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Orion
Level 5 (0/14000 XP for level-up)
Background Interplanar Merchant
Size Small
Species Chrysomallvien
Talent
Subclass Metamorph
Level 5
Hit dice 5/5
1d6+3

STR 10
+0
STR save: +0
DEX 16
+3
DEX save: +3
CON 16
+3
CON save: +6
INT 20
+5
INT save: +8
WIS 12
+1
WIS save: +1
CHA 15
+2
CHA save: +2

Initiative (DEX)
+3
Speed
35 ft.
Passive Perception
14
Heroic Inspiration
Armor Class (AC)
14
Leather Armor
Hit Points
41 / 41
Death Saves
Succeeded
Failed
Exhaustion


Spellcasting
Attack mod
+8
Ability
INT
Abi Mod
+5
Save DC
16
Attacks
W Pr Weapon / Attack AB Abi Dmg Dmg Type
Light Crossbow +6 DEX 1d8+3 piercing
  Properties: Loading, Range, Two-Handed
Dagger +6 DEX 1d4+3 piercing
  Properties: Finesse, Light, Range, Thrown
Armor ( AC Mod: +0 )
W T  Armor AC D Properties
Leather Armor 14
Skills
P/E Bonus Skill Abi
+3 Acrobatics DEX
+1 Animal Handling WIS
+5 Arcana INT
+0 Athletics STR
+2 Deception CHA
+8 History INT
+4 Insight WIS
+2 Intimidation CHA
+5 Investigation INT
+1 Medicine WIS
+5 Nature INT
+4 Perception WIS
+2 Performance CHA
+5 Persuasion CHA
+5 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
+4 Survival WIS

+6 Expertise Bonus
+3 Proficiency Bonus
Spell Book

Level 1 Spells
1 slots

NAME AB CAST RNG DUR DMG CMP #
Sharpened Senses
+8
Bonus Action Self Instantaneous
 Notes:   You make a Wisdom (Perception) check to detect hidden creatures, doors, objects, or traps in your immediate surroundings, focusing your senses psionically to grant you advantage on the check.
Shared Thoughts
+8
Action 30 feet 1 round
 Notes:   You choose a creature within range that you are aware of and send them a telepathic message of up to twenty five words, or a single visual image that can include no more than twenty-five words. The target can then send a message of up to twenty five words back to you before the start of your next turn. Your telepathic message and its response can pass through solid objects, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks them. The messages don’t have to follow a straight line, and can travel freely around corners or through openings.
Glimpse
+8
Bonus Action 5 feet Concentration, up to 1 round
 Notes:   Pick one willing creature within range other than you. You glimpse that creature’s immediate future and impart a word of warning into their mind. The next attack roll made against the target before the end of your next turn has disadvantage
Camoflage
+8
Action Self Concentration, up to 1 minute
 Notes:   You are able to alter your appearance to blend into your surroundings, adding your Intelligence modifier to your stealth rolls.
Invisible Force
+8
Action 30 feet Instantaneous 2d8
 Notes:   When you manifest this power, pick one of the following options: **Manipulate Object**. You manipulate one object with movable parts within range. For example, you could open or close a door, pull a lever, or play a few notes on a harpsichord. **Move Object**. Choose one object that weighs 5 pounds or less within range. You move that object up to 30 feet, including up, but not beyond the range of this power. An object moved up begins to fall as soon as that movement ends. **Object Attack**. Pick one object that weighs 5 pounds or less within range, and one creature within range. You hurl the object at the creature, making a ranged power attack. On a hit, the target takes 2d8 bludgeoning, piercing, or slashing damage, depending on the nature of the object.

Level 2 Spells
1 slots

NAME AB CAST RNG DUR DMG CMP #
Choke
+8
Action 30 feet Concentration, up to 1 minute 1d6
 Notes:   You attempt to crush an enemy in your telekinetic grip. One Large or smaller creature of your choice that you can see within range must make a Dexterity saving throw. On a success, the target takes 1d6 force damage. On a failure, the target is restrained for the duration (save ends at end of turn). A creature restrained in this way takes 1d6 force damage at the start of each of their turns. The power ends if the target is ever outside the power’s range or if they have total cover from you.
Again
+8
Reaction, which you take when you or a creature within 30 feet of you misses with an attack 30 feet Instantaneous
 Notes:   You momentarily rewind time, allowing the creature that made the triggering attack a second chance. That creature can reroll the attack and must use the new roll.
Believe
+8
Action 60 feet 1 round
 Notes:   Choose one creature you can see within range, which must succeed on a Wisdom saving throw or gain a new belief until the end of their next turn. This new belief determines how the creature acts on their turn, and is chosen from the following options: *Chasm*. The target believes that a yawning chasm opens beneath them, causing them to fall prone. While prone in this way, the target can’t willingly stand up. **Disaster**. The target believes the world is ending, and takes the Dash action to flee in a random direction determined by the GM. **Enemies**. The target believes their allies are their enemies, moving toward their closest ally and making a melee attack against them. If the target can’t reach an ally, they do nothing on their turn. **Friends**. The target believes that all creatures are their friends. They are incapacitated on their turn.
Scorch
+8
Action Self (30-foot line) Instantaneous 2d6
 Notes:   A pulse of fire forming a line 30 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw, taking 2d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren’t being worn or carried.

Level 3 Spells
1 slots

NAME AB CAST RNG DUR DMG CMP #
Energy Eyes
+8
Action 120 feet Instantaneous 5d10
 Notes:   You beam elemental energy from your eyes at a creature you can see within range. The target make a Dexterity saving throw, taking 5d10 damage on a failed save, or half as much damage on a successful one. Choose the damage type from thr following list: cold, fire, lightning, or radiant.
Payback’s a Gish
+8
Reaction, which you take when you take damage from an attack Unlimited Instantaneous
 Notes:   If you take damage from an attack, that same damage is inflicted on the attacker doing psychic damage.
Money
Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0
Treasure and Equipment
Light crossbow, Explorer’s pack {Backpack, bedroll, mess kit, tinderbox, torch (10),rations (10),waterskin, hempen rope}, Leather Armor, Dagger, Special Dagger, A set of traveler's clothes, A notebook containing the sigil sequences of one teleportation circle in each of the locales you know very well, Diplomat's, Pack {Chest, map or scroll case (2), fine clothes, ink, ink pen, lamp, oil (2), paper (5), perfume, sealing wax, soap}, snail chihuawa parrot (silly silly guy), pouch of feathers, Fancy Scissors
Features & Traits

Species


Darkvision
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Woolcunning
Your body is covered in wool all over that steadily grows over time. Once every month and over the course of a short or long rest, you can shear it off and gain an amount of wool, in pounds equal to 2 x your Constitution modifier. In addition, whenever you make an ability check with weaver's tools to make something from wool, you are considered proficient in the tool if you aren't already and add double your proficiency bonus to the check, instead of your normal proficiency bonus. You may also sell this wool for 1 silver piece per pound. If you fail to shear your wool within one month you lose the benefits from all race features and feats, receive a -10 penalty to your speed, and have disadvantage on perception checks.

Horns
Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike.

Herd Mentality
As long as you can see an ally within 15 feet of you, you have advantage on saving throws against being frightened or charmed as long as the allies you can see are not frightened or charmed. If the allies you can see are frightened or charmed you have disadvantage against these effects.

Sure-Footed
You have advantage on saving throws against being knocked prone.

Prey Instincts
At 15% of your base health you can get on all fours and sprint away at 195ft + your base walking speed in any direction of your choice, this will not trigger opportunity of attack.

Class


Psionic Exertion
You can expend your energy to give your powers an extra effect. You gain the following Psionic Exertion option:
  • Destructive Power. When you roll damage for a power, you can gain strain equal to half the power’s order (minimum 1 strain) to make half the damage dice you rolled deal the die’s maximum value instead of the number rolled.

Subclass


Metamorphosis Adept
When you roll a manifestation die to learn a new metamorphosis power, you can roll the die twice and use either roll. In addition, after you make a manifestation test to manifest a metamorphosis power, you can reroll the manifestation die and use either roll. You can reroll a number of manifestation tests equal to your Intelligence modifier (minimum one test), regaining all uses when you finish a long rest. You can use this feature only once for a single manifestation test.

Psionic Toughness
Your touch enhances a creature’s toughness. As an action, you touch one creature (which can be yourself) and confer the following benefits to them for 1 hour:
  • The creature’s hit point maximum and current hit points increase by a number equal to your Intelligence modifier + your talent level (minimum 1).

  • The creature has advantage on death saving throws.

You can use this feature a number of times equal to your Intelligence modifier (minimum once), regaining all uses when you finish a long rest.
Spellcasting
These are not Spells but powers, they cannot be counterspelled or dispelled.

When ever you "cast" a "spell" of 2nd level or higher you must roll a d6, if the roll is higher then the level nothing happens, if it is equal you gain 1 strain, if it is lower you gain strain equal to the "spell" level


™ & © Wizards of the Coast - D & D 5e Character Sheet v3.04, made by Tillerz - Updated: 2025-06-11

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Created by

melonbutcool.

Statblock Type

Character

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