Starcraft, Protoss Initiate

What once was fertile open country, was now a blackened charred scar upon the land with the stench of ozone. Burning remnants of trees set their close kin aflame, closing off the only remnant of escape for the infected group of limping and maimed ifnested. They turned to go back the way they came but were haulted by the three encroaching protoss. The valley entrance shut off by the colapsing stones. The air began to chill, the air itself began to cry from its calm tones into a howling roar. A blue glow was all that was they could see before they were blinded by the memory of plasma and lightning.

a squad of Wounded Terrans ran from cover to cover as they made their way towards their evacuation point their mission half done, a nest of Zurg hot on their trail. Upon reaching their destination they find a single Protoss steps up and creates multiple forcefields in a location blocking the zerg from the Terrans allowing them to escape.

A group of heavily armed melee combatants rush a scene of Terrans attacking their homeland. The Terrans seem to have the advantage with their ranged weaponry until they run out of ammo and have to fight hand to hand. They are decimated as the plasma weapons slash straight through their armor killing them and moving to the next.

How they fit in

The Initiate is the beginning of any and all protoss steps. They are the ones that are the test subjects before they are allowed to become the test givers. They are the ones that are the backbone of any and all protoss culture and typically are constantly learning something new.

What are the purposes of the initiate

The Purpose of the initiate is to learn any and everything new. These are the ones that are sent to new places to see if they can learn anything new from the new race in the system. The Terrans is what Protoss really wants to learn about. But any artifact left by their fore fathers will be sufficient to study for long periods of time.

































Creating an initiate

When creating an Initiate think about what your purpose and mission will be for your character. Will your character be the one that stops along the way and studies all the new fauna that it sees? Or will it be studying new weapons and their enemy along the way? What will be the purpose of your character and why they left their brothers to go and research?

Quick build

You can quickly create an Initiate by doing the following. First Choose the Soldier or Sage Background (depending on what you want for your path of enlightenment) Then make Your Strength be your highest ability score followed by your intelligence for your next highest ability score.

Keep in Mind

When you are building your Initiate, if you are not planning on going the path of the Zealot, then make your Intelligence be your highest ability score. You will be more utilitarian throughout the course of this class and will be helping your allies stay alive, or cause discourse throughout the battle field. But remember no matter what path you take to always have fun throughout the game.

The Initiate
Level Proficiency Bonus Features Psionic Prowess
1st +2 Psionic Prowess, Path of Enlightenment, Shield 5
2nd +2 Psionic Overload 5
3rd +2 Path of Enlightenment feature 10
4th +2 Ability Score Improvement 10
5th +3 Path of Enlightenment feature 15
6th +3 - 15
7th +3 Path of Enlightenment feature 20
8th +3 Ability Score Improvement 20
9th +4 Path of Enlightenment feature 25
10th +4 Shielded Mind 25
11th +4 Path of Enlightenment feature 30
12th +4 Ability Score Improvement 30
13th +5 Path of Enlightenment feature 35
14th +5 - 35
15th +5 Path of Enlightenment feature 40
16th +5 Ability Score Improvement 40
17th +6 Path of Enlightenment feature 45
18th +6 Knockout 45
19th +6 Ability Score Improvement, Path of Enlightenment feature 50
20th +6 Dimension Warp 50

Class features

As a Initiate, you gain the following class features.

Hit Points

Hit Dice: 1d6 Health & 1d6 Shield per Initiate Level.

Hit Points & Shields at 1st level: 6 + your Constitution modifier & 6 + your Intelligence modifier.

Hit Points & Shields at Higher levels: 1d6 (or 4) + your Constitution modifier & 1d6 (or 4) + your Intelligence modifier per Initiate level after 1st.

Proficiencies

Armor: Light Armor, Medium Armor, Heavy Armor, and Shields.

Weapons: All Weapons.

Tools: Any kit of your choice.

Saving Throws: Strenth, Intelligence

Skills: Choose any three skills.


Equiptment

You start with the following items along with the equiptment your respective background gives you.

(a) Chain mail or (b) Scale Mail

(a) 2 simple weapons from the protoss table or (b) 1 martial weapon from the protoss table

You also have a dungeoneers supply kit

If you are using starting wealth, you have 2d4 x 10 gold in funds.

Using Abilities

Most of the abilities that are used are determined by the Path of enlightenment followed. Most is by psionic energy that is built through the mind others is about the physical strength of the individual to push farther and harder.

Psionic Prowess

Psionic ability transfers the amount of power for the individual to achieve supernatural phenomena. As shown above on the Psionic Prowess table, you have a limited amount of psionic points. You regenerate these points by resting. Whenever you take a short rest you regain a number of points rounded down. Whenever you take a long rest you regain all of your psionic points.

  • Saving Throw = 8 + Intelligence Modifier + Proficiency Bonus

  • Attack Modifier = Intelligence Modifier + Proficiency Bonus

Path of Enlightenment

When you choose to be this class, you are able to choose one of the following paths of enlightenment. Templar, a psionic focused path that focuses on the opening of the mind. Perserver, A path that dedicates itself in protecting the essence of life. Zealot, The path that a true warrior takes to protect the others.

Shield

Starting when you choose this class. You gain a special shield that surrounds you. Its Hitpoints is determined on your Hit die line above. This shield is treated as temporary hitpoints and has a maximum of your rolls/shield roll. Your shield will constantly regenerate 1 hitpoint to its maximum every 1 minute.

Psionic Overload

At 2nd level, you are able to use your psionic prowess to overload your own vital organs, reflex, and strength. In doing so you may spend points to do the following

  • Strength boost Spend four points and increase your strength ability score by 4. You may spend an additional 4 more points to increase this more for each 1 score.

  • Dexterity boost Spend four points and increase your dexterity ability score by 4. You may spend an additional 4 more points to increase this more for each 1 score.

  • Regeneration Spend 5 points to regain 1d8 health.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Warding location

At 10th level, you are able to create a device that monitors your vital life signs. In doing so, you plant the device in a location that you choose, which will take 10 minutes to set up. If you are within 300ft of this device you are instantly teleported within 10ft of it if you go past your hitpoints into the negative. The device breaks after use and takes 3 weeks of downtime and 200gp to create another.

Knockout

At 18th level, you are able to reach into a mind and shut it down for a certain amount of time. As an action you can spend 3 Psionic Prowess Points to render a creature you can see unconsious for 1 minute. The creature that was knocked out can make a Wisdom saving throw, ending the effect early on a success.

Dimension Warp

At 20th level, you have found a way to manipulate the energies that bind the universe together. As an action, you can spend 10 Psionic Prowess Points to open a portal to either a demiplane or another plane of existence, as if by the spell plane shift.

Templar

The Templar is one of the few paths. This path of enlightenment frees the mind so that they can continue research and develop new tools and unlock more functions of the mind. They are the ones that release the inner machinations for all the populace.

Psionic Blast

When you first choose this path of enlightenment, you gain the ability to shoot a psychic blast from any part of your body. In doing so, you spend a number of Psionic Prowess points up to five to make a ranged attack up to 45 ft away. On hit you deal xd8 psychic damage to your target. X is determined by the amount of points spent to use this ability.

Psionic Storm

Upon reaching 3rd level, spending 7-12 points, you are able to call upon a storm to target a location of your choosing up to 30ft away. All creatures within 10ft radius must make a Dexterity saving throw or take 3d8 lightning damage or half as much on save. For each point past 7, the number of d8's increase for each point.

Mind Blast

At 5th level, You learn the power to blast the mind crippling them temporarily. After spending 8-13 points, you force a target creature within 45 ft of you to make an intelligence saving throw. On fail, they take 3d10 psychic damage and have disadvantage until the begining of your next turn. On pass, you deal half as much damage and do not cripple them. For each point past 8, increase the number of d10's.

Psionic Orb

At 7th level, you are able to release a withering orb from your mind itself that reduces the vitality of all of those caught in its path. After spending 10-15 points, this is released in a 10ft wide orb that travels up to 45ft. All creatures in its path must make a Constitution saving throw. On fail, the creatures take 4d10 Necrotic damage or half as much on pass. For each point pass 10, increase the number of d10's for each additional point.

Physic Resistence

At 9th level, you become immune to charm or mind controlling effects. In addition you gain resistence to physic damage.

Plasma Surge

At 11th level, your knowledge on electricity gains a deeper understanding. If any of your allies befall any damage that involve lightning they instead gain shields instead for each point of damage. If the allies do not have any shields they will instead gain it as temporary hitpoints (shield) for 10 minutes.

Khaydarin Amulet

At 13th level, you gain the knowledge to store your power creating an amulet. This amulet increases the amount of Psionic Prowess points by 25.

Chaotic Atunement

At 15th level, you are able to channel chaos throw your attacks increases the radius of Psionic orb by 10ft and its length by 30ft. Your Psionic Storm ability gains an additional 10ft radius and you are able to cast it up to 90ft away.

Power Overwhelming

At 17th level, your power starts surging into the abilities that you have learned. For each of your abilities, the max amount of points to be spent increases by 10.

Archon Warp

At 19th level, you gain the knowledge to warp into a archon temporarily of challenge rating 14th. This lasts for 10 minutes. If you were to do this with another templar you permanently stay a archon with two mind but takes 30 minutes to do this.

Perserver

The Perserver is the path of shielding of protection. This path will go hand and hand with any other it partners with for protection. The path is for those who wish to protect the ones that they determine worthy and is not known to be killed easily.

Shield Generation

Starting when you choose this path, you are able to conjure and produce your psionic power to generate and refresh shields for you and your fellow allies. If the target does not have a shield they instead gain temporary hitpoints. If an ally does, they refresh their shield faster. Whenever you use this feature you refresh 1d4 points of shield for every 1 point of Psionic Prowess point spent.

Force Field

At 3rd level, you are able to create a force field up to 45 ft away. This force field has a 5ft radius with a AC of 20 and hp of 5 x the number of points spent to create this. If there is an enemy that occupies the area of the shield then they are pushed backwards (not proned or dazed) out of the radius of this field. This field lasts for a number of minutes x the number of points spent for each shield. You may create 1 at a time as a action and spend a minimum of 1 point to create a field.


Guardian Shell

At 5th level, you are able to create a field around yourself that drains constant psionic power from you for every turn that it is active. This field is a 10ft radius centered on yourself that protects yourself and your allies. Whenever any creature within your radius of your choosing takes damage from any source reduce that amount of damage by 1d4 to a minimum of 1. For every turn that this field is up you lose 1 point of psionic prowess.

Double Shield Generation

At 7th level, you are able to choose up to two targets to start generating shields for now. This does not increase the cost of Shield Generation but if you spent an additional 5 points you may target another creature.

Enhanced Shield Generation

At 9th level, you are able to increase the amount of shield generation up to 3d4 for every 1 point of psionic prowess now.

Reflection Shield

At 11th level, your shield for Guardian Shell now has a chance to reflect damage back towards your attacker. Whenever a ranged attack is made against you while your shield is up the ranged attacker must make a Intelligence saving throw or have their ranged attack be reflected back towards the enemy.

Enhanced Guardian Shell

At 13th level, Your Guardian Shell Increases in power. It's radius increases by 5ft and is now able to reduce any source of damage by an additional 2d4 to a minimum of 1.

Enhancing Ray

At 15th level, Whenever you use your Shield Generation You are able to enhance the ability of any target in addition to the shield generation. You may spend an additional 10 energy and grant your target an additional action.

Doubling

At 17th level, you are able to spend 10 psionic energy and double to the size of any target of your choosing. Whatever you double, it gains an additional 20 hit points and 20 shield. If the target has a damage roll increase the damage done by the die. For example 1d4 is now 1d6, 1d6 is 1d8, 1d8 is d10, 1d10 is d12, 1d12 is 1d20, 1d20 is 1d100.

Burst of shield

At 19th level, You are able to spend 15 points of psionic prowes to release a powerful amount of shield energy to all friendly creatures. Up to 90ft away in a 30ft radius in a point you choose, all creatures gain 10d12 shield.

Zealot

This path of enlightenment is for the warriors of aiur. The backbone of the army that the zealots dominate with. They are the ones that charge in and face fear in the face while protecting the ones behind them.

Charge

Beginning when you first choose this path, you are able to must the strength in your legs to carry you fastly towards your target. Whenever you are within range of a target (movement speed) you may charge the target without provoking an opportunity of attack. You may also use a bonus action to make 1 additional melee attack.

Glaiving Strike

At 3rd level, you are able to hone an attack then strike forward using your psionic power to aid thrusting. Spend 3 psionic prowess points and increase the damage dealt by 1d8. You may spend additional past 3 up to 8, for each point past 3 increase your damage dealt by 1d8.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Whirlwind

At 7th level, you are able to attack multiple creatures around you. Spending 3 points of psionic prowess you are able to start spinning your weapons around attacking all creatures within 5ft of yourself. You must make a melee attack against all creatures that is within your range. This lasts for 1 minute. To use it again immediately you must spend double the amount of points spent and continue to do so until 1 hour has gone by to refresh this to 3 points.

Dark Coil

At 9th level, you are now able to gain an additional feature along your charge. Whenever you charge any creature, all creatures within 5ft including the main creature must make an Constitution saving throw or be stunned.

Hardened Armor

At 11th level, you are able to use your Psionic Prowess to harden your armor as a reaction whenever any creature attacks you. You may spend 5 psionic points to gain a +2 bonus to your ac until the beginning of your next turn.

Physical Enhancement

At 13th level, You are able to increase your physical atributes and allow you to hit harder using your psionic prowess. Whenever you make a melee weapon attack you may increase the number of damage dies rolled equal to your intelligence modifier.


Hardening Shields

At 15th level, You are able to use your psionic prowess to harden your shields protecting you more from harm. Spend 10 points to increase your Current Shields up 50 points. This increases your maximum as well for 10 minutes. If you were to use this again within 10 minute it does not increase the maximum again but grants the shields.

Strength of the Protoss

At 17th level, Your true potential is slowly being revealed. The truth of strength is just now being fully released. Increase your strength ability score by 4. The maximum of your Score increases to 24 now.

Psionic Quake

At 19th level, Whenever you make a melee weapon attack you leave a quake with each hit. Spend 20 psionic points to be able to force your target to make a Constitution saving throw or be stunned for 3d4 rounds. This will also increase the damage by 3d12 of the damage die for the weapon you are using.