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Orpheus/Combat

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< Orpheus
Revision as of 02:50, 6 June 2024 by Move page script (talk | contribs) (Move page script moved page Orpheus/combat to Orpheus/Combat)

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

Attacks and abilities

Githyanki form

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 Way of the Four Elements and has the following abilities:

Greater Invisibility Greater Invisibility ()

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

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

 Range: 1.5 m / 5 ft
Sanctuary Sanctuary ()

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.

 Range: 18 m / 60 ft
Dimension Door Dimension Door ()
Teleport yourself and up to one adjacent ally to a place you can see. The ally cannot be larger than Medium.
 Range: 2 m / 7 ft
Telekinesis Telekinesis ()

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.

STR Save
 Range: 18 m / 60 ft
Globe of Invulnerability Globe of Invulnerability ()
Create a barrier that makes creatures and objects inside it Immune to all damage.
 Range: 18 m / 60 ft
AoE: 3 m / 10 ft (Radius)
Misty Step Misty Step ()
Surrounded by silver mist, you teleport to an unoccupied space you can see.
 Range: 18 m / 60 ft
Enhance Leap Enhance Leap ()
Triple a creature's Jumping distance.
 Melee: 1.5 m / 5  ft
Stunning Strike (Unarmed) Stunning Strike (Unarmed) ()

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

CON Save
 Melee: 1.5 m / 5  ft
Stunning Strike (Melee) Stunning Strike (Melee) ()
Normal weapon damage Spend a Ki Point to deal normal weapon damage and possibly Stun Stun the target.
CON Save
 Melee: 1.5 m / 5  ft
Harmony of Fire and Water Harmony of Fire and Water ()
While not in combat, regain half of your Ki Point (rounded down).
Recharge: Long rest
Fist of Unbroken Air Fist of Unbroken Air ()
D10 Bludgeoning.png 3d10 (3~30) Damage TypesBludgeoning

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

STR Save
 Range: 9 m / 30 ft
Flurry of Blows Flurry of Blows ()
+

Punch twice in quick succession.

 Melee: 1.5 m / 5  ft
Unarmed Strike Unarmed Strike ()

Hit a target with your bare fists.

 Melee: 1.5 m / 5  ft
Flames of the Phoenix Flames of the Phoenix ()
D6 Fire.png 8d6 (8~48) Damage TypesFire

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

DEX Save
 Range: 18 m / 60 ft
AoE: 4 m / 13 ft (Radius)

Illithid form

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 (Illithid Power) Levitate (Illithid Power) ()
Float effortlessly to a destination.
 Range: 18 m / 60 ft
Recharge: Per Turn
Tentacle Whip Tentacle Whip ()
D10 Psychic.png 2d10 + 4 (6~24) Damage TypesPsychic

Lash out with your tentacles and possibly Stun your target.

INT Save
 Melee: 1.5 m / 5  ft
Potent Concentrated Blast Potent Concentrated Blast ()
D6 Psychic.png 9d6 (9~54) Damage TypesPsychic
+
D6 Healing.png 9d6 (9~54) hit points

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

 Range: 9 m / 30 ft
Recharge: Per Turn
Mind Blast Mind Blast ()

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

INT Save
AoE: 14 m / 47 ft (Cone)
Recharge: Long rest
Extract Brain Extract Brain ()
+
D6 Healing.png 6d6 (6~36) hit points

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

 Melee: 1.5 m / 5  ft
Recharge: Per Turn
Mind Sanctuary Mind Sanctuary ()

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 Hastened Hastened . The Mind Sanctuary removes and prevents other sources of Slowed Slowed or Hastened Hastened conditions affecting creatures within it.

 Range: 9 m / 30 ft
Recharge: Long rest
Strengthened Force Tunnel Strengthened Force Tunnel ()
D10 Force.png 3d10 + 4 (7~34) Damage TypesForce

Charge forward, pushing all objects and creatures in your path 12 m / 40 ft away from you.

STR Save
 Range: 12 m / 40 ft
Augmented Shield of Thralls Augmented Shield of Thralls ()
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 nearby foes. Can only have temporary hit points from one source.
 Range: 9 m / 30 ft
Nebulous Black Hole Nebulous Black Hole ()
D10 Force.png 3d10 + 4 (7~34) Damage TypesForce

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

INT Save
 Range: 18 m /  ft
Synaptic Consumption Synaptic Consumption ()
D10 Healing.png 2d10 (2~20) hit points

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

INT Save
 Range: 9 m /  ft
Fierce Perilous Stakes Fierce Perilous Stakes ()
Grant an ally an additional 15Damage TypesPsychic damage, healing 2~16hit points when they attack. They become Vulnerable to all damage for the duration of this effect.
 Range: 9 m / 30 ft
Fracture Psyche Fracture Psyche ()

Invade a target's mind and disrupt its defences. The target's Armour Class Armour Class is reduced by 1.

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

INT Save
 Range: 9 m / 30 ft
Recharge: Short rest
Displacer Beast Shape Displacer Beast Shape ()

Transform into a displacer beast that can Displace itself and enemies, and has HP Icon.png 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.

Recharge: Long rest
Stage Fright Stage Fright ()
Your targets have Disadvantage Icon.png Disadvantage on Attack Rolls and take 2~12Damage TypesPsychic damage each time they miss.
WIS Save
 Range: 18 m / 60 ft
AoE: 6 m / 20 ft (Radius)
Recharge: Short rest
Transfuse Health Transfuse Health ()
Sacrifice half your remaining hit points to heal a target for the same amount.
 Range: 9 m / 30 ft
Recharge: Per Turn
Psionic Overload Psionic Overload ()
Your attacks deal an additional 1d4Damage TypesPsychic damage, but you take 1d4Damage TypesPsychic damage every turn.
 Range: Self
Recharge: Short rest

Illithid Orpheus also possesses the unique endgame ability:

Karsus' Compulsion Karsus' Compulsion ()
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.
 Range: 6 m / 20 ft