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diff --git a/src/dnd/Psionist.md b/src/dnd/Psionist.md new file mode 100644 index 0000000..1c7b9e5 --- /dev/null +++ b/src/dnd/Psionist.md @@ -0,0 +1,1504 @@ +--- +title: "Psionist" +updated: "2016-07-16T21:01-0400" +html_head_extra: "<link rel=stylesheet href=DND.css>" +tags: ES HB +--- + +<div id="table-of-contents"> +<h2>Table of Contents</h2> +<div id="text-table-of-contents"> +<ul> +<li><a href="#sec-1">1 Introduction to the Psionist Class [5e]</a></li> +<li><a href="#sec-2">2 The Psionist</a> +<ul> +<li><a href="#sec-2-1">2.1 Hit Points</a></li> +<li><a href="#sec-2-2">2.2 Proficiencies</a></li> +<li><a href="#sec-2-3">2.3 Equipment</a></li> +<li><a href="#sec-2-4">2.4 Psionist Class Progression Table</a></li> +<li><a href="#sec-2-5">2.5 Mind Powers</a> +<ul> +<li><a href="#sec-2-5-1">2.5.1 Psi Points</a></li> +<li><a href="#sec-2-5-2">2.5.2 Psionic Ability</a></li> +</ul> +</li> +<li><a href="#sec-2-6">2.6 Thought Sensitivity</a></li> +<li><a href="#sec-2-7">2.7 Psionic Blast</a></li> +<li><a href="#sec-2-8">2.8 Spellmind</a></li> +<li><a href="#sec-2-9">2.9 Psionic Disciplines</a> +<ul> +<li><a href="#sec-2-9-1">2.9.1 Inquisitor</a></li> +<li><a href="#sec-2-9-2">2.9.2 Kineticist</a></li> +<li><a href="#sec-2-9-3">2.9.3 Metapsionist</a></li> +<li><a href="#sec-2-9-4">2.9.4 Mind Master</a></li> +<li><a href="#sec-2-9-5">2.9.5 Ascendant</a></li> +</ul> +</li> +<li><a href="#sec-2-10">2.10 Perfect Mind</a></li> +</ul> +</li> +<li><a href="#sec-3">3 Mind Powers</a> +<ul> +<li><a href="#sec-3-1">3.1 Basic Mind Powers (Cantrips)</a></li> +<li><a href="#sec-3-2">3.2 First Level Mind Powers</a></li> +<li><a href="#sec-3-3">3.3 Second Level Mind Powers</a></li> +<li><a href="#sec-3-4">3.4 Third Level Mind Powers</a></li> +<li><a href="#sec-3-5">3.5 Fourth Level Mind Powers</a></li> +<li><a href="#sec-3-6">3.6 Fifth Level Mind Powers</a></li> +<li><a href="#sec-3-7">3.7 Sixth Level Mind Powers</a></li> +<li><a href="#sec-3-8">3.8 Seventh Level Mind Powers</a></li> +<li><a href="#sec-3-9">3.9 Eighth Level Mind Powers</a></li> +<li><a href="#sec-3-10">3.10 Ninth Level Mind Powers</a></li> +</ul> +</li> +<li><a href="#sec-4">4 Thanks</a></li> +</ul> +</div> +</div> +<div id="outline-container-1" class="outline-2"> +<h2 id="sec-1"><span class="section-number-2">1</span> Introduction to the Psionist Class [5e]</h2> +<div class="outline-text-2" id="text-1"> +<p> +Because the power of psionics is vast but strange, over the eons many +have learned to harness its power in wildly different ways. From +warriors who use it to strengthen their blades to conjurers who pull +matter from astral plane, psionic characters have always been the +exception to the rule. As such, it is no surprise that it is difficult +if not impossible to encompass all possible psionics users in a single +class. +</p> +<p> +That said, a common archetype for a user of psionics is that of the +"Mind Mage" or Psionist, a highly skilled and intelligent adept who +typically engages in combat by evoking psionic powers in a similar way +that a Weave-based spellcaster would.<sup><a class="footref" name="fnr-.1" href="#fn-.1">1</a></sup> +</p> +<p> +The following is a complete 5th edition class with options for +creating the most common archetypes of psionic manifesters.<sup><a class="footref" name="fnr-.2" href="#fn-.2">2</a></sup> +</p> +</div> +</div> +<div id="outline-container-2" class="outline-2"> +<h2 id="sec-2"><span class="section-number-2">2</span> The Psionist</h2> +<div class="outline-text-2" id="text-2"> +<p> +A robed man watches the bar from a dark corner, carefully reading +minds and waiting for a certain noble to step past the line of +treason and arrest him. +</p> +<p> +An invisible thief moves silently through the night. She approaches a +locked and warded gate, looks around for guards, and then phases +silently through it and into the estate, floating up to the second +story window and continuing inside. +</p> +<p> +A gnome sits hunched over a block of stone meditating deeply and +tracing lines along its surface. Slowly he opens his eyes and marvels +as the golem rises to its feet, rubs its chin thoughtfully, and bows +before its master. +</p> +<p> +A blue goblin bends a giant to her will, sending him running into the +sea bound for faraway lands. +</p> +<p> +An old man clad in white robes and an impish smile dismisses an +inclement fire ball into the Plane of Fire and escapes into a +glimmering portal bound for the outer planes. +</p> +<p> +Each of these people are Psionists, a diverse class of psionic +manifesters, who use their minds to interact with the world around +them. Some are born with the abilities, some are awakened by strange +alien forces, and some come to Psionic power after years of exhaustive +meditation and training. Regardless of how they came into their +powers, Psionists are generally intelligent and motivated individuals +whose strange abilities invariably set them upon roads bound for +adventure. +</p> +<p> +As a Psionist, you gain the following class features. +</p> +</div> +<div id="outline-container-2-1" class="outline-3"> +<h3 id="sec-2-1"><span class="section-number-3">2.1</span> Hit Points</h3> +<div class="outline-text-3" id="text-2-1"> +<ul> +<li><b>Hit Dice</b>: 1d6 per psionist level +</li> +<li><b>Hit Points at 1st Level</b>: 6 + your Constitution modifier +</li> +<li><b>Hit Points at Higher Levels</b>: 1d6 (or 4) + your Constitution modifier per psionist level after 1st +</li> +</ul> +</div> +</div> +<div id="outline-container-2-2" class="outline-3"> +<h3 id="sec-2-2"><span class="section-number-3">2.2</span> Proficiencies</h3> +<div class="outline-text-3" id="text-2-2"> +<ul> +<li><b>Armor</b>: Light armor +</li> +<li><b>Weapons</b>: Simple Weapons +</li> +<li><b>Tools</b>: None +</li> +<li><b>Saving Throws</b>: Intelligence +</li> +<li><b>Skills</b>: Choose two skills from Arcana, History, Insight, + Investigation, Medicine, Perception, or Religion +</li> +</ul> +</div> +</div> +<div id="outline-container-2-3" class="outline-3"> +<h3 id="sec-2-3"><span class="section-number-3">2.3</span> Equipment</h3> +<div class="outline-text-3" id="text-2-3"> +<p>You start with the following equipment, in addition to the equipment +granted by your background: +</p> +<ul> +<li>(a) a spear or (b) a mace +</li> +<li>(a) leather armor +</li> +<li>(a) light crossbow and 20 bolts or (b) any simple weapon +</li> +<li>(a) a scholar's pack or (b) an explorer's pack +</li> +</ul> +</div> +</div> +<div id="outline-container-2-4" class="outline-3"> +<h3 id="sec-2-4"><span class="section-number-3">2.4</span> Psionist Class Progression Table</h3> +<div class="outline-text-3" id="text-2-4"> +<table border="2" cellspacing="0" cellpadding="6" rules="groups" frame="hsides"> +<colgroup><col class="right" /><col class="right" /><col class="left" /><col class="right" /><col class="left" /><col class="right" /><col class="right" /> +</colgroup> +<thead> +<tr><th scope="col" class="right"></th><th scope="col" class="right">Prof.</th><th scope="col" class="left"></th><th scope="col" class="right"></th><th scope="col" class="left">Max</th><th scope="col" class="right"></th><th scope="col" class="right"></th></tr> +<tr><th scope="col" class="right">Level</th><th scope="col" class="right">Bonus</th><th scope="col" class="left">Features</th><th scope="col" class="right">Psi</th><th scope="col" class="left">Power</th><th scope="col" class="right">Cantrips</th><th scope="col" class="right">Powers</th></tr> +<tr><th scope="col" class="right"></th><th scope="col" class="right"></th><th scope="col" class="left"></th><th scope="col" class="right">Points</th><th scope="col" class="left">Level</th><th scope="col" class="right">Known</th><th scope="col" class="right">Known</th></tr> +</thead> +<tbody> +<tr><td class="right">1</td><td class="right">+2</td><td class="left"><a href="#sec-2-5">Mind Powers</a>, <a href="#sec-2-6">Thought Sensitivity</a></td><td class="right">4</td><td class="left">1st</td><td class="right">3</td><td class="right">2</td></tr> +<tr><td class="right">2</td><td class="right">+2</td><td class="left"><a href="#sec-2-7">Psionic Blast</a>, <a href="#sec-2-8">Spellmind</a> 1</td><td class="right">6</td><td class="left">1st</td><td class="right">3</td><td class="right">3</td></tr> +<tr><td class="right">3</td><td class="right">+2</td><td class="left">Psionic Discipline Feature (1)</td><td class="right">14</td><td class="left">2nd</td><td class="right">3</td><td class="right">4</td></tr> +<tr><td class="right">4</td><td class="right">+3</td><td class="left">Ability Score Improvement</td><td class="right">17</td><td class="left">2nd</td><td class="right">3</td><td class="right">4</td></tr> +<tr><td class="right">5</td><td class="right">+3</td><td class="left"><a href="#sec-2-8">Spellmind</a> 2</td><td class="right">27</td><td class="left">3rd</td><td class="right">4</td><td class="right">5</td></tr> +<tr><td class="right">6</td><td class="right">+3</td><td class="left">Psionic Discipline Feature (2)</td><td class="right">32</td><td class="left">3rd</td><td class="right">4</td><td class="right">6</td></tr> +<tr><td class="right">7</td><td class="right">+3</td><td class="left">-</td><td class="right">38</td><td class="left">4th</td><td class="right">4</td><td class="right">7</td></tr> +<tr><td class="right">8</td><td class="right">+3</td><td class="left">Ability Score Improvement</td><td class="right">44</td><td class="left">4th</td><td class="right">4</td><td class="right">7</td></tr> +<tr><td class="right">9</td><td class="right">+4</td><td class="left"><a href="#sec-2-8">Spellmind</a> 3</td><td class="right">57</td><td class="left">5th</td><td class="right">4</td><td class="right">8</td></tr> +<tr><td class="right">10</td><td class="right">+4</td><td class="left">Psionic Discipline Feature (3)</td><td class="right">64</td><td class="left">5th</td><td class="right">5</td><td class="right">9</td></tr> +<tr><td class="right">11</td><td class="right">+4</td><td class="left">-</td><td class="right">73</td><td class="left">6th</td><td class="right">5</td><td class="right">10</td></tr> +<tr><td class="right">12</td><td class="right">+5</td><td class="left">Ability Score Improvement</td><td class="right">73</td><td class="left">6th</td><td class="right">5</td><td class="right">10</td></tr> +<tr><td class="right">13</td><td class="right">+5</td><td class="left"><a href="#sec-2-8">Spellmind</a> 4</td><td class="right">83</td><td class="left">7th</td><td class="right">5</td><td class="right">11</td></tr> +<tr><td class="right">14</td><td class="right">+5</td><td class="left">Psionic Discipline Feature (4)</td><td class="right">83</td><td class="left">7th</td><td class="right">5</td><td class="right">12</td></tr> +<tr><td class="right">15</td><td class="right">+5</td><td class="left">-</td><td class="right">94</td><td class="left">8th</td><td class="right">5</td><td class="right">13</td></tr> +<tr><td class="right">16</td><td class="right">+5</td><td class="left">Ability Score Improvement</td><td class="right">94</td><td class="left">8th</td><td class="right">5</td><td class="right">13</td></tr> +<tr><td class="right">17</td><td class="right">+6</td><td class="left"><a href="#sec-2-8">Spellmind</a> 5</td><td class="right">107</td><td class="left">9th</td><td class="right">5</td><td class="right">14</td></tr> +<tr><td class="right">18</td><td class="right">+6</td><td class="left">Psionic Discipline Feature (5)</td><td class="right">114</td><td class="left">9th</td><td class="right">5</td><td class="right">15</td></tr> +<tr><td class="right">19</td><td class="right">+6</td><td class="left">Ability Score Improvement</td><td class="right">123</td><td class="left">9th</td><td class="right">5</td><td class="right">16</td></tr> +<tr><td class="right">20</td><td class="right">+6</td><td class="left"><a href="#sec-2-10">Perfect Mind</a></td><td class="right">133</td><td class="left">9th</td><td class="right">5</td><td class="right">17</td></tr> +</tbody> +</table> +</div> +</div> +<div id="outline-container-2-5" class="outline-3"> +<h3 id="sec-2-5"><span class="section-number-3">2.5</span> Mind Powers</h3> +<div class="outline-text-3" id="text-2-5"> +<p> +All Psionic abilities except those that cast spells are mind +powers. Intelligence is your psionic ability for your mind +powers. Your intellect determines the strength of the psionic effects +you manifest. In addition, you use your Intelligence modifier when +setting the saving throw DC for a mind power or when making an attack +roll with one. Manifesting mind powers does not require verbal, +somatic, or material components unless those components have an +explicit cost associated with them or are consumed. +</p> +<ul> +<li>Psionic Powers of sixth level and higher take a drastic mental toll + when manifested. You may only manifest one sixth, one seventh, one + eighth, and one ninth level power per day. +</li> +</ul> +</div> +<div id="outline-container-2-5-1" class="outline-4"> +<h4 id="sec-2-5-1"><span class="section-number-4">2.5.1</span> Psi Points</h4> +<div class="outline-text-4" id="text-2-5-1"> +<p> +Psi points represent a Psionist's pool of mental energy. It expands as +she gains levels in the Psionist class and becomes more powerful. When +manifesting powers, she uses a number of psi points according to the +table below. +</p> +<table border="2" cellspacing="0" cellpadding="6" rules="groups" frame="hsides"> +<colgroup><col class="right" /><col class="right" /> +</colgroup> +<thead> +<tr><th scope="col" class="right">Power Level</th><th scope="col" class="right">Point Cost</th></tr> +</thead> +<tbody> +<tr><td class="right">1</td><td class="right">2</td></tr> +<tr><td class="right">2</td><td class="right">3</td></tr> +<tr><td class="right">3</td><td class="right">5</td></tr> +<tr><td class="right">4</td><td class="right">6</td></tr> +<tr><td class="right">5</td><td class="right">7</td></tr> +<tr><td class="right">6</td><td class="right">9</td></tr> +<tr><td class="right">7</td><td class="right">10</td></tr> +<tr><td class="right">8</td><td class="right">11</td></tr> +<tr><td class="right">9</td><td class="right">13</td></tr> +</tbody> +</table> +<p> +All spent psi points are recovered after a long rest. +</p> +</div> +</div> +<div id="outline-container-2-5-2" class="outline-4"> +<h4 id="sec-2-5-2"><span class="section-number-4">2.5.2</span> Psionic Ability</h4> +<div class="outline-text-4" id="text-2-5-2"> +<p> +<b>Mind Powers Save DC</b> = 8 + your proficiency bonus + your Intelligence +modifier +</p> +<p> +<b>Mind Power Attack Modifier</b> = your proficiency bonus + your +Intelligence modifier +</p> +</div> +</div> +</div> +<div id="outline-container-2-6" class="outline-3"> +<h3 id="sec-2-6"><span class="section-number-3">2.6</span> Thought Sensitivity</h3> +<div class="outline-text-3" id="text-2-6"> +<p> +As a Psionist, you are attuned to the thoughts and feelings of +others, as well as the concentration of psionic energy in an area. +</p> +<ul> +<li>You have disadvantage on Concentration checks and Intelligence + saving throws if the number of thinking creatures within 10 feet + of you is greater than or equal to three times your Psionist + level. +</li> +<li>It is more difficult for a group of people to surprise you. If + you enter an area with a group of five or more hidden creatures, + you feel their presence and cannot be surprised by them. You can + not determine their location relative to you or where they are + hiding. +</li> +<li>Also, as an action you can examine an object or creature within + 10 feet of you to psionically determine whether or not it has a + mind. You cannot determine this if it is shielded or immune to + having its mind read. +</li> +</ul> +</div> +</div> +<div id="outline-container-2-7" class="outline-3"> +<h3 id="sec-2-7"><span class="section-number-3">2.7</span> Psionic Blast</h3> +<div class="outline-text-3" id="text-2-7"> +<p> +As an action, you may attempt to use your mastery of psionics to deal +psychic damage to a living target you can see within 60 feet of you. +</p> +<p> +If you do so, your target must make an Intelligence saving throw or +take psychic damage as determined by the Psionic Blast column of the +Psionist table. In addition, if your target rolls less than your Mind +Power Attack Modifier on this saving throw they are stunned until your +next round. +</p> +</div> +</div> +<div id="outline-container-2-8" class="outline-3"> +<h3 id="sec-2-8"><span class="section-number-3">2.8</span> Spellmind</h3> +<div class="outline-text-3" id="text-2-8"> +<p> +By interacting with magic in the world, and the knowledge of those who +manipulate it, you learn to alter your state of mind to allow yourself +to cast spells through the Weave. +</p> +<p> +Whenever earn a rank of Spellmind (levels 2, 5, 10, 14, and 17) you +may choose a spell from another class' spell list of a level equal to +the number of times you have this feature (for example, at level 10 +you choose a third level spell in addition to the first and second +level spells you have already chosen). Once per long rest, you may +cast this spell as if you were of the appropriate spellcasting class +except that it does not require vocal or somatic components (material +components are still required unless using an appropriate +focus. Material components requiring a cost are always required) and +it uses your Mind Power Save DC and Intelligence modifier for +determining saving throws or spell attack rolls. Casting spells with +the feature uses the Weave and can be countered or dispelled. Each +time you level up, you may choose to replace a spell you learned with +Spellmind with another spell of the same level (it doesn't have to be +from the same class spell list). +</p> +</div> +</div> +<div id="outline-container-2-9" class="outline-3"> +<h3 id="sec-2-9"><span class="section-number-3">2.9</span> Psionic Disciplines</h3> +<div class="outline-text-3" id="text-2-9"> +<p> +Psionic Disciplines represent the ways in which Psionists interact +with the Psionic Field and manifest their powers. You select a +discipline at 3rd level and it grants sequential access tiers of +abilities at 3rd, 6th, 9th, 14th, and 18th levels. +</p> +</div> +<div id="outline-container-2-9-1" class="outline-4"> +<h4 id="sec-2-9-1"><span class="section-number-4">2.9.1</span> Inquisitor</h4> +<div class="outline-text-4" id="text-2-9-1"> +<p> +Inquisitors read thoughts and auras, learn skills, and draw power from +the minds of others. A master Inquisitor in a crowd of people is +capable of spectacular feats of power, will, and skill. +</p> +<p> +At 3rd level when taking the Inquisitor Discipline, you gain access to +all abilities under the Detective Tier. You likewise gain abilities in +Melder, Mimic, Tactician, and Imperator Tiers upon reaching +6th, 10th, 14th, and 18th levels respectively. +</p> +<p> +<b>Bonus Proficiencies</b>: Insight, Investigation, double your proficiency +bonus for Intelligence saving throws. +</p> +<ul> +<li id="sec-2-9-1-1"><b>Detective</b><br/> +<p> +<b>Improved Thought Sensitivity</b>: You no longer are disadvantaged by +swarming crowds of people, in fact, you have grown to excel in such +areas of high density Psionic Field. The first part of your Thought +Sensitivity ability now reads "You have advantage on concentration +checks and intelligence saving throws while within 10 feet of 2 or +more thinking creatures." +</p> +<p> +<b>Detect Strike</b>: You sense when an opponent decides to strike you and +can mentally prepare yourself. When you are attacked by a creature you +can see, you may use your reaction to get a +2 bonus to armor class +against that creature until your next turn. At 14th level, this +increases to a +4 bonus. +</p> +</li> +</ul> +<ul> +<li id="sec-2-9-1-2"><b>Melder</b><br/> +<p> +<b>Mind Meld</b>: As an action, you may touch a creature with an +Intelligence of 5 or greater and attempt to meld your consciousnesses +together. Doing so can be dangerous. If you attempt to meld with an +unwilling creature, it makes a Wisdom saving throw to block the mental +intrusion, otherwise a link is established. While the link is active, +thoughts, emotions, and memories are shared freely between yourself +and the creature. During a mind meld, since your minds are linked, it +is more difficult to lie or to hide information. To do so requires a +Concentration (Intelligence) contest for each lie or omission. Either +party may attempt to leave the mind meld by repeating the wisdom +saving throw (if you attempt to leave, you must also make a wisdom +saving throw against your Mind Power save DC). If the link is broken +in this way, or in any other way (such as the death of one of its +participants or being physically torn from touching one another) +before both parties explicitly agree to do so, both parties take 10d6 +psychic damage. You may only use this feature once per long rest. +</p> +<p> +<b>Touch of Tongues</b>: If a creature speaks at least one language, as an +action you may concentrate to translate their intentions, though not +their exact wording, into a language you know. This uses your +concentration for manifesting mind powers or casting spells and the +effect ends when you cease concentrating on it. +</p> +</li> +</ul> +<ul> +<li id="sec-2-9-1-3"><b>Mimic</b><br/> +<p> +<b>Mimic Skill</b>: You tap into the minds of those around you to +temporarily learn skills and proficiencies. You may target a creature +within 30 feet of you. An unwilling creature makes an wisdom saving +throw or is affected. You may learn a skill, armor, weapon, or tool +proficiency from the targeted creature for 1 hour. Additionally, you +may use this feature during a Mind Meld. When doing so, you retain the +proficiency for up to one week. You may use this feature once per +short rest. +</p> +</li> +</ul> +<ul> +<li id="sec-2-9-1-4"><b>Tactician</b><br/> +<p> +<b>Tactician</b>: You learn to relay sensory information and plans to and +from those around you. When determining if you can see a creature or +object, whether for a spell, mind power, or other ability, or +otherwise, you may use the senses of any creatures within 60 feet of +you instead of your own. You may extend this ability to willing +creatures in range by expending a psi point for each creature you +target. In addition, you may freely exchange thoughts or images with +any creatures to which you have extended this ability for the +duration. The shared effect ends if you are incapacitated or after one +hour. +</p> +</li> +</ul> +<ul> +<li id="sec-2-9-1-5"><b>Imperator</b><br/> +<p> +<b>One With All</b>: You thrive in areas of high density psionic +energy. Once per long rest, if you are within 60 feet of 20 or more +people you gain proficiency in all skills, languages, and saving +throws, automatically succeed concentration checks, and any psionic +abilities that you manifest or spells you cast are considered to be +manifested or cast from one level higher. This effect lasts a number +of minutes equal to the number of people within 60 feet of you when +you manifest it (maximum 1 hour). +</p> +</li> +</ul> +</div> +</div> +<div id="outline-container-2-9-2" class="outline-4"> +<h4 id="sec-2-9-2"><span class="section-number-4">2.9.2</span> Kineticist</h4> +<div class="outline-text-4" id="text-2-9-2"> +<p> +Kineticists alter the physical world by extending the conception of +self to encompass their surroundings. A master Kineticist can lift a +weapon without touching it and walk up the side of a building by +simply willing it so. +</p> +<p> +At 3rd level when taking the Kineticist Discipline, you gain access to +all abilities under the Enhanced Self Tier. You likewise gain +abilities in Extended Self, Kineticist, Master Kineticist, and Kinetic +Avatar Tiers upon reaching 6th, 10th, 14th, and 18th levels +respectively. +</p> +<p> +<b>Bonus Proficiencies</b>: Acrobatics, Dexterity saving throws. +</p> +<ul> +<li id="sec-2-9-2-1"><b>Enhanced Self</b><br/> +<p> +<b>Wall Walk</b>: You may travel up vertical surfaces as if they were +difficult terrain. +</p> +<p> +<b>Force Repulsion</b>: As an action you may have target creature within 60 +feet of you makes a Strength saving throw. If it fails, it is pushed +up to 30 feet away from you and requires spending twice its movement +to approach you until your next turn. +</p> +</li> +</ul> +<ul> +<li id="sec-2-9-2-2"><b>Extended Self</b><br/> +<p> +<b>Kinematics</b>: You learn the Minor Kinematics Cantrip with the slight +differences noted below. It does not count against the number of +Cantrips known. The number of objects or creatures that can be +levitated is doubled. The maximum weight of an object or creature that +can be levitated is doubled. When lifting objects with the Minor +Kinematics psionic cantrip, you may attempt to attack a creature in +range that you can see with those objects. An attack can be made as +either an action or a bonus action or both using your Int modifier + +your proficiency bonus to hit. You are considered proficient with +these attacks and their damage is determined by the statistics of the +objects being levitated (e.g. a longsword would deal 1d8 + your +Intelligence modifier slashing damage and a levitated boot would deal +1 + Intelligence). Floating objects can be attacked or pulled +downwards, which causes the cantrip's effect holding them aloft to +fail. If you attempt to make a ranged attack with a floating object, +it must have the loading property and be loaded and such an attack may +not be performed as a bonus action. You cannot load a weapon or +activate a magic item using the Minor Kinematics cantrip. +</p> +</li> +</ul> +<ul> +<li id="sec-2-9-2-3"><b>Kineticist</b><br/> +<p> +<b>Improved Levitation</b>: You may manifest the second level psionic power +Levitation at will without expending psi points. +</p> +<p> +<b>Psychoportation</b>: Your movement speed is doubled. +</p> +</li> +</ul> +<ul> +<li id="sec-2-9-2-4"><b>Master Kineticist</b><br/> +<p> +<b>Phasing</b>: Once per short rest, as an action on your turn, you may +spend a psi point to become intangible until your next turn. You may +pass through solid objects and are invulnerable to nonmagical +bludgeoning, slashing, and piercing damage, but not structures, +boundaries, or weapons created by magical force. Your gear may become +intangible with you. On subsequent turns, you may spend a psi point at +the beginning of your turn to remain intangible. If you start your +turn inside an object and cannot spend a psi point to remain +intangible, you are merged bodily with that object. If your body +cannot continue to function or your brain is destroyed, you die. +</p> +</li> +</ul> +<ul> +<li id="sec-2-9-2-5"><b>Kinetic Avatar</b><br/> +<p> +<b>Kinetic Avatar</b>: You extend your sense of self into the world around +you, animating and controlling objects and structures in your +vicinity, then pulling them around you in a swirling cocoon of +armor. The effect lasts for 1 minute. +</p> +<ul> +<li>You gain a flying speed equal to your normal speed for the + duration. +</li> +<li>Your armor class increases by 10 for the duration, though this + bonus decays as parts of your Avatar armor are destroyed. +</li> +<li>You gain a number of temporary hit points equal to your Psionist + level for the duration. Whenever you take damage your bonus armor + class decreases by 1 as part of the armor is sheared away. +</li> +<li>At any point you may shed 5 points of bonus AC to manifest the 5th + level psionic power Animate Objects without spending psi + points. The animated objects can fly. +</li> +</ul> +</li> +</ul> +</div> +</div> +<div id="outline-container-2-9-3" class="outline-4"> +<h4 id="sec-2-9-3"><span class="section-number-4">2.9.3</span> Metapsionist</h4> +<div class="outline-text-4" id="text-2-9-3"> +<p> +Metapsionists can alter minds and bodies to concentrate or disperse +psionic energy and effects. A master Metapsionist can shapeshift, +grant spellcasting and psionics, and disrupt the spellcasting and +psionics of others. +</p> +<p> +At 3rd level when taking the Metapsionist Discipline, you gain access +to all abilities under the Awakened Tier. You likewise gain abilities +in Empowered, Metapsionist, Living Mind, and Psionic Soul Tiers upon +reaching 6th, 10th, 14th, and 18th levels respectively. +</p> +<p> +<b>Bonus Proficiencies</b>: Medicine, Constitution saving throws. +</p> +<ul> +<li id="sec-2-9-3-1"><b>Awakened</b><br/> +<p> +<b>Psionic Blade Ward</b>: You learn to ready your body to withstand +damaging strikes. As a bonus action, you may spend a psi point to +manifest the psionic cantrip Blade Ward (you don't have to be able to +manifest that cantrip normally). +</p> +<p> +<b>Psionic Recovery</b>: Once per day when you finish a short rest you may +regain a number of psi points equal to your Psionist level (up to 9). +</p> +</li> +</ul> +<ul> +<li id="sec-2-9-3-2"><b>Empowered</b><br/> +<p> +<b>Psionic Restoration</b>: Once per long rest at the start of your turn, +you may remove a mind-altering condition from yourself. Alternatively, +you may use an action to end a mind-altering condition from a creature +you touch. These may be Charmed or Frightened. +</p> +</li> +</ul> +<ul> +<li id="sec-2-9-3-3"><b>Metapsionist</b><br/> +<p> +<b>Grant Psionics</b>: Once per long rest as an action you plant a seed of +psionic ability in a willing creature you touch. For 24 hours they +gain the ability to manifest a psionic power of your choice of 2nd +level or lower and gain 6 psi points. If you manifest this ability on +the same target every day for a month (30 days), the change becomes +permanent and the creature is considered to be able to innately +manifest that ability. You may not grant more than one ability to a +creature, nor can you target a creature that already can manifest +psionic abilities. +</p> +</li> +</ul> +<ul> +<li id="sec-2-9-3-4"><b>Living Mind</b><br/> +<p> +<b>Spell Mimicry</b> When you observe an arcane spell being cast by an +individual within 10 feet of you, you may use your reaction to attempt +to read the mind of its caster and create a psionic imprint of the +spellcasting in your mind. To do so, make a spellcraft Intelligence +(Arcana) check against 10 + the spell's level. You may not make this +check against a spellcaster who is shielded from psychic intrusion +(such as under the effect of a Mind Blank spell). Additionally, the +psychic intrusion is not subtle. An unwilling caster may make a wisdom +saving throw against your Mind Powers Save DC to prevent you from +reading the details of the spell and determine your location. You may +store up to two spells in this way, none of which are above fifth +level. You may not imprint more than two spells in a day. Casting an +imprinted spell requires the use of whatever components, including +material, are normally required in its casting or an appropriate +arcane focus, however, spells cast in this way use your Psionic +Ability, Save DC, and Attack Modifier when relevant. They also require +you to expend a number of psi points as if you were manifesting a Mind +Power of that level. You must cast the spell at its lowest +level. Spells cast in this way are magical and can be countered and +dispelled. Once you have cast an imprinted spell in this way, you lose +the imprint. +</p> +</li> +</ul> +<ul> +<li id="sec-2-9-3-5"><b>Psionic Soul</b><br/> +<p> +<b>Diminish/Enhance Psionics</b>: You have learned the deep secrets of the +Hidden Art. When you or a creature you can see manifests a psionic +power or you encounter an existing psionic effect, you may choose to +apply one of the following effects to modify it as a reaction. +</p> +<ul> +<li><span style="text-decoration:underline;">Fork/Merge</span>: You may increase or decrease the number of effected + creatures by 1. +</li> +<li><span style="text-decoration:underline;">Expand/Contract</span>: You may enlarge or reduce the area of effect by 5 + feet. +</li> +<li><span style="text-decoration:underline;">Extend/Curtail</span>: You may increase or decrease the duration by 1 + minute. +</li> +<li><span style="text-decoration:underline;">Shape</span>: You may change the shape of the area of effect (but not + the direction). +</li> +<li><span style="text-decoration:underline;">Counter</span>: You may make an Intelligence (Psionics) check against 10 + + the power's level to end the effect. +</li> +<li><span style="text-decoration:underline;">Splice</span>: You may choose a psionic power of 2nd level or lower and + add its effects (choosing targets separately if applicable) to the + manifestation (this only applies to powers you manifest or see + being manifested). +</li> +</ul> +<p> +You may use this ability once per short rest. +</p> +</li> +</ul> +</div> +</div> +<div id="outline-container-2-9-4" class="outline-4"> +<h4 id="sec-2-9-4"><span class="section-number-4">2.9.4</span> Mind Master</h4> +<div class="outline-text-4" id="text-2-9-4"> +<p> +Mind Masters exert their will directly upon the minds of others. A +master Mind Master can dominate and imprison the minds of others and +even move their consciousness from mind to mind at will. Mind Masters +tend to be neutral or evil in alignment. +</p> +<p> +At 3rd level when taking the Mind Master Discipline, you gain access +to all abilities under the Powerful Mind Tier. You likewise gain +abilities in Dominating Mind, Transcendent Mind, Mind-Slaver, and +Imprisoner tiers upon reaching 6th, 10th, 14th, and 18th levels +respectively. +</p> +<p> +<b>Bonus Proficiencies</b>: Persuasion, Wisdom saving throws. +</p> +<ul> +<li id="sec-2-9-4-1"><b>Powerful Mind</b><br/> +<p> +<b>Deep Suggestion</b>: You may manifest the second level mind power +Suggestion once per long rest without expending any psi points. When +you do, the creature you target has disadvantage on the saving throw. +</p> +</li> +</ul> +<ul> +<li id="sec-2-9-4-2"><b>Dominating Mind</b><br/> +<p> +<b>Impose Will</b>: Once per short rest, you may cause a creature making a +saving throw against one of your mind powers, abilities, or your +psionic blast to have disadvantage on that saving throw. You must do +so before the roll is made. Once you've used this feature on a +creature, you may not do so again on that same creature until you +finish a long rest. +</p> +</li> +</ul> +<ul> +<li id="sec-2-9-4-3"><b>Transcendent Mind</b><br/> +<p> +<b>Psychic Potency</b>: When you deal psychic damage to a target that is +stunned, you deal an additional amount of damage equal to twice your +Intelligence modifier. +</p> +<p> +<b>Psychic Entity</b>: When you die, you may attempt to force your way into +another creature's body to continue living. To do so, a target +creature within 30 feet of you makes a Charisma saving throw. On a +success, you die, otherwise, you take control of the target's body and +force their consciousness into dormancy. You gain their physical +features (Strength, Dexterity, Constitution) but retain all of your +other traits. Once every 24 hours, or whenever you take damage greater +than 50% of your max hit points, the dormant consciousness may attempt +to resume control of the body by making a Charisma saving throw. On a +success, you are forced out of the body and must either attempt to use +this feature again on a different target or die. +</p> +</li> +</ul> +<ul> +<li id="sec-2-9-4-4"><b>Mind-Slaver</b><br/> +<p> +<b>Enslave</b>: Once per long rest as an action you may target a creature +you can see within 30 feet of you. The target must succeed on a Wisdom +saving throw or be charmed by you until you die or are on a different +plane of existence from it. The charmed target is under your control +and can't take reactions, and you and the target can communicate +telepathically with each other over any distance. Whenever the charmed +target takes damage, it can repeat its saving throw. On a success, the +effect ends. No more than once every 24 hours, the target can also +repeat the saving throw when it is at least one mile away from you. +</p> +</li> +</ul> +<ul> +<li id="sec-2-9-4-5"><b>Imprisoner</b><br/> +<p> +<b>Imprisonment</b>: You learn the 9th level Wizard spell Imprisonment as a +ninth level mind power. It does not count against the number of powers +known, but costs the normal number of psi points to manifest. As a +Mind Master, Imprisonment gains an additional option: Mind Prison. You +may choose to Imprison the creature directly in your mind. There is no +material component needed for this option. If you die or your +consciousness leaves your body for a period longer than 8 hours (as +with an Astral Projection spell), the prisoner is released. While +imprisoned in your mind, the creature may sense what you allow it to +sense and you may read the creature's surface thoughts as with a +Detect Thoughts spell. No more than one creature may be imprisoned +this way at a time. +</p> +</li> +</ul> +</div> +</div> +<div id="outline-container-2-9-5" class="outline-4"> +<h4 id="sec-2-9-5"><span class="section-number-4">2.9.5</span> Ascendant</h4> +<div class="outline-text-4" id="text-2-9-5"> +<p> +Ascendants feel the pull of psionic energy from other planes and +dimensions and can learn to manipulate the fabric of reality. A master +Ascendant can open portals and doorways to distant places, summon +inanimate objects and creatures from their home planes, and banish +creatures from other planes back to whence they came. +</p> +<p> +At 3rd level when taking the Ascendant Discipline, you gain access to +all abilities under the Astral Apporter tier. You likewise gain +abilities in Planar Adept, Ascendant, Shaper, and Master of the Planes +Tiers upon reaching 6th, 10th, 14th, and 18th levels respectively. +</p> +<p> +<b>Bonus Proficiencies</b>: Arcana, Charisma Saving Throws. +</p> +<ul> +<li id="sec-2-9-5-1"><b>Astral Apporter</b><br/> +<p> +<b>Astral Armor</b>: As an action, you may conjure a coating of astral +matter which covers the skin. This coating lasts for 1 hour and +radiates dim light. Your AC becomes 13 + your Dexterity modifier for +the duration. As a reaction, you may explicitly harden the coating, +which temporarily increases your AC to 15 + Dex, but destroys the +armor in a flash of bright light. Creatures within 5 feet of you when +the armor is destroyed must make a Constitution saving throw or be +blinded until your next turn. +</p> +</li> +</ul> +<ul> +<li id="sec-2-9-5-2"><b>Planar Adept</b><br/> +<p> +<b>Call Energy</b>: You feel the cosmic pull of the planes of Positive and +Negative Energy. Once per long rest, as an action you may cover an +20-ft radius sphere centered at a point you can see in planar +energy. Choose either a) the Positive Energy Plane or b) the Negative +Energy Plane. The covered area is either a) bathed in a dull glow or +b) shrouded in a misty shadow which a) heals each living creature in +range by 1 hp at the end of each creature's turn or b) deals 1 damage +per turn to all living things in range and the end of each creature's +turn. Maintaining this effect requires concentration and may last no +longer than a minute. +</p> +</li> +</ul> +<ul> +<li id="sec-2-9-5-3"><b>Ascendant</b><br/> +<p> +<b>Planar Abjuration</b>: As a reaction to a spell or effect within 30 ft +of you that would deal fire, cold, lightning, thunder, radiant, or +necrotic damage, you channel the powers of the elemental and outer +planes to reduce the damage dealt by that spell by an amount equal to +your Intelligence modifier + your Psionist level. If the spell or +effect has an area of effect, the damage each affected creature takes +is reduced by this much. Damage reduction is applied before applying +resistances. +</p> +<p> +<b>Banishing Blast</b>: When a creature native to a different plane of +existence than the one it is on fails its saving throw against your +Psionic Blast it makes a Charisma saving throw. If it fails this +saving throw, it is banished to its plane of origin with a faint +popping sound for 1 minute. While there, the target is +incapacitated. When the minute is finished, it returns to the nearest +unoccupied space from where it left. +</p> +</li> +</ul> +<ul> +<li id="sec-2-9-5-4"><b>Shaper</b><br/> +<p> +<b>Conjure Astral Construct</b>: Once per long rest, as an action, you may +create an Astral construct from Astral matter pulled from the Astral +Plane. +</p> +<p> +Though you may customize the exact form of the construct to your +liking, the statistics for the Astral Construct are the same as that +of the Helmed Horror (page 183 in the Monster Manual) with the +following exceptions: +</p> +<p> +It gains up to three additional options from the list below (you may +choose the same option more than once): +</p> +<ul> +<li>Extra Attack +</li> +<li>See Invisibility +</li> +<li>Flash and Bellow Attack (Creatures within 30 ft make DC 15 Con + saves or are blinded and deafened for 1 minute. They may repeat the + saving throw at the end of each of their turns. Once a creature + succeeds, it cannot be affected again.) +</li> +<li>5d8 (22) Extra Hit Points +</li> +<li>Extra Spell Immunity (Two additional spells) +</li> +<li>+3 Damage on Hit +</li> +<li>+1 AC +</li> +</ul> +</li> +</ul> +<ul> +<li id="sec-2-9-5-5"><b>Master of the Planes</b><br/> +<p> +<b>Whitefire Portal</b>: You burn a temporary hole through the Astral Plane +and into another plane of your choice. Once per long rest, centered on +a point within 300 ft of you, you summon raw Astral ectoplasm which +burns with hellish, white-hot fury. Any creature standing within 20 +feet of the whitefire must make a Dexterity saving throw or take 12d10 +fire damage or half on a successful save. Inanimate objects in the +area also take the damage and flammable objects may catch on fire. A +portal then opens to a plane of your choice as with a Gate spell and +remains open for 1 minute as the planes slowly knit themselves back +together. Alternatively, instead of a specific location on a plane of +your choice, you may choose to have your portal open into a general +location in one of the elemental planes or the planes of positive or +negative energy. If you do so, creatures who enter or begin their +turns within 20 feet of the portal take 6d10 damage of the appropriate +elemental or energy type. +</p> +</li> +</ul> +</div> +</div> +</div> +<div id="outline-container-2-10" class="outline-3"> +<h3 id="sec-2-10"><span class="section-number-3">2.10</span> Perfect Mind</h3> +<div class="outline-text-3" id="text-2-10"> +<p> +Over years of study and experience in the Hidden Art, you have +mastered the use of your most powerful psionic powers. The restriction +on manifesting high level powers no longer applies to sixth and +seventh level powers. +</p> +</div> +</div> +</div> +<div id="outline-container-3" class="outline-2"> +<h2 id="sec-3"><span class="section-number-2">3</span> Mind Powers</h2> +<div class="outline-text-2" id="text-3"> +</div> +<div id="outline-container-3-1" class="outline-3"> +<h3 id="sec-3-1"><span class="section-number-3">3.1</span> Basic Mind Powers (Cantrips)</h3> +<div class="outline-text-3" id="text-3-1"> +<p> +At first level, you learn three basic mind powers (cantrips) of your +choice from the following list. If a mind power shares the name of a +spell then it produces a psionic effect is identical to that spell, +otherwise, an asterisk follows the power's name and it creates a new +or different psionic effect that is described in greater detail below +the list. +</p> +<table border="2" cellspacing="0" cellpadding="6" rules="groups" frame="hsides"> +<colgroup><col class="left" /> +</colgroup> +<tbody> +<tr><td class="left">Blade Ward</td></tr> +<tr><td class="left">Dancing Lights</td></tr> +<tr><td class="left">Friends</td></tr> +<tr><td class="left">Light</td></tr> +<tr><td class="left">Mending</td></tr> +<tr><td class="left">Message</td></tr> +<tr><td class="left">Minor Illusion</td></tr> +<tr><td class="left">Minor Kinematics*</td></tr> +<tr><td class="left">Prestidigitation</td></tr> +<tr><td class="left">Resistance</td></tr> +<tr><td class="left">True Strike</td></tr> +<tr><td class="left">Vicious Mockery</td></tr> +</tbody> +</table> +<p> +<b>Minor Kinematics</b> - <i>Psionic Evocation Cantrip</i> +</p> +<p> +<i>Casting Time</i>: 1 action +</p> +<p> +<i>Range</i>: 30 ft +</p> +<p> +<i>Duration</i>: 1 minute +</p> +<p> +As an action, you may levitate an object or creature within 30 feet of +you weighing less than 10 pounds. On each of your turns, you may use +an action or a bonus action to mentally command it to move up to 30 ft +in any direction. The effect ends if the object or creature is ever +more than 30 feet away from you, falling to the ground. An unwilling +creature must succeed on a Constitution saving throw against your Mind +Powers Save DC or be affected. It may repeat this saving throw at the +end of each of its turns. You may levitate multiple objects or +creatures in this way by manifesting this power again, but no more +than a number of times equal to your Intelligence modifier. If you +attempt to manifest it more times than that, then all items regain +their normal weight and fall to the ground. +</p> +</div> +</div> +<div id="outline-container-3-2" class="outline-3"> +<h3 id="sec-3-2"><span class="section-number-3">3.2</span> First Level Mind Powers</h3> +<div class="outline-text-3" id="text-3-2"> +<table border="2" cellspacing="0" cellpadding="6" rules="groups" frame="hsides"> +<colgroup><col class="left" /> +</colgroup> +<tbody> +<tr><td class="left">Aura Reading*</td></tr> +<tr><td class="left">Charm Person</td></tr> +<tr><td class="left">Command</td></tr> +<tr><td class="left">Compelled Duel</td></tr> +<tr><td class="left">Comprehend Languages</td></tr> +<tr><td class="left">Detect Magic</td></tr> +<tr><td class="left">Detect Poison and Disease</td></tr> +<tr><td class="left">Disguise Self</td></tr> +<tr><td class="left">Dissonant Whispers</td></tr> +<tr><td class="left">Expeditious Retreat</td></tr> +<tr><td class="left">Faerie Fire</td></tr> +<tr><td class="left">Feather Fall</td></tr> +<tr><td class="left">Find Familiar</td></tr> +<tr><td class="left">Heroism</td></tr> +<tr><td class="left">Identify</td></tr> +<tr><td class="left">Illusory Script</td></tr> +<tr><td class="left">Jump</td></tr> +<tr><td class="left">Longstrider</td></tr> +<tr><td class="left">Lock Mind*</td></tr> +<tr><td class="left">Mage Armor</td></tr> +<tr><td class="left">Shield</td></tr> +<tr><td class="left">Silent Image</td></tr> +<tr><td class="left">Sleep</td></tr> +<tr><td class="left">Tasha's Hideous Laughter</td></tr> +<tr><td class="left">Unseen Servant</td></tr> +</tbody> +</table> +<p> +<b>Aura Reading</b> - <i>2nd Level Psionic Divination</i> +</p> +<p> +<i>Casting Time</i>: 1 action +</p> +<p> +<i>Range</i>: 10 feet. +</p> +<p> +<i>Duration</i>: Instantaneous +</p> +<p> +You may target a thinking creature you can see within range, reading +its psionic aura, and you may manifest one of the following options: +(a) <span style="text-decoration:underline;">Detect Falsehood</span>: you may determine whether the target believes +that its most recent statement is true, (b) <span style="text-decoration:underline;">Detect Alignment</span>: you +may determine the target's alignment, (c) <span style="text-decoration:underline;">Detect Disguise</span>: you may +determine if the target is wearing a magical or physical disguise. +</p> +<p> +<b>Lock Mind</b> - <i>1st Level Psionic Enchantment</i> +</p> +<p> +<i>Casting Time</i>: 1 action +</p> +<p> +<i>Range</i>: Self +</p> +<p> +<i>Duration</i>: 1 hour +</p> +<p> +For the duration, your mind cannot be read without your permission and +you have resistance to psychic damage. At higher levels: when cast +from a higher level, the duration increases as follows. 2nd level: 2 +hours, 3rd level: 4 hours, 4th level: 8 hours, 5th or higher: 24 +hours. +</p> +</div> +</div> +<div id="outline-container-3-3" class="outline-3"> +<h3 id="sec-3-3"><span class="section-number-3">3.3</span> Second Level Mind Powers</h3> +<div class="outline-text-3" id="text-3-3"> +<table border="2" cellspacing="0" cellpadding="6" rules="groups" frame="hsides"> +<colgroup><col class="left" /> +</colgroup> +<tbody> +<tr><td class="left">Alter Self</td></tr> +<tr><td class="left">Arcane Lock</td></tr> +<tr><td class="left">Blindness / Deafness</td></tr> +<tr><td class="left">Blur</td></tr> +<tr><td class="left">Calm Emotions</td></tr> +<tr><td class="left">Crown of Madness</td></tr> +<tr><td class="left">Darkvision</td></tr> +<tr><td class="left">Detect Thoughts</td></tr> +<tr><td class="left">Enhance Ability</td></tr> +<tr><td class="left">Enlarge / Reduce</td></tr> +<tr><td class="left">Enthrall</td></tr> +<tr><td class="left">Heat Metal</td></tr> +<tr><td class="left">Hold Person</td></tr> +<tr><td class="left">Find Traps</td></tr> +<tr><td class="left">Invisibility</td></tr> +<tr><td class="left">Knock</td></tr> +<tr><td class="left">Lesser Restoration</td></tr> +<tr><td class="left">Levitate</td></tr> +<tr><td class="left">Locate Object</td></tr> +<tr><td class="left">Mirror Image</td></tr> +<tr><td class="left">Misty Step</td></tr> +<tr><td class="left">Phantasmal Force</td></tr> +<tr><td class="left">Psychometry*</td></tr> +<tr><td class="left">Rope Trick</td></tr> +<tr><td class="left">See Invisibility</td></tr> +<tr><td class="left">Silence</td></tr> +<tr><td class="left">Spider Climb</td></tr> +<tr><td class="left">Suggestion</td></tr> +<tr><td class="left">Warding Bond</td></tr> +<tr><td class="left">Zone of Truth</td></tr> +</tbody> +</table> +<p> +<b>Psychometry</b> - <i>2nd Level Psionic Divination</i> +</p> +<p> +<i>Casting Time</i>: 10 minutes +</p> +<p> +<i>Range</i>: Touch +</p> +<p> +<i>Duration</i>: Instantaneous +</p> +<p> +When thinking beings touch the world around them, they leave a psionic +imprint of their actions behind. You attune to an object you can +touch. Doing so allows you to see the last person to hold the object, +no matter how long ago, and its immediate surroundings while being +held, including sounds. You may follow and replay the events occurring +near the object but cannot move away from the point of view of the +object. +</p> +</div> +</div> +<div id="outline-container-3-4" class="outline-3"> +<h3 id="sec-3-4"><span class="section-number-3">3.4</span> Third Level Mind Powers</h3> +<div class="outline-text-3" id="text-3-4"> +<table border="2" cellspacing="0" cellpadding="6" rules="groups" frame="hsides"> +<colgroup><col class="left" /> +</colgroup> +<tbody> +<tr><td class="left">Bestow Curse</td></tr> +<tr><td class="left">Blink</td></tr> +<tr><td class="left">Clairvoyance</td></tr> +<tr><td class="left">Daylight</td></tr> +<tr><td class="left">Fear</td></tr> +<tr><td class="left">Feign Death</td></tr> +<tr><td class="left">Fly</td></tr> +<tr><td class="left">Gaseous Form</td></tr> +<tr><td class="left">Haste</td></tr> +<tr><td class="left">Hypnotic Pattern</td></tr> +<tr><td class="left">Leomund's Tiny Hut</td></tr> +<tr><td class="left">Major Image</td></tr> +<tr><td class="left">Meld Into Stone</td></tr> +<tr><td class="left">Mind Bolt*</td></tr> +<tr><td class="left">Nondetection</td></tr> +<tr><td class="left">Sending</td></tr> +<tr><td class="left">Slow</td></tr> +<tr><td class="left">Tongues</td></tr> +<tr><td class="left">Water Walk</td></tr> +</tbody> +</table> +<p> +<b>Mind Bolt</b> - <i>3rd Level Psionic Evocation</i> +</p> +<p> +<i>Casting Time</i>: 1 action +</p> +<p> +<i>Range</i>: 300 ft +</p> +<p> +<i>Duration</i>: Instantaneous +</p> +<p> +You manifest psionic energy as an invisible bolt that deals damage and +can stun a target. Target creature you can see in range makes an +Intelligence saving throw or takes 6d8 psychic damage and is stunned +for 1 minute. This creature takes half damage on a successful save and +is not stunned. A stunned creature may repeat the saving throw at the +end of each of its turns, ending the effect on itself on a success. +</p> +<p> +<i>At Higher Levels</i>: For each level above 3rd, the damage increases by +1d8. +</p> +</div> +</div> +<div id="outline-container-3-5" class="outline-3"> +<h3 id="sec-3-5"><span class="section-number-3">3.5</span> Fourth Level Mind Powers</h3> +<div class="outline-text-3" id="text-3-5"> +<table border="2" cellspacing="0" cellpadding="6" rules="groups" frame="hsides"> +<colgroup><col class="left" /> +</colgroup> +<tbody> +<tr><td class="left">Arcane Eye</td></tr> +<tr><td class="left">Banishment</td></tr> +<tr><td class="left">Compulsion</td></tr> +<tr><td class="left">Confusion</td></tr> +<tr><td class="left">Conjure Minor Elementals</td></tr> +<tr><td class="left">Dimension Door</td></tr> +<tr><td class="left">Dominate Beast</td></tr> +<tr><td class="left">Empower Object*</td></tr> +<tr><td class="left">Evard's Black Tentacles</td></tr> +<tr><td class="left">Fabricate</td></tr> +<tr><td class="left">Freedom of Movement</td></tr> +<tr><td class="left">Greater Invisibility</td></tr> +<tr><td class="left">Hallucinatory Terrain</td></tr> +<tr><td class="left">Locate Creature</td></tr> +<tr><td class="left">Phantasmal Killer</td></tr> +<tr><td class="left">Polymorph</td></tr> +<tr><td class="left">Stoneskin</td></tr> +</tbody> +</table> +<p> +<b>Empower Object</b>: <i>Fourth Level Psionic Transmutation</i> +</p> +<p> +<i>Casting Time</i>: 1 action +</p> +<p> +<i>Range</i>: Touch. +</p> +<p> +<i>Duration</i>: 1 minute. Concentration. +</p> +<p> +You may imbue an object you touch with psionic energy. It glimmers +faintly with stored power. At any point during the duration you may +harmlessly release the energy which ends the effect. When you cease +concentrating on this mind power, whether by choice or by a failed +concentration check, the stored energy is released suddenly. Any +creature within 10 feet of the object makes a Dexterity saving throw +or takes 8d8 force damage or half as much on a successful one. A +creature carrying the object has disadvantage on this saving throw. +</p> +</div> +</div> +<div id="outline-container-3-6" class="outline-3"> +<h3 id="sec-3-6"><span class="section-number-3">3.6</span> Fifth Level Mind Powers</h3> +<div class="outline-text-3" id="text-3-6"> +<table border="2" cellspacing="0" cellpadding="6" rules="groups" frame="hsides"> +<colgroup><col class="left" /> +</colgroup> +<tbody> +<tr><td class="left">Animate Objects</td></tr> +<tr><td class="left">Awaken</td></tr> +<tr><td class="left">Conjure Elemental</td></tr> +<tr><td class="left">Contagion</td></tr> +<tr><td class="left">Contact Other Plane</td></tr> +<tr><td class="left">Creation</td></tr> +<tr><td class="left">Dominate Person</td></tr> +<tr><td class="left">Dream</td></tr> +<tr><td class="left">Geas</td></tr> +<tr><td class="left">Hold Monster</td></tr> +<tr><td class="left">Mislead</td></tr> +<tr><td class="left">Modify Memory</td></tr> +<tr><td class="left">Passwall</td></tr> +<tr><td class="left">Planar Binding</td></tr> +<tr><td class="left">Rary's Telepathic Bond</td></tr> +<tr><td class="left">Scrying</td></tr> +<tr><td class="left">Seeming</td></tr> +<tr><td class="left">Telekinesis</td></tr> +<tr><td class="left">Teleportation Circle</td></tr> +<tr><td class="left">Wall of Force</td></tr> +</tbody> +</table> +</div> +</div> +<div id="outline-container-3-7" class="outline-3"> +<h3 id="sec-3-7"><span class="section-number-3">3.7</span> Sixth Level Mind Powers</h3> +<div class="outline-text-3" id="text-3-7"> +<table border="2" cellspacing="0" cellpadding="6" rules="groups" frame="hsides"> +<colgroup><col class="left" /> +</colgroup> +<tbody> +<tr><td class="left">Arcane Gate</td></tr> +<tr><td class="left">Blade Barrier</td></tr> +<tr><td class="left">Contingency</td></tr> +<tr><td class="left">Flesh to Stone</td></tr> +<tr><td class="left">Guards and Wards</td></tr> +<tr><td class="left">Magic Jar</td></tr> +<tr><td class="left">Mass Suggestion</td></tr> +<tr><td class="left">Otto's Irresistible Dance</td></tr> +<tr><td class="left">Programmed Illusion</td></tr> +<tr><td class="left">True Seeing</td></tr> +<tr><td class="left">Wind Walk</td></tr> +</tbody> +</table> +</div> +</div> +<div id="outline-container-3-8" class="outline-3"> +<h3 id="sec-3-8"><span class="section-number-3">3.8</span> Seventh Level Mind Powers</h3> +<div class="outline-text-3" id="text-3-8"> +<table border="2" cellspacing="0" cellpadding="6" rules="groups" frame="hsides"> +<colgroup><col class="left" /> +</colgroup> +<tbody> +<tr><td class="left">Etherealness</td></tr> +<tr><td class="left">Forcecage</td></tr> +<tr><td class="left">Mirage Arcane</td></tr> +<tr><td class="left">Plane Shift</td></tr> +<tr><td class="left">Project Image</td></tr> +<tr><td class="left">Regenerate</td></tr> +<tr><td class="left">Reverse Gravity</td></tr> +<tr><td class="left">Simulacrum</td></tr> +<tr><td class="left">Teleport</td></tr> +</tbody> +</table> +</div> +</div> +<div id="outline-container-3-9" class="outline-3"> +<h3 id="sec-3-9"><span class="section-number-3">3.9</span> Eighth Level Mind Powers</h3> +<div class="outline-text-3" id="text-3-9"> +<table border="2" cellspacing="0" cellpadding="6" rules="groups" frame="hsides"> +<colgroup><col class="left" /> +</colgroup> +<tbody> +<tr><td class="left">Antipathy/Sympathy</td></tr> +<tr><td class="left">Clone</td></tr> +<tr><td class="left">Demiplane</td></tr> +<tr><td class="left">Dominate Monster</td></tr> +<tr><td class="left">Feeblemind</td></tr> +<tr><td class="left">Ghostform*</td></tr> +<tr><td class="left">Glibness</td></tr> +<tr><td class="left">Kinetic Barrier*</td></tr> +<tr><td class="left">Mind Blank</td></tr> +<tr><td class="left">Telepathy</td></tr> +</tbody> +</table> +<p> +<b>Ghost Form</b> - <i>8th Level Psionic Transmutation</i> +</p> +<p> +<i>Casting Time</i>: 1 Action +</p> +<p> +<i>Range</i>: Self +</p> +<p> +<i>Duration</i>: 1 hour +</p> +<p> +You become a ghost for the duration of the spell. Your DM can supply +you with the statistics of the ghost and you take on all of these +statistics, forsaking your own for the duration except Wisdom, +Intelligence, and Charisma. When your ghost form is reduced to 0 hit +points or the duration ends, you return to your normal form. Items +you carry enter ghost form with you, though none of their magical +properties will function for the duration as if suppressed by an +Antimagic Field. You may exit the ghost form as an action. +</p> +<p> +<b>Kinetic Barrier</b> - <i>8th Level Psionic Evocation</i> +</p> +<p> +<i>Casting Time</i>: 1 Action +</p> +<p> +<i>Range</i>: Self +</p> +<p> +<i>Duration</i>: 1 minute +</p> +<p> +Concentration. +</p> +<p> +You enact a shimmering Kinetic Barrier around yourself for 1 minute +with a number of temporary hit points equal to your maximum hit +points. If you would take bludgeoning, piercing, slashing, or force +damage while the Barrier exists, the barrier takes the damage +instead. If the barrier is broken by taking damage equal to or greater +than its hit points or its duration ends, then it implodes dealing the +entire damage to you. While half of the Barrier's hit points or more +are gone, you may make an unarmed attack at a creature or object +within range to cause the barrier to explode and deal the stored +damage to that creature or object. While the Barrier surrounds you, +you may not take any other actions, but can move normally. +</p> +</div> +</div> +<div id="outline-container-3-10" class="outline-3"> +<h3 id="sec-3-10"><span class="section-number-3">3.10</span> Ninth Level Mind Powers</h3> +<div class="outline-text-3" id="text-3-10"> +<table border="2" cellspacing="0" cellpadding="6" rules="groups" frame="hsides"> +<colgroup><col class="left" /> +</colgroup> +<tbody> +<tr><td class="left">Astral Projection</td></tr> +<tr><td class="left">Foresight</td></tr> +<tr><td class="left">Gate</td></tr> +<tr><td class="left">Shapechange</td></tr> +<tr><td class="left">Time Stop</td></tr> +<tr><td class="left">Transfer Wounds*</td></tr> +<tr><td class="left">Unstoppable*</td></tr> +<tr><td class="left">Weird</td></tr> +<tr><td class="left">Wish</td></tr> +</tbody> +</table> +<p> +<b>Transfer Wounds</b> - <i>9th Level Evocation</i> +</p> +<p> +<i>Casting Time</i>: 1 Action +</p> +<p> +<i>Range</i>: Touch +</p> +<p> +<i>Duration</i>: Instantaneous +</p> +<p> +You have learned to use other's life force as a conduit for your +psionic powers. You and one creature you are touching are restrained +until the end of your turn. The creature takes necrotic damage equal +to your number of missing hit points. You gain hit points equal the +damage dealt, but no more than the creature's hit point maximum. +</p> +<p> +<b>Unstoppable</b> - <i>9th Level Psionic Transmutation</i> +</p> +<p> +<i>Casting Time</i>: 1 action +</p> +<p> +<i>Range</i>: Self +</p> +<p> +<i>Duration</i>: 1 minute. +</p> +<p> +Concentration. +</p> +<p> +You harness the raw power of Kinetics to enter an Unstoppable state +for 1 minute. While in this state you have advantage on strength +checks to break through doors or other barriers. Also your movement +speed cannot be reduced below your maximum speed, you may only move in +straight lines, and you reflect from barriers you cannot break in a +direction of your choice. Creatures or objects in your path must make +dexterity saving throws (if applicable) or be crushed for 10d6 points +of force damage. You are immune to nonmagical bludgeoning damage while +Unstoppable, but running into traps or dangerous areas may still hurt +you. +</p> +</div> +</div> +</div> +<div id="outline-container-4" class="outline-2"> +<h2 id="sec-4"><span class="section-number-2">4</span> Thanks</h2> +<div class="outline-text-2" id="text-4"> +<p> +I'd like to thank all of the creators of proper D&D Psionics from +every edition, as well as contributors to other systems like +Pathfinder and (GURPS) Traveler. +</p> +<p> +I'd like to thank N. Foy, Alex L., Sam S., and Joey A. for playtesting +all of the crazy incarnations of this. +</p> +<p> +Also thanks to Nathan R., Luke S., Jacob C., Marcus S., Jay B. and +many many others for listening to me rant about psionics for certainly +longer than what is socially acceptable. +</p> +<p> +For example, the mind flayer as presented in the Monster Manual has +the Innate Spellcasting (Psionics) feature. This feature allow the +mind flayer to cast a set of spells using psionic energy. These spells +can be countered with counterspell or dispelled with dispel magic and +similar effects. +</p> +<p> +First, we brainstormed the available options, then divided them into +distinct categories, built the spell/power lists, divided the features +vertically by level awarded, compared similar features across classes, +revised, revised, revised, and finally playtested it. Now we bring it +to the public for large-scale testing. +</p> +<div id="footnotes"> +<h2 class="footnotes">Footnotes: </h2> +<div id="text-footnotes"> +<p class="footnote"><sup><a class="footnum" name="fn-.1" href="#fnr-.1">1</a></sup> Mechanically, what is worth noting is that psionics and Weave-based +magic are two distinct forces. In general, an effect that alters or +affects a spell has no effect on a psionic effect and vice +versa. There is one important exception to this rule. A psionic effect +may allow a creature to cast a spell by teaching them to manipulate +the Weave. +</p> +<p class="footnote"><sup><a class="footnum" name="fn-.2" href="#fnr-.2">2</a></sup> In designing this class, the key design ideals were 1) +Flavor, 2) Fun, 3) 5e Rules and Design Consistency, and 4) Balance. +</p> +</div> +</div> +</div> +</div> |