Arthera

The woman who would become known as "The Primal" did not begin her journey until more recent times as up until then, whoever she was in the past, she was but a commoner. No epic, grand or incredible talent or power was her own and certainly no greater purpose than but acting as a good wife and mother.

Yet, Arthera did not desire mundanity, she did not want or yearn for commonality and complacency. Something within her, deep within her in mind and heart, wanted more... and could be more. She just needed to discover what this strange power was for herself and call upon it. In time she discovered that she had bought into the lie of her life and that more awaited her.

And Arthera was furious.

She was no lowborn, she was gifted with a legacy of the mind. Knowing she could not pursue this newfound ability without bringing harm to herself and her life, she vanished without a trace. Years of wandering the wilderness alone, following an invisible calling reshaped her; she became more wild and feral in body as she did in thought. Soon the elements of nature began to react to her psychic call, acting on her desires and whims.

All of it was for something more, but what? It was with that draw the now primal psychic returned, reborn and perhaps wholly unrecognizable, seeking out the next great step laid before her.

Psionics

There exists magic as a near formulaic science as one finds in wizardary, the passion and art of sorcery, the ritualism and faith of divine practice and then... there are those powers psychic. Psionics, as they are known, are the uncanny talents of the mind that allow it to influence and alter the world around their wielder; with but a thought and nothing more, they can reshape reality to suit them.

Mundane No More

Arthera surrendered herself to the knowledge she had gained from within, the process of undoing years of befuddlement. However, this idiocy inflicted upon her made her resentful. She began not to trust the expectations of normal life and in turn, knew well she could go on with them no longer when her first act of psychic power at last manifest.

It had been days upon weeks and weeks upon months before she managed this, acting only on the thought that she could. There was an inherent talent for it and when she finally lifted the haze, it came alive. The woman felt for herself who she was in reality, that her dreams and fantasy were not just that; that she could see and twist flames, alter the finer details of the body, call lightning where there was none and chill to the bone the very air, all just by thought.

This process of self discovery unleashed new talents as well, knowledge beyond knowing. Without explanation as to how or why, Arthera could recall and inquire upon her own thoughts for answers she knew she had never learned. In reality, she had uncovered the psyche primeval, the universal knowledge of all things contained in nature. As primitive as many these forces were, they were not unobservant. Memory after memory became available until she ultimately discovered that she too, in the present, could speak unto other things in thought as telepathy.

All this became obsession, so much so that its very imprint upon her changed her in form just as it did her in mind; she became more like the world she was connected to, more savage and capable. Her senses sharpened, her body grew, her physique refined and soon enough she seemed to be another person altogether, touched by potent albeit ambient psychic energy.

What all was to come next was a mystery, one that eluded her so much that it drew her from her hiding and back into the regular world.


Statistics

STR: 10 (+0) A refining of form in both power and agility has accompanied the refining of mind.

DEX: 14 (+2) Mere peasant no more, Arthera is nearly as swift in body as she is in mind.

CON: 14 (+2) Enduring, her endeavors away from the safety of mundane life have made her stronger, tougher and resolved.

INT: 16 (+3) Arthera's mind is a weapon, more deadly than a blade and finely attuned to psychic power.

WIS: 12 (+1) The enlightenment and realization has sharpened her insightfulness.

CHA: 8 (-1) Abrasive, elitist and even somewhat resentful to this day, Arthera does best when she needn't convince others by word.

Arthera has proficiencies in the following skills: Arcana, History, Insight, Nature, Perception, Religion and Survival.

She also has proficiency in simple weapons and light armor. Her additional proficiency is with dice as part of a gaming set.

She has the Far Traveler background and may speak the following languages: Common, Elven and Sylvan.

Quirks

All mystics are predispositioned toward unusual quirks of personality. Arthera's manifest as a disdain for alcohol and the need to sleep on bare earth to better commune with the world.

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PART 1 | CHARACTER SHEET

Description

Among women of all races Arthera is of exceptional height, even a head taller than many men and with a build not suggesting any amount of frailty; she is as generally athletic in whole as her mind is individually keen. Thus as Arthera is not lacking in strength, let alone limberness or resolve, her silhouette is blends imposing beauty and a sense of danger.

Unusually fair of skin and with a long blonde mane, she bears vibrant golden eyes, making her distinctive without question. A point of pride in this, she combines it with her sagely knowledge and mystical power to command attention whenever she desires it.

Arthera dresses herself in a simple set of unassuming woodsman's clothes and an open robe; her loose sleeves expose her hands, her cuffed walking boots reach near her knees and upon her waist sits two belts in addition to one across her chest. Her taste is practical, purposeful and most importantly, simplistic.

Class and Features

Arthera is a Mystic who has discovered for herself the Order of the Wu Jen.

All Eyes on Me

As a far traveler, her accent, mannerisms, talent, figures of speech, and unquestionably her appearance all mark Arthera as exceptional. Curious glances are directed her way wherever she goes, which can be a nuisance, but she also gains the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of mystery.

She can parley this attention into access to people and places she might not otherwise have, for her and her traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about her message and unusual talent.

Psionics

Using solely the power of her mind to shape reality, Arthera manifests psychic powers through psionics and her understanding of her own mind.

Cantrips and Talents

Arthera knows two cantrips of her choice from the wizard spell list. She inherently knows the Mage Hand and Minor Illusion cantrips and Mage Armor spell from Magic Initiate.

She also knows two talents of her choice from the mystic psionic talents list. She knows the Energy Beam and Mind Thrust talents. She learns additional mystic talents of her choice at higher levels.

Manifesting Psionics

To manifest one of her psionic abilities, Arthera must expend a number of psi points as specified in the power, to which she can augment and improve. However, she may not exceed her psi limit or use a discipline she does not know. She regains all expended psi points when she finishes a long rest.

Psychic Focus

Arthera can focus a latent pool of additional mental energies on one of her psionic disciplines to draw ongoing benefits. As a bonus action, she can choose one of her psionic disciplines and gain its psychic focus benefit. The benefit lasts until she would be incapacitated or until she uses another bonus action to choose a different focus benefit. Arthera can have only one psychic focus benefit at a time.

Psionic Ability

Intelligence is Arthera's psionic ability for her mystic powers, since her magic draws upon her mind. She may use her Intelligence whenever a discipline refers to her psionic ability. In addition, she can use her Intelligence modifier when setting the saving throw DC for a mystic she cast and when making an attack roll with one.

Discipline save DC = 8 + proficiency bonus + Intelligence modifier

Discipline attack modifier = proficiency bonus + Intelligence modifier

Mystic Order

Self taught, Arthera follows the path of the Order of the Wu Jen, blending sorcerous arcane mystery and psychic power.

Disciplines

The disciplines of a mystic are a set of rigorous mental exercises that condition the mind for manifesting psionic powers.

Psionic Restoration

Arthera can mend or alter the wounds of herself and others, restoring them to health. While focused on this discipline, she may use a bonus action to touch a creature at 0 hit points and stablize it.

Mastery of Weather

The primal mind of Arthera can reach into the sky and pull storms from absolute calm, serving her needs. While focused on this discipline, she has resistance to lightning and thunder damage.


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PART 2 | CHARACTER SHEET

Bonus Disciplines

The bonus disciplines of a Wu Jen increase a mystic's ability to command and manipulate the forces of nature with their mind.

Mastery of Fire

With only a thought, Arthera can spontaneously conjure flame where none was present. While focused on this discipline, she gains resistance to fire and a +2 bonus to rolls for fire damage.

Mastery of Ice

Through intense discipline, Arthera can chill and freeze water and air alike, shaping it. While focused on this discipline, she gains resistance to cold damage.

Hermit's Study

Willing isolation expanded Arthera's mind and connected it to the underlying psyche of living things. She gained proficiency in the Nature and Religion skills.

The Calling

Those with strong hearts and ties to the realm experience what is only known as the Calling, an underlying urge to serve the wild kingdom. It appears most frequently in those who have inborn talent or command over some domain of nature.

Mystical Recovery

Arthera can draw vigor from the psychic energy she uses to power her psionic disciplines. Immediately after she spends psi points on a psionic discipline, she can use a bonus action to regain hit points equal to the psi points she spent.

Telepathy

With her mind awakened, Arthera can communicate telepathically. She can telepathically speak to any creature she can see within 120 feet of her in this manner. She doesn't need to share a language with the creature for it to understand her telepathic messages, but the creature must be able to understand at least one language or be telepathic itself.

Elemental Attunement

The raw power Arthera commands internally can overload even magical defenses. When a creature's resistance reduces the damage dealt by a psionic discipline of hers, she can spend 1 psi point to breach the defenses and ignore the creature's resistance. She can't spend this point if doing so would increase the discipline's cost above her psi limit.

Abilities

The following abilities are inherent to Arthera and her person. She blends and masters these arts in a manner somewhere between psionics and sorcery as any Wu Jen.


Mage Hand

Cantrip


  • Manifesting Time: 1 action
  • Range: 30 feet
  • Duration: 1 minute
  • Effect:

A spectral, near invisible "hand" of telekinetic energy appears at a point within range Arthera chooses. The hand lasts for the duration or until she dismisses it as an action. It vanishes if it is ever more than 30 feet away from her or if she uses this ability again.

She can use her action to control the hand and can use it 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.

She can move the hand up to 30 feet each time she uses it. But, the energy can’t attack, activate magic items, or carry more than 10 pounds.


Mage Armor

1st Level


  • Manifesting Time: 1 action
  • Range: Touch
  • Duration: 8 hours
  • Effect:

An invisible field of psychokinetic force surrounds Arthera's touch, moving to surround and protect one creature she contacts. While a creature is protected, the unseen barrier grants AC equal to 13 + its Dexterity modifier. The ability ends if the target dons armor or if she dismisses the effect as an action.


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PART 3 | CHARACTER SHEET


Minor Illusion

Cantrip


  • Manifesting Time: 1 action
  • Range: 30 feet
  • Duration: 1 minute
  • Effect:

A non-existent ambient telepathic sound or image of an object within range comes into existence and lasts for the duration. The illusion also ends if Arthera dismisses it as an action or uses this ability again.

If she creates a sound, its volume can range from a whisper to a scream. It can be her voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound she desires. The sound continues unabated throughout the duration, but she can make discrete sounds at different times before the ability ends.

If she creates 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 illusion can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be a fake, because things can pass through it.

If a creature uses its action to examine the sound or image, that creature can determine that it is an illusion with a successful Intelligence (Investigation) check against Arthera's save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

Attacks

The following attacks are available to Arthera. Her preference for elemental or psychic attacks reflect her mental prowess rather than those of weapons.

Weapon Attacks

Arthera has these attacks available to her in combat innately, in addition to her psionic talents. Despite this, her primary means of combat are her Energy Beam and Mind Thrust talents.


Spear Melee Weapon Attack: +1 to hit, reach 5ft., one target. Hit 3 (1d8-1) Piercing Damage

Dagger Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d4+2) Piercing Damage

Unarmed Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 1 (1) Bludgeoning Damage

Mystical Powers

While not all mystics, as unknown as they are, blend the arcane and the psychic powers so fluidly, Arthera's proficiency with it is remarkable. Far above her curve of understanding or learning, she taps into raw magic when she casts Mage Armor, Mage Hand or Minor Illusion. From an outward perspective, she might mistakenly appear as a novice sorcerer with some unusual spells.

Psionic Attacks

Proficient with her mind as a weapon, the most dangerous attacks Arthera can call upon are those that take no outward actions. In a sense, she can wish a man dead and he falls cold without explanation.


Energy Beam

Psionic Talent


  • Manifesting Time: 1 action
  • Range: 90 feet
  • Duration: Instantaneous
  • Saving Throw: DC 13 (Dexterity)
  • Effect:

Arthera unleashes a small bolt of guided primal wrath at the target. The target must succeed on a Dexterity saving throw or take 1d8 acid, cold, fire, lightning, or thunder damage (her choice).


Mind Thrust

Psionic Talent


  • Manifesting Time: 1 action
  • Range: 120 feet
  • Duration: Instantaneous
  • Saving Throw: DC 13 (Intelligence)
  • Effect:

Arthera telepathically assaults her target with a burst of energy. The target must succeed on an Intelligence saving throw or take 1d10 psychic damage.

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PART 4 | CHARACTER SHEET

Defenses

The following defenses are those associated with Arthera. Whenever possible, she maintains the invisible defense of her Mage Armor and fights at a respectable distance.

Arthera the Primal


Armor Class

15 Magical (13 Mage Armor + 2 Dexterity)

12 Unarmored (10 + 2 Dexterity)

Hit Points

24

Speed

30ft

Saving Throws

Int +5, Wis +3

Skills

Arcana +5, History +5, Insight +3, Nature +5, Perception +3, Religion +5, Survival +3

Senses

Passive Perception 13

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PART 5 | CHARACTER SHEET