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Orpheus/Combat

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This page focuses on Orpheus's behavior during turn-based combat gameplay.

Attacks and actions[edit section | visual editor]

Githyanki form[edit section | visual editor]

Orpheus has the Orphic Favour Aura, giving all allies within 60ft/18m of him the Orphic Favour Orphic Favour condition.

In his githyanki form, Orpheus is a Way of the Four Elements Monk and has the following abilities:

Dimension Door Dimension Door (Action + 2 Ki Point)

Teleport yourself and up to one adjacent ally to a place you can see. The ally cannot be larger than Medium.

Damage: 3~30

Push the target back 6 m (20 ft) and knock it Prone Prone.

Damage: 8~48
8d6Fire⁠Fire

Shoot a bright flame from your fingers that explodes upon contact, torching everything in the vicinity

Damage
UnarmedBludgeoning⁠Bludgeoning
+ UnarmedBludgeoning⁠Bludgeoning

Punch twice in quick succession.

Triple a creature's Jumping distance.

Create a barrier that makes creatures and objects inside it immune to all damage.

Turn a creature Invisible. Attacks against it have Disadvantage Disadvantage. It attacks with Advantage Advantage.

Invisibility breaks when you fail increasingly harder Stealth Check Stealth Checks on attacking, casting spells, or interacting with items.

While not in combat, regain half of your  Ki Points (rounded down).

Surrounded by silver mist, you teleport to an unoccupied space you can see.

Sanctuary Sanctuary (Action + Ki Point)

You or an ally cannot be targeted until you attack or harm a creature. You can still take damage from area spells.

Until the affected entity attacks or harms another creature, it cannot be targeted by enemy attacks. However, it can still take damage from spells that influence a larger area.

Damage
Normal weapon damage

Spend a  Ki Point to deal normal weapon damage and possibly Stun Stun the target.

Damage
UnarmedBludgeoning⁠Bludgeoning

Spend a  Ki Point to deal normal unarmed damage and possibly Stun Stun the target.

Telekinesis Telekinesis (Action + 2 Ki Point)

Throw a creature or object up to 18 m (60 ft) with a thought. Once per turn, you can use Telekinesis again without expending a Spell Slot.

Heavier items deal more damage.

Damage: 2

Hit a target with your bare fists.

Illithid form[edit section | visual editor]

See also: Full-illithid

If he undergoes ceremorphosis, Orpheus will have all the statistics (save his INT, WIS and CHA scores, which remain the same) and powers of a full-illithid. As well as gaining illithid passives, he will retain his original monk passives (but not abilities). The full-illithid ability Permanent Mind Sanctuary, allows Orpheus to use actions and bonus actions interchangeably.

Orpheus possesses the following illithid abilities:

Levitate Levitate (Movement Speed)

Float effortlessly to a destination.

Damage: 8~35
3d10 + 5Psychic⁠Psychic

Lash out with your tentacles and possibly Stun your target.

Damage: 9~54
9d6Psychic⁠Psychic
Healing: 9~54
9d6Healing⁠Healing (If target is concentrating)

Blast a creature with sapping psychic energy. If the target was concentrating on a spell, you heal equal to the damage dealt.

Damage: 4~32 + modifiers

Spew forth a conical wave of psychic energy and possibly Stun Stun targets within.

Damage: 11~101
10d10 + 1Piercing⁠Piercing
Healing: 6~36
6d6Healing⁠Healing

Try to extract the brain of a Stunned or Unconscious creature.

Sculpt a magical nexus that allows those within to take actions and bonus actions interchangeably.

(Honour Mode only) Instead of allowing bonus actions and actions to be used interchangeably, Mind Sanctuary just grants Mind Sanctuary: Haste Mind Sanctuary: Haste . The Mind Sanctuary removes and prevents other sources of Slowed Slowed or Hastened Hastened conditions affecting creatures within it.

Damage: 7~34
3d10 + 4Force⁠Force

Charge forward, pushing all objects and creatures in your path 4 m (13 ft) away from you.

Conjure a volatile shield around yourself or an ally, granting the target 25 temporary hit points.

If these temporary hit points are lost due to incoming damage, the shield bursts and Stuns Stuns nearby foes.

Damage: 7~34
3d10 + 4Force⁠Force

Create a point of intense gravity that pulls in all nearby enemies and possibly Slows Slows them.

Healing: 20~200
2d10Healing⁠Healing (On initial application)
+ 4d10Healing⁠Healing (After 1 turn)
+ 6d10Healing⁠Healing (After 2 turns)
+ 8d10Healing⁠Healing (After 3 turn)

Devour your foe, lowering all of their Ability Scores initially by 5, and by 1 each subsequent turn. Additionally, you regain 2~20⁠Hit Points⁠Hit Points per turn. This lasts for 5 turns, after which the target is left Prone Prone

Grant an ally an additional 15⁠Psychic⁠Psychic damage, healing 2~16⁠Hit Points⁠Hit Points when they attack. They become Vulnerable to all damage for the duration of this effect.

Invade a target's mind and disrupt its defences. The target's Armour Class Armour Class and Saving Throw Saving Throws are reduced by 1.

If the target dies while its psyche is fractured, you can cast Shatter Psyche Shatter Psyche on another target.

Transform into a displacer beast that can Displace itself and enemies, and has 85 hit points 85 hit points.

You take on the attributes of a displacer beast, but maintain your Intelligence, Wisdom, and Charisma scores.

When your displacer beast form drops to 0 hit points, you revert to your original form.

Damage: 2~12
2d6Psychic⁠Psychic (Per missed attack)

Your targets have Disadvantage Disadvantage on Attack Rolls and take 2~12⁠Psychic⁠Psychic damage each time they miss.

Sacrifice half your remaining hit points to heal a target for the same amount.

Damage: 2~8
1d4Psychic⁠Psychic (Per attack)
+ 1d4Psychic⁠Psychic (Per turn to caster)

Your attacks deal an additional 1d4⁠Psychic⁠Psychic damage, but you take 1d4⁠Psychic⁠Psychic damage every turn.

Illithid Orpheus also possesses the unique endgame ability:

Channel the stones' magic to control the Crown of Karsus and dominate the Netherbrain.

The caster must channel channel this spell until their next turn for it to take effect.