Sacrificial God of Minos

  • Armor Class 19
  • Initiative −1
  • Hit Points 24
  • Speed 30 ft.
  • Saving Throws Int +5, Wis +2
  • Skills Athletics +5, Arcana +5, Investigation +5, Perception +2
  • Senses passive Perception 12
  • Languages Common, Deep Speech


There are no mistakes, only betrayals. Every accident is a crime. Don’t make any mistakes.


I must return to Minos to free my friends and family from the aboleths, whether they want freed or not.


I expect everyone is going to lie and betray me, because my entire life has been lies.


  • Armor: Light and Heavy, Shields
  • Weapons: Simple and Martial
  • Tools: Navigator’s tools, water vehicles

Feats & Features

Heart of Darkness (Background Feature, Haunted One): Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.

Psi Points: 14 psi points per long rest. Psi limit per power use is 3.

Mind Meld (Psionic Talent): As a bonus action, you can communicate telepathically with one creature you can see within 120 feet of you. You don’t need to share a language with a creature for it to understand your telepathic utterances, and the creature understands you even if it lacks a language. You can allow a creature to respond to you telepathically, but it must understand at least one language in order to communicate this way. This ability to communicate lasts until the start of your next turn. You can’t communicate with an unwilling creature.

Thought Spear (Psionic talent): As an action, you psychically strike one creature that you can see within 120 feet of you. The target must succeed on an Intelligence saving throw or take 1d8 psychic damage.

Psionic Weapon (Lesser Discipline, Immortal): You channel psionic energy to lend devastating power to your attacks. Psychic Focus. While focused on this discipline, you charge one nonmagical weapon you carry, or one of your fists, with psionic energy. Attacks you make with it are considered magical and have a +1 bonus to attack rolls and damage rolls. Ethereal Weapon (1). As a bonus action, you can momentarily transform a weapon you hold into psionic energy. The next attack you make with this weapon requires no attack roll. Instead, the target must make a Dexterity saving throw against this discipline. On a failed save, the target takes the attack’s normal damage and suffers any 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 (1–5). When you hit a target with a melee weapon attack, you can increase the damage to that target. The target takes an extra 1d10 psychic damage for each psi point you spend.

Mind Vault (Lesser discipline, Awakened): Your mind forms a light but useful link to other living things within hundreds of miles. This link allows you to draw on the knowledge of others in the following ways. Psychic Focus. While focused on this discipline, you gain proficiency with one skill, weapon, shield, armor, or tool of your choice. Each time you focus on this discipline, you can choose a different skill, weapon, shield, armor, or tool. Borrow Expertise (2). As a bonus action, you gain advantage on one skill check or saving throw of your choice that you make before the end of your next turn. You must opt to gain the advantage before rolling.

Martial Order: Proficiency with heavy armor and martial weapons and shields.

Psionic Resilience At 3rd level, you learn to use psionic energy to speed up your natural healing. At the start of each of your turns, you gain temporary hit points equal to your Intelligence modifier, provided that you have at least 1 hit point.

Intellect Fortress (Lesser Discipline, Awakened): You forge an indomitable wall of psionic energy around your mind — one that allows you to launch reflexive counterattacks against your opponents. Psychic Focus. While focused on this discipline, you gain resistance to psychic damage. Psychic Backlash (1). As a reaction, you can impose disadvantage on one attack roll made against you if you can see the attacker. If the attack still hits you, the attacker takes psychic damage equal to half your mystic level (rounded up). Psychic Parry (1–3). As a reaction when you make an Intelligence, a Wisdom, or a Charisma saving throw, you gain a +2 bonus to that saving throw for each psi point you spend. You can use this ability after rolling the die but before applying the result.

Horns: You are never unarmed. Your horns are a 1d10 piercing weapon. You gain advantage on all attempts to shove an opponent. Goring Rush: When you Dash, you can make an attack as a bonus action. Hammering Horns: When you use the Attack action to make a melee attack, you can shove a creature back (but not knock prone) as a bonus action.

Labyrinthine Recall: You perfectly recall any path you have traveled.


Coins: 11 Miners, 6 Smiths, 77 Lords

  • 4 javelins
  • Splintmail
  • Shield
  • Explorer’s Pack
  • Dimensional shackles
  • Potion of healing
  • Potion of climbing


Neverwinter: Tyranny of Dragons nickwedig