Bom Tombadil
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Strength Dexterity Constitution Intelligence Wisdom Charisma
12 [+1] 14 [+2] 14 [+2] 18[+4] 12 [+1] 10 [+0]
  • Size: Small
  • Speed: 25
  • HP:
  • Level Proficiency: +4 [Level 10].
  • Saving Throws: Intelligence, Wisdom
  • Passive Perception: 15
  • AC: 14

Traits and Features:

  • A name for yourself: Either because you have passed into legend or because you masquerade as the next member of your family line, many people recognise your name. By invoking your name you are able to secure an audience with local noble, or influence others to believe you will act in accordance with your reputation. Additionally, you are likely to have deeply ingrained working relationships with at least one organisation in the world.

Either because you have passed into legend or because you masquerade as the next member of your family line, many people recognise your name. By invoking your name you are able to secure an audience with local noble, or influence others to believe you will act in accordance with your reputation. Additionally, you are likely to have deeply ingrained working relationships with at least one organisation in the world.

  • Darkvision: Accustomed to life underground, you have superior vision in dark and dim conditions. 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 colour in darkness, only shades of grey.
  • Gnome cunning: You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
  • Natural Illusionist: You know the minor illusion cantrip. Intelligence is your spellcasting ability for it.
  • Speak with Small Beasts: Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.

Abilities:

  • Talents known (3):
    • Mind Thrust

Psionic Talent
As an action, you target one creature you can see within 120 feet of you. The target must succeed on an Intelligence saving throw or take 1d10 psychic damage. The talent’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

* Light Step
Psionic Talent
As a bonus action, you alter your density and weight to improve your mobility. For the rest of your turn, your walking speed increases by 10 feet, and the first time you stand up this turn, you do so without expending any of your movement if your speed is greater than 0.

*nBlind Spot
Psionic Talent
As an action, you erase your image from the mind of one creature you can see within 120 feet of you; the target must succeed on a Wisdom saving throw, or you are invisible to it until the end of your next turn.

Disciplines known (5): + 2 immortal

  • Psionic Weapon

Immortal Discipline
You have learned how to channel psionic energy into your attacks, lending them devastating power.
Psychic Focus. Whenever you focus on this discipline, choose one weapon you're holding or your unarmed strike. When you attack with it while focused on this discipline, its damage is psychic and magical, rather than its normal damage type. Until you reach 6th level as a mystic, you don’t add your Strength or Dexterity modifier to the psychic attack’s damage rolls.
Ethereal Weapon (1 psi). As a bonus action, you temporarily transform one weapon you’re holding or your unarmed strike into pure psionic energy. The next attack you make with it before the end of your turn ignores the target’s armor, requiring no attack roll. Instead, the target makes a Dexterity saving throw against this discipline. On a failed save, the target takes the attack’s normal damage and suffers its additional effects. On a successful save, the target takes half damage from the attack but suffers no additional effects that would normally be imposed on a hit.
Lethal Strike (1–7 psi). As a bonus action, you imbue a weapon you’re holding or your unarmed strike with psychic energy. The next time you hit with it before the end of your turn, it deals an extra 1d10 psychic damage per psi point spent. Augmented Weapon (5 psi; conc., 10 min.). As a bonus action, touch one simple or martial weapon. Until your concentration ends, that weapon becomes a magic weapon with a +3 bonus to its attack and damage rolls.

  • Psionic Restoration

Immortal Discipline
You wield psionic energy to cure wounds and restore health to yourself and others.
Psychic Focus. While focused on this discipline, you can use a bonus action to touch a creature that has 0 hit points and stabilize it. Mend Wounds (1–7 psi). As an action, you can spend psi points to restore hit points to one creature you touch. The creature regains 1d8 hit points per psi point spent. Restore Health (3 psi). As an action, you touch one creature and remove one of the following conditions from it: blinded, deafened, paralyzed, or poisoned. Alternatively, you remove one disease from the creature. Restore Life (5 psi). As an action, you touch one creature that has died within the last minute. The creature returns to life with 1 hit point. This ability can’t return to life a creature that has died of old age, nor can it restore a creature missing any vital body parts. Restore Vigor (7 psi). As an action, you can touch one creature and choose one of the following: remove any reductions to one of its ability scores, remove one effect that reduces its hit point maximum

  • Diminution

Immortal Discipline
You manipulate the matter that composes your body, drastically reducing your size without surrendering any of your might. Psychic Focus. While focused on this discipline, you have advantage on Dexterity (Stealth) checks. Miniature Form (2 psi; conc., 10 min.). As a bonus action, you become Tiny until your concentration ends. While this size, you gain a +5 bonus to Dexterity (Stealth) checks and can move through gaps up to 6 inches across without squeezing. Toppling Shift (2 psi). As a bonus action, you shift to an incredibly small size and then suddenly return to normal, sending an opponent flying backward. Choose one creature you can see within 5 feet of you. It must succeed on a Strength saving throw or be knocked prone. Sudden Shift (5 psi). As a reaction when you are hit by an attack, you shift down to minute size to avoid the attack. The attack misses, and you move up to 5 feet without provoking opportunity attacks before returning to normal size. Microscopic Form (7 psi; conc., 10 min.). As a bonus action, you become smaller than Tiny until your concentration ends. While this size, you gain a +10 bonus to Dexterity (Stealth) checks and a +5 bonus to AC, you can move through gaps up to 1 inch across without squeezing, and you can’t make weapon attacks.

  • Giant growth

Immortal discipline
You infuse yourself with psionic energy to grow to tremendous size, bolstering your strength and durability. Psychic Focus. While focused on this discipline, your reach increases by 5 feet. Ogre Form (2 psi; conc., 1 min.). As a bonus action, you gain 10 temporary hit points. In addition, until your concentration ends, your melee weapon attacks deal an extra 1d4 bludgeoning damage on a hit, and your reach increases by 5 feet. If you’re smaller than Large, you also become Large for the duration. Giant Form (7 psi; conc., 1 min.). As a bonus action, you gain 30 temporary hit points. In addition, until your concentration ends, your melee weapon attacks deal an extra 2d6 bludgeoning damage on a hit, and your reach increases by 10 feet. If you’re smaller than Huge, you also become Huge for the duration.

  • Psychic Inquisition

Awakened Discipline
You reach into a creature’s mind to uncover information or plant ideas within it. Psychic Focus. While focused on this discipline, you know when a creature communicating with you via telepathy is lying. Hammer of Inquisition (1–7 psi). As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it takes 1d10 psychic damage per psi point spent and suffers disadvantage on its next Wisdom saving throw before the end of your next turn. On a successful save, it takes half as much damage. Forceful Query (2 psi). As an action, you ask a question of one creature that can see and hear you within 30 feet of you. The question must be phrased so that it can be answered with a yes or no, otherwise this ability fails. The target must succeed on a Wisdom saving throw, or it replies with a truthful answer. A creature is immune to this ability if it is immune to being charmed. Ransack Mind (5 psi; conc., 1 hr.). While you concentrate on this ability, you probe one creature’s mind. The creature must remain within 30 feet of you, and you must be able to see it. If you reach the ability’s full duration, the target must make three Intelligence saving throws, and you learn information from it based on the number of saving throws it fails. With one failed saving throw, you learn its key memories from the past 12 hours. With two failed saving throws, you learn its key memories from the past 24 hours. With three failed saving throws, you learn its key memories from the past 48 hours. Phantom Idea (6 psi; conc., 1 hr.). While you concentrate on this ability, you probe one creature’s mind. The creature must remain within 30 feet of you, and you must be able to see it. If you reach the ability’s full duration, the target must make three Intelligence saving throws, and you plant a memory or an idea in it, which lasts for a number of hours based on the number of saving throws it fails. You choose whether the idea or memory is trivial (such as “I had porridge for breakfast” or “Ale is the worst”) or personality-defining (“I failed to save my village from orc marauders and am therefore a coward” or “Magic is a scourge, so I renounce it”). With one failed saving throw, the idea or memory lasts for the next 4 hours. With two failed saving throws, it lasts for 24 hours. With three failed saving throws, it lasts for 48 hours

  • Mastery of Force

Wu Jen Discipline
As a student of psionic power, you perceive the potential energy that flows through all things. You reach out with your mind, transforming the potential into the actual. Objects and creatures move at your command. Psychic Focus. While focused on this discipline, you have advantage on Strength checks. Push (1–7 psi). As an action, choose one creature you can see within 60 feet of you. The target must make a Strength saving throw. On a failed save, it takes 1d8 force damage per psi point spent and is pushed up to 5 feet per point spent in a straight line away from you. On a successful save, it takes half as much damage. Move (2–7 psi). Choose one object you can see within 60 feet of you that isn’t being worn or carried by another creature and that isn’t secured in place. It can’t be larger than 20 feet on a side, and its maximum weight depends on the psi points spent on this ability, as shown below. As an action, you move the object up to 60 feet, and you must keep the object within sight during this movement. If the object ends this movement in the air, it falls. If the object would fall on a creature, the creature must succeed on a DC 10 Dexterity saving throw or take damage as listed on the table below. Psi Spent Maximum Weight Bludgeoning Damage 2 25 lbs. 2d6 3 50 lbs. 4d6 5 250 lbs. 6d6 6 500 lbs. 7d6 7 1,000 lbs. 8d6 Inertial Armor (2 psi). As an action, you sheathe yourself in an intangible field of magical force. For 8 hours, your base AC is 14 + your Dexterity modifier, and you gain resistance to force damage. This effect ends if you are wearing or don armor. Telekinetic Barrier (3 psi; conc., 10 min.). As an action, you create a transparent wall of telekinetic energy, at least one portion of which must be within 60 feet of you. The wall is 40 feet long, 10 feet high, and 1 inch thick. The wall lasts until your concentration ends. Each 10-foot section of the wall has an AC of 10 and 10 hit points. Grasp (3 psi; conc., 1 min.). You attempt to grasp a creature in telekinetic energy and hold it captive. As an action, choose one creature you can see within 60 feet of you. The target must succeed on a Strength saving throw or be grappled by you until your concentration ends or until the target leaves your reach, which is 60 feet for this grapple. The grappled target can escape by succeeding on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your psionic ability plus your proficiency bonus. When a target attempts to escape in this way, you can spend psi points to boost your check, abiding by your psi limit. You gain a +1 bonus per psi point spent. While a target is grappled in this manner, you create one of the following effects as an action: Crush (1–7 psi). The target takes 1d6 bludgeoning damage per psi point spent. Move (1–7 psi). You move the target up to 5 feet per psi point spent. You can move it in the air and hold it there. It falls if the grapple ends.

  • Mantle of Fury

Avatar Discipline
You allow the primal fury lurking deep within your mind to burst forth, catching you and your allies in an implacable bloodthirst. Psychic Focus. While focused on this discipline in combat, you and any ally who starts their turn within 10 feet of you gains a 5-foot increase to their walking speed during that turn. Incite Fury (2 psi; conc., 1 min.). As a bonus action, choose up to three allies you can see within 60 feet of you (you can choose yourself in place of one of the allies). Until your concentration ends, each target can roll a d4 when rolling damage for a melee weapon attack and add the number rolled to the damage roll. Mindless Charge (2 psi). As a bonus action, choose up to three creatures you can see within 60 feet of you. Each target can immediately use its reaction to move up to its speed in a straight line toward its nearest enemy. Aura of Bloodletting (3 psi; conc., 1 min.). As a bonus action, you unleash an aura of rage. Until your concentration ends, you and any creature within 60 feet of you has advantage on melee attack rolls. Overwhelming Fury (5 psi; conc., 1 min.). As an action, you flood rage into one creature you ©2017 Wizards of the Coast LLC 17 can see within 60 feet of you. The target must succeed on a Charisma saving throw, or it can use its actions only to make melee attacks until your concentration ends. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Psi points (64)

Psi limit (7)

  • Mystical recovery

Immediately after you spend psi points on a psionic discipline, you can take a bonus action to regain hit points equal to the number of psi points you spent.

  • Telepathy

You can telepathically speak to any creature you can see within 120 feet of you in this manner. You don’t need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself.

  • Strength of mind

you can replace your proficiency in Wisdom saving throws whenever you finish a short or long rest. To do so, choose Strength, Dexterity, Constitution, or Charisma. You gain proficiency in saves using that ability, instead of Wisdom. This change lasts until you finish your next short or long rest.

  • Potent psionic

Once on each of your turns when you hit a creature with a weapon, you can deal an extra 1d8 psychic damage to that target. When you reach 14th level, this extra damage increases to 2d8. n addition, you add your Intelligence modifier to any damage roll you make for a psionic talent.

  • Consumptive power

At 10th level, you gain the ability to sacrifice your physical durability in exchange for psionic power. When activating a psionic discipline, you can pay its psi point cost with your hit points, instead of using any psi points. Your current hit points and hit point maximum are both reduced by the number of hit points you spend. This reduction can’t be lessened in any way, and the reduction to your hit point maximum lasts until you finish a long rest. Once you use this feature, you can’t use it again until you finish a long rest.

  • Order of the Immortal

Bonus Disciplines At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the Immortal disciplines.

  • Immortal Durability

your hit point maximum increases by 1 per mystic level. In addition, while you aren’t wearing armor or wielding a shield, your base AC equals 10 + your Dexterity modifier + your Constitution modifier.

  • Psionic Resilience

Starting at 3rd level, your psionic energy grants you extraordinary fortitude. At the start of each of your turns, you gain temporary hit points equal to your Intelligence modifier (minimum of 0) if you have at least 1 hit point.

  • Surge of Health

Starting at 6th level, you can draw on your psychic focus to escape death’s grasp. As a reaction when you take damage, you can halve that damage against you. Your psychic focus immediately ends if it’s active, and you can’t use it until you finish a short or long rest. You can’t use this feature if you can’t use your psychic focus.

Proficiencies:

  • Weapon Proficiency: Simple
  • Armour Proficiency: Light
  • Tool Proficiencies:
  • Languages: Common, Gnomish, +1
  • Skills: Perception, Religion, Insight, History

__Equipment:
Equipped

Belt/Pouch

Currency:
Platinum:
Gold:
Silver:
Copper:


Quirk: You spend money within one day of gaining it.
Quirk: You always wear a specific piece of clothing
Personality: I welcome my immortality as an opportunity to fashion changes on the world as I live through the centuries.
Personality: Because I have so much experience in the world I view most mortals as students, apprentices, or children.
Ideal: Tradition. The stories, legends, and songs of the past must never be forgotten. (Neutral)
Bond: There is an organisation to which I am forever bound in service.
Flaw: I find it hard to take day to day matters seriously.

Background:

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