
Expertise Bonus |
+2
Proficiency Bonus |
Weapon: Simple,
Armor: None
Tool: Artist Supply
Vehicle: Light Plantary,
Language: Common, Pixlish, Hadalic
Feats
Magic Initiate
You gain the following benefits.
Two Cantrips. You learn two cantrips of your choice from the Cleric, Druid, or Wizard spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for this feat’s spells (choose when you select this feat).
Level 1 Spell. Choose a level 1 spell from the same list you selected for this feat’s cantrips. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have.
Spell Change. Whenever you gain a new level, you can replace one of the spells you chose for this feat with a different spell of the same level from the chosen spell list.
Repeatable. You can take this feat more than once, but you must choose a different spell list each time.
Ritual Caster
You gain the following benefits.
Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
Ritual Spells. Choose a number of level 1 spells equal to your Proficiency Bonus that have the Ritual tag. You always have those spells prepared, and you can cast them with any spell slots you have. The spells’ spellcasting ability is the ability increased by this feat. Whenever your Proficiency Bonus increases thereafter, you can add an additional level 1 spell with the Ritual tag to the spells always prepared with this feature.
Quick Ritual. With this benefit, you can cast a Ritual spell that you have prepared using its regular casting time rather than the extended time for a Ritual. Doing so doesn’t require a spell slot. Once you cast the spell in this way, you can’t use this benefit again until you finish a Long Rest.
Navili
Inventory Management. You can store and retrieve items from a digital inventory. With a Utilize Action, you can digitize an item you are wearing or carrying and store it in your inventory, or retrieve a digitized item into your hand and return it to normal. Your inventory can hold a number of items equal to your Proficiency Bonus. Digitized items appear in your space when you die.
Look! Listen! You have proficiency in the Insight, Investigation, or Perception skill.
Polygon Wings. You have a Fly Speed equal to your Speed while you aren't wearing Medium or Heavy armor.
Virtue of the Sages. You gain some traits based on the ideal you embody. Choose a virtue from the Virtues of the Sages table. You gain the level 1 benefit of that ideal.
When you reach character levels 3 and 5, you learn a spell as shown on the table. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast those spells using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose the ability when you select this species).
Clarity You know the Message cantrip. Additionally, you have Advantage on Intelligence saving throws and you have proficiency in Perception. Level 3 Detect Magic Level 5 Zone of Truth
Esper/Symbiote:
Level 1 Spell Casting:
Focusing your psionic power, you can mentally alter reality to cast spells. See the D&D Beyond Basic Rules for the rules on spellcasting. The information below details how you use those rules with Esper spells, which appear in the Esper spell list later in the class’s description.
Spellcasting Ability. Intelligence or Charisma is your spellcasting ability for your Esper spells, chosen as your Primary Ability (see the Core Esper Traits table) when you first select this class. Intelligence represents shaping your magic with mental acuity, while Charisma represents your mind creating magic through sheer psychic presence.
Cantrips. You know four Esper cantrips of your choice. Befriend*, Prestidigitation, Psychic Needle*, and Sorcerous Burst are recommended. Whenever you gain an Esper level, you can replace one of your cantrips from this feature with another Esper cantrip of your choice. When you reach Esper levels 4 and 10, you learn another Esper cantrip of your choice, as shown in the Cantrips column of the Esper Features table.
Spell Slots. The Esper Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Esper spells. Detect Magic and Magic Missile are recommended.
The number of spells on your list increases as you gain Esper levels, as shown in the Prepared Spells column of the Esper Features table. Whenever that number increases, choose additional Esper spells until the number of spells on your list matches the number in the Esper Features table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 3 Esper, your list of prepared spells can include six Esper spells of level 1 or 2 in any combination.
If another Esper feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Esper spells for you.
Changing Your Prepared Spells. Whenever you gain an Esper level, you can replace one spell on your list with another Esper spell for which you have spell slots.
Psychic Manifestation. You can use an Occult Focus as a Spellcasting Focus for your Esper spells. Alternatively, when you cast an Esper spell, you can forego the spell’s Verbal, Somatic, or Material components, except Material components that are consumed by the spell or have a cost specified in the spell. If you do, you must replace each ignored component with a manifestation shown below. If you can't create a manifestation (such as trying to create a sound in a Silence spell,) the spell fails. Choose from the provided examples or create your own. Creatures that observe these manifestations can discern that you are casting a spell. The manifestations last only a few seconds, then fade. If the manifestation creates a physical phenomenon, such as a crack in glass, the effect remains but causes no Hit Point damage to objects.
Level 1: Psychic Talent
Your consciousness stretches beyond its bounds to enter minds and manipulate matter. You gain the following benefits.
Minor Telekinesis. You learn the Mage Hand spell, and the hand is Invisible when you cast it. If you know the spell from another source, the range increases to 60 feet.
Telepathic Speech. You have telepathy with a range of 30 feet.
Level 1: Unbound Psyche
Your unlocked psionic potential swells. As a Bonus Action, you can unleash that power for 1 minute, during which you gain the following benefits:
You can use this feature twice, and you regain all expended uses of it when you finish a Long Rest.
Level 2: Psionic Wellspring
Your magic draws from the font of psychic power that flows from your mind. This mental reservoir is represented by Psi Points, which allow you to create a variety of magical effects.
You have 2 Psi Points, and you gain more as you reach higher levels, as shown in the Psi Points column of the Esper Features table. You can’t have more Psi Points than the number shown in the table for your level. You regain all expended Psi Points when you finish a Long Rest.
You can use your Psi Points to fuel the options below, along with other features, such as Psi Shaping, that use those points.
Converting Spell Slots to Psi Points. You can expend a spell slot to gain a number of Psi Points equal to the slot’s level (no action required).
Creating Spell Slots. As a Bonus Action, you can transform unexpended Psi Points into one spell slot. The Creating Spell Slots table shows the cost of creating a spell slot of a given level, and it lists the minimum Esper level you must be to create a slot. You can create a spell slot no higher than level 5.
Any spell slot you create with this feature vanishes when you finish a Long Rest
Level 2: Psi Shaping
You can shape your spells with a single thought; you gain two Psi Shaping options of your choice from “Psi Shaping Options” later in this class’s description. You use the chosen options to temporarily modify spells you cast. To use an option, you must spend the number of Psi Points that it costs.
You can use only one Psi Shaping option on a spell when you cast it unless otherwise noted in one of those options.
Whenever you gain an Esper level, you can replace one of your Psi Shaping options with one you don’t know. You gain two more options at Esper level 10 and two more at Esper level 17.
Level 3: Symbiote Spell
When you reach an Esper level specified in the Symbiote Spells table, you thereafter always have the listed spells prepared.
Level 3: Abyssal Parasite
Your mind has bonded with a parasitic entity of the Abyssal Void. You can describe how the parasite changes your appearance. This change might become more prominent when you cast spells or while you maintain Concentration on a spell. You gain the following benefits.
Bonded Mind. When you fail a saving throw to maintain Concentration, you can take a Reaction to add 5 to the roll, potentially turning failure into success. You can use this Reaction once and regain the use of it when you cast a spell using a spell slot of level 1+ or when you finish a Long Rest.
Living Carapace. Your Hit Point maximum increases by 3, and it increases by 1 whenever you gain another Esper level. While you are the target of Mage Armor, you gain an additional +2 bonus to AC.
Symbiotic Shred. Your parasite grants you natural weapons of psychic energy that you can use to make Unarmed Strikes with a reach of 10 feet. You choose the weapons’ appearance. If you hit with this Unarmed Strike and deal damage, you can deal 1d8 Psychic damage plus your Strength modifier instead of the normal damage for an Unarmed Strike. You can use your spellcasting ability in place of Strength for attack and damage rolls with your Unarmed Strikes. When you cast a spell that deals damage, your Unarmed Strike can deal damage of the same type until the end of your next turn.
Level 3: Hungering Host:
Your parasite hungers for your psionic power and will aid you in exchange for a feast.
Consume Pain. When you take damage, you can spend a number of Psi Points up to your Proficiency Bonus. Reduce the damage you take by 1d6 per Psi Point you spend.
Void Rend. As a Bonus Action, you can spend 1 Psi Point to make an Unarmed Strike. If you previously cast a spell this turn, you have Advantage on the attack roll.
Spell
Cantrips
Befriend Enchantment
Casting Time: Action
Range: 10 feet
Components: S, M,
Duration: concentration, up to 1 minute
You create a feeling of trust toward you in one creature you can see within range. The target must succeed on a Wisdom saving throw or you have Advantage on Charisma checks made for the Influence action against the target for the duration. The target succeeds automatically if it has Immunity to the Charmed condition, if you’re fighting it, or if you have cast this spell on it within the past 24 hours.
Deflection Abjuration
Casting Time: Action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
Whenever a creature makes an attack roll against you before the spell ends, roll 1d4 and add it to your AC against that attack.
Psychic Needle Enchantment
Casting Time: Action
Range: 60 feet
Components: V
Duration: 1 round
You drive a point of psychic pain into the mind of a creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 Psychic damage and the next saving throw it makes before the end of your next turn has its DC increased by 1d4.
Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
Mage Hand Conjuration
Casting Time: 1 Action
Range: 30 ft.
Components: V, S,
Duration: 1 Minute
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
When you cast the spell, 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.
As a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.
The hand can’t attack, activate magic items, or carry more than 10 pounds.
Message transmutation
Casting Time: 1 Action
Range: 120 Ft
Components: S, M
Duration: 1 Round
You point toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence; 1 foot of stone, metal, or wood; or a thin sheet of lead blocks the spell.
Minor Illusion Illusion
Casting Time: 1 Action
Range: 50 Ft (5ft cube)
Components: S, M
Duration: 1 Minute
You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again.
If a creature takes a Study action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
Sound. 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 lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
Image. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot Cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.
Prestidigitation Transmutation
Casting Time: 1 Action
Range: 10 FT
Components: V, S
Duration: 1 Hour
You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time.
Telekinetic Combat Transmutation
Casting Time: 1 Action
Range: 60 ft
Components: S, V
Duration: Concentration up to 1 Minute
Reaching out with telekinetic power, you manipulate a weapon that is in range and with which you have proficiency. The spell fails if the weapon is being carried by another creature. For the duration, the weapon floats in your space. You can make one attack with the weapon against a creature within range (the weapon darting to the target and back after the attack if necessary). The attack uses your spellcasting ability for the attack and damage rolls instead of using Strength or Dexterity.
Cantrip Upgrade. The attack deals extra Force damage when you reach levels 5 (1d6), 11 (2d6), and 17 (3d6).
Level 1
Charm Person Enchantment
Casting Time: 1 Action
Range: 30 ft
Components: S, V
Duration: 1 hour
Save: Wisdom
One Humanoid you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
Comprehend Language Divination (ritual caster)
Casting Time: 1 Action (ritual)
Range: self
Components: S, V, M
Duration: 1 hour
For the duration, you understand the literal meaning of any language that you hear or see signed. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode symbols or secret messages.
Detect Magic divination (navali)
Casting Time: 1 Action or ritual
Range: Self (30 ft. orb)
Components: V, S
Duration: Concentration, up to 10 Minutes
For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell’s school of magic.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
Feather Fall Transmutation
Casting Time: 1 reaction
Range: 60 ft.
Components: V, S
Duration: 1 Minute
Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If a creature lands before the spell ends, the creature takes no damage from the fall, and the spell ends for that creature.
Floating Disk Conjuration(ritual caster)
Casting Time: 1 Action or ritual
Range: 30 ft.
Components: V, S, M
Duration: 1 Hour
This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.
The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.
If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends.
Horrific Demise Illusion
Casting Time: Reaction, which you take when you see a creature reduced to 0 Hit Points within 30 feet of yourself
Range: 30 feet
Components: V, S
Duration: 1 minute
One creature that you can see within range is momentarily horrified by the takedown. It must succeed on a Wisdom saving throw or have the Frightened condition for the duration. It repeats the save at the end of each of its turns, ending the spell on itself on a success
Mage Armor Abjuration (symbiote)
Casting Time: 1 Action
Range: Touch
Components: V, S, M
Duration: 8 Hours
You touch a willing creature who isn’t wearing armor. Until the spell ends, the target’s base AC becomes 13 plus its Dexterity modifier. The spell ends early if the target dons armor.
Shield Abjuration (one free cast)(feat)
Casting Time: 1 Reaction
Range: self
Components: V, S, M
Duration: 1 round
An imperceptible barrier of magical force protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile
Silent Image Illusion
Casting Time: 1 Action
Range: 60 ft (15 ft. cube)
Components: V, S, M
Duration: Concentration up to 10 minutes
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot Cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects.
As a Magic action, you can cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.
Physical interaction with the image reveals it to be an illusion, since things can pass through it. A creature that takes a Study action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.
Void Lash Conjuration (symbiote)
Casting Time: 1 Action
Range: Touch
Components: V, S, M
Duration: Instantaneous
Channeling the Abyssal Void, tentacles of flowing darkness lash out from you. Each creature in a 15-foot Cube originating from you makes a Strength saving throw. On a failed save, a target takes 3d4 Psychic damage and can’t take Reactions until the start of its next turn. On a successful save, a target takes half as much damage only.
Using a Higher-Level Spell Slot. The damage increases by 1d4 for each spell slot level above 1.
Level 2
Detect Thoughts Divination
Casting Time: Action
Range: Self
Components: V, S,M
Duration: concentration up to 1 minute
You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns.
Sense Thoughts. You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don’t read the thoughts, but you know that a thinking creature is present.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
Read Thoughts. Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You learn what is most on the target’s mind right now. If the target doesn’t know any languages and isn’t telepathic, you learn nothing.
As a Magic action on your next turn, you can try to probe deeper into the target’s mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target’s reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target’s mind, the target can take an action on its turn to make an Intelligence (Arcana) check against your spell save DC, ending the spell on a success.
Flame Blade Evocation
Casting Time: bonus Action
Range: Self
Components: V, S, M
Duration: concentration up to 10 minutes
You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke it again as a Bonus Action.
As a Magic action, you can make a melee spell attack with the fiery blade. On a hit, the target takes Fire damage equal to 3d6 plus your spellcasting ability modifier.
The flaming blade sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.
Gene Splicing Transmutation
Casting Time: Action
Range: Self
Components: V, S
Duration: 4 hours
You cause a physical adaptation in your body, gaining traits of alien creatures. Choose one of the following options. The chosen option lasts for the duration, unless you take a Magic action to choose a new option to replace it. When the new option takes effect, you take 1d10 Necrotic damage from the transformative strain.
Using a Higher-Level Spell Slot. The duration increases to 8 hours with a level 3+ spell slot.
Mirror Image Illusion
Casting Time: Action
Range: Self
Components: V, S
Duration: 1 minute
Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real.
Each time a creature hits you with an attack roll during the spell’s duration, roll a d6 for each of your remaining duplicates. If any of the d6s rolls a 3 or higher, one of the duplicates is hit instead of you, and the duplicate is destroyed. The duplicates otherwise ignore all other damage and effects. The spell ends when all three duplicates are destroyed.
A creature is unaffected by this spell if it has the Blinded condition, Blindsight, or Truesight.
Misty Step Conjuration
Casting Time: 1 Bonus Action
Range: self
Components: V
Duration: Instantaneous
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see.
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