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diff --git a/src/dnd/psionist2.org b/src/dnd/psionist2.org new file mode 100644 index 0000000..f882690 --- /dev/null +++ b/src/dnd/psionist2.org @@ -0,0 +1,570 @@ +#+TITLE: [5e] Psionist Class - Rewrite [ALPHA] +#+CLASS: dnd +#+CATEGORIES: HB + +#+HTML_HEAD_EXTRA: <style type="text/css">#content { padding: 0px 16%; width: 68%; } body { background: url(Background3.png) repeat-y; background-size: 100%;} </style> + +* Introduction to the Psionist Class [5e] + +* The Psionist + + As a Psionist, you gain the following class features. + +** Hit Points + * *Hit Dice*: 1d6 per psionist level + * *Hit Points at 1st Level*: 6 + your Constitution modifier + * *Hit Points at Higher Levels*: 1d6 (or 4) + your Constitution modifier per psionist level after 1st + +** Proficiencies + * *Armor*: Light armor + * *Weapons*: Simple Weapons + * *Tools*: None + * *Saving Throws*: Intelligence, Wisdom + * *Skills*: Choose two skills from Arcana, History, Insight, + Investigation, Medicine, Perception, or Religion + +** Equipment +You start with the following equipment, in addition to the equipment +granted by your background: + + * (a) a spear or (b) a mace + * (a) leather armor + * (a) light crossbow and 20 bolts or (b) any simple weapon + * (a) a scholar's pack or (b) an explorer's pack + +** Psionist Class Progression Table + +| | Prof. | | | Max | | | +| Level | Bonus | Features | Psi | Power | Cantrips | Powers | +| | | | Points | Level | Known | Known | +|-------+-------+----------------------------------+--------+-------+----------+--------| +| 1 | +2 | [[Mind Powers][Mind Powers]], [[Thought Sensitivity][Thought Sensitivity]] | 4 | 1st | 3 | 2 | +| 2 | +2 | [[Psionic Focus][Psionic Focus]] | 6 | 1st | 3 | 3 | +| 3 | +2 | Psionic Discipline Feature | 14 | 2nd | 3 | 4 | +| 4 | +3 | Ability Score Improvement | 17 | 2nd | 3 | 4 | +| 5 | +3 | | 27 | 3rd | 4 | 5 | +| 6 | +3 | Psionic Discipline Feature | 32 | 3rd | 4 | 6 | +| 7 | +3 | | 38 | 4th | 4 | 7 | +| 8 | +3 | Ability Score Improvement | 44 | 4th | 4 | 7 | +| 9 | +4 | | 57 | 5th | 4 | 8 | +| 10 | +4 | [[Psionic Domain][Psionic Domain]] | 64 | 5th | 5 | 9 | +| 11 | +4 | | 73 | 6th | 5 | 10 | +| 12 | +5 | Ability Score Improvement | 73 | 6th | 5 | 10 | +| 13 | +5 | | 83 | 7th | 5 | 11 | +| 14 | +5 | Psionic Discipline Feature | 83 | 7th | 5 | 12 | +| 15 | +5 | | 94 | 8th | 5 | 13 | +| 16 | +5 | Ability Score Improvement | 94 | 8th | 5 | 13 | +| 17 | +6 | | 107 | 9th | 5 | 14 | +| 18 | +6 | Psionic Discipline Feature | 114 | 9th | 5 | 15 | +| 19 | +6 | Ability Score Improvement | 123 | 9th | 5 | 16 | +| 20 | +6 | [[Perfect Mind][Perfect Mind]] | 133 | 9th | 5 | 17 | + +** Mind Powers + +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. + + * *Restriction on High Level Powers*: 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. + +*** Psi Points + +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. + +| Power Level | Point Cost | +|-------------+------------| +| 1 | 2 | +| 2 | 3 | +| 3 | 5 | +| 4 | 6 | +| 5 | 7 | +| 6 | 9 | +| 7 | 10 | +| 8 | 11 | +| 9 | 13 | + +All spent psi points are recovered after a long rest. + +*** Psionic Ability + +*Mind Powers Save DC* = 8 + your proficiency bonus + your Intelligence +modifier + +*Mind Power Attack Modifier* = your proficiency bonus + your +Intelligence modifier + +** Thought Sensitivity + +As a Psionist, you are attuned to the thoughts and feelings of +others, as well as the concentration of psionic energy in an area. + + * 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. + * 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. + +** Psionic Focus + +When you reach 2nd level, you may choose to focus your psionic +potential in one of two directions: inward or outward. + +*** Internal Focus + +*Psionic Recovery*: 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). + +*** External Focus + +*Force of Will*: Once per short rest when manifesting a mind power you +may add your proficiency bonus to your Mind Power Attack Modifier or +Mind Power Save DC. You must choose to do so before the roll is made. + +** Psionic Domain + +When you reach 10th level, you may choose to focus your psionic +potential towards an aspect of reality: mind, body, time, or space. + +*** Mind Domain + +*Psionic Restoration*: Once per short rest on 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. + +*** Body Domain + +*Psychoportation*: Your movement speed is increased by 10 ft and you +gain proficiency in dexterity saving throws. + +*** Time Domain + +*Chronostutter*: Once per short rest on your turn you gain an +additional bonus action. + +*** Space Domain + +*Far Manifestation*: The max range of your psionic powers with ranges +greater than self is increased by 20 ft. + +** Perfect Mind + +Over years of study and experience in the Hidden Art, you have +mastered the use of your most powerful psionic powers. Upon reaching +20th level, the restriction on manifesting high level powers no longer +applies to sixth and seventh level powers. + +** Psionic Disciplines + +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 abilities at 3rd, 6th, 14th, and +18th levels. + +| | Internal | External | +|-------+--------------+---------------| +| Mind | Cogitation | Domination | +| Body | Sympathy | Manifestation | +| Time | Prescience | Anticipation | +| Space | Metapsionics | Apportation | + +*** Cogitation [4/4] + +Clarity of thought, memory, action and connection to thinking creatures. + +*Mimic Skill*: At 3rd level, you learn to tap into the minds of those +around you to temporarily mimic their skills. As an action, 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. You may only +mimic one proficiency with this ability at a time, but may target a +new creature at will. The targeted creature must have the chosen +proficiency for you to gain it. You retain the proficiency while in +the presence of the mimicked creature, but the proficiency disappears +when the creature moves more than 30 feet from you. + +*Touch of Tongues*: 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. + +*Tactician*: You learn to use sensory information from those around +you when aiming your manifestations. When determining if you can see a +creature or object for a spell, mind power, or other ability, you may +use the senses of any creatures within 60 feet of you instead of your +own. An unwilling creature makes a wisdom saving throw or is +affected. + +*One With All*: You thrive in areas of high density psionic +energy. Once per long rest, you may enter a psionic trance which +provides a variety of benefits. While in the trance 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 (maximum of 9th level). This effect lasts a +number of minutes equal to the number of thinking creatures within 60 +feet of you when you enter the trance (maximum 10 minutes). Your own +senses are considered blinded and deafened for the duration. After +the trance ends you gain 1 level of exhaustion. + +*** Sympathy [4/4] + +*Psionic Blade Ward*: 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). + +*Empower Object*: You learn to imbue objects with psionic energy to +produce a minor effect. As a bonus action, you may touch an object of +size small or smaller and choose to imbue it with one of the following +effects until the beginning of your next turn: + + * Light: The object gives off a faint glow which illuminates 30 + feet of the surrounding area in dim or bright light (your choice). + * Heat: The object gives off extreme heat. Touching the object deals + 2d8 fire damage. + * Silence: All sounds within 5 feet of the object are silenced as + with a Silence spell. + * Pain: Touching the object produces an illusory sense of pain which + deals 3d4 psychic damage. + * Weight: The object's weight is reduced by 10 pounds. If this would + reduce the object's weight to 0, the object floats in the air. + +If a chosen affect applied to an object would deal damage, you and any +number of chosen creatures are immune to taking that damage from that +effect. + +*Reliable Psychometry*: You may manifest the 2nd level mind power +Psychometry at will without spending psi points. Additionally, while +in the attunement trance you may choose to move to the perspectives of +nearby objects within line of sight of the object you hold. The effect +ends if your chosen object ever leaves line of sight of the original +object. + +*Kinetic Avatar*: 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. After the effect ends, you gain +one level of exhaustion. + + * You gain a flying speed equal to your normal speed for the + duration. + * Your armor class increases by 10 for the duration, though this + bonus decays as parts of your Avatar armor are destroyed. + * 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. + * As an action 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. Maintaining control of the + animated objects requires concentration. + +*** Prescience [4/4] + +*Detect Strike*: 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. You may use this feature a number of times +equal to your Intelligence modifier (minimum 2) per short rest. + +*Predict Disaster*: Once per short rest, when you make a roll at +disadvantage, you may choose to roll normally instead. + +*Read the Past*: If you would roll less than a 20 on a History check, +you roll a 20 instead. If a person you hear makes a statement about a +past event, you can tell if they are lying. + +*Grand Oracle*: The Myriad possibilities of time: past, present, and +future are laid bare before you. Through communing with the remnant +collective consciousnesses present within the Psionic Field, you gain +the following features: + + * You cannot be surprised. + * You may manifest the 2nd level mind power Augury at will without + requiring components or spending psi points. The cumulative 25% + change of failure does not apply for the first manifestation of + this power each day via this feature. + * You may manifest the 5th level mind power Commune once per day + without spending any psi points. + * You may manifest the 6th level mind power Truesight once per day + without spending any psi points. + +*** Metapsionics [4/4] + +*Extended Focus*: You may choose both options of the Psionic Focus +feature (both Internal and External). + +*Diminish/Enhance Psionics*: You have learned the deep secrets of the +Hidden Art. Once per short rest, 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. + + * _Fork/Merge_: You may increase or decrease the number of affected + creatures by 1 (this may not reduce the number of affected + creatures to 0). + * _Expand/Contract_: You may enlarge or reduce the area of effect by 5 + feet. + * _Extend/Curtail_: You may increase or decrease the duration by 1 + minute (this doesn't apply to instantaneous effects). + * _Shape_: You may change the shape of the area of effect (but not + the direction). For example you could change a line to a cone. + +*Advanced Metapsionics*: You gain an additional use of your +Diminish/Enhance Psionics feature per short rest and the following +additional options. + + * _Counter_: You may make an Intelligence (Psionics) check against + 10 + the power's level to end the effect. + * _Splice_: When you manifest a psionic effect or see one being + manifested, as a reaction, you may to choose a psionic power of 2nd + level or lower that you know and add its effects (choosing targets + separately within the area of effect or list of targets if + applicable) to the manifestation. Doing so requires spending an + appropriate number of psi points as if you were manifesting that + power normally. You may not manifest that power at a level higher + than its level. + * _Reflect_: If a psionic effect would target just you, you may have + it target the originator of the effect instead. + +*Unleash Potential*: 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 (or a cantrip) 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. It's Mind Power Save DC and Attack +Modifier are determined by its Intelligence. + +*** Domination [4/4] + +*Deep Suggestion*: 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. + +*Psychic Potency*: When you deal psychic damage to a target that is +stunned, you may deal damage as though it were a critical strike. + +*Psychic Entity*: 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. + +*Enslave*: 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. + +*** Manifestation [4/4] + +*Astral Armor*: 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 afterwards 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. + +*Astral Weapon*: You learn to emulate the effects of the 2nd level +Cleric spell Spiritual Weapon as a 2nd level mind power except the +conjured weapon is considered to be made of Astral matter and radiates +dim light. Additionally, the first time you manifest your Astral +weapon each day, you may do so without spending psi points. + +*Durable Manifestation*: When you create or conjure a creature it +gains 20 temporary hit points. While you are wearing your Astral +Armor, you gain 20 temporary hit points. + +*Astral Affinity*: Powers and effects that create creatures or +manifestations made of astral matter cost half as much to manifest and +last twice as long (this includes those created by your Astral Armor +and Astral Weapon features). + +*** Anticipation [4/4] + +*Force Repulsion*: 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. + +*Kinematics*: 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. This attack can be made as either an action or a + bonus action 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 metal bucket would deal + 1 + Intelligence bludgeoning damage). 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. + +*Phasing*: Once per short rest, as an action on your turn, you may +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. If you would +end your turn inside an object, you take 6d8 bludgeoning damage and +are ejected to the nearest unoccupied space. If you end your turn +inside another creature, you both take this damage. + +*Time Skip*: Once per long rest you may target a creature within 60 +feet of you. That creature makes a Charisma saving throw. If it +fails, that creature skips its next round of combat. + +*** Apportation [4/4] + +*Call Energy*: 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. + +*Planar Abjuration*: Once per short rest, 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 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. + +*Banishing Blasts*: Once per short rest, when a creature native to a +different plane of existence than the one it is on takes damage from +one of your mind powers, you may have it make a Charisma saving +throw. If it fails this saving throw, it is banished to its plane of +origin sound for 1 minute with a faint popping sound. While there, the +target is incapacitated. When the minute is finished, it returns to +the nearest unoccupied space from where it left. + +*Whitefire Portal*: 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. + + +* MIND POWERS: + +*Mind Blast*: You magically emit psychic energy in a 60-foot cone. +Each creature in that area must succeed on a Intelligence saving throw +or take 5d8 psychic damage and be stunned for 1 minute. A creature may +repeat the saving throw at the end of each of its turns, ending the +effect on itself on a success. + +*Mind Meld*: 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. + +*Conjure Astral Construct*: Once per long rest, as an action, you may +create an Astral construct from Astral matter pulled from the Astral +Plane. + +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: + +It gains up to three additional options from the list below (you may +choose the same option more than once): + + * Extra Attack + * See Invisibility + * 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.) + * 5d8 (22) Extra Hit Points + * Extra Spell Immunity (Two additional spells) + * +3 Damage on Hit + * +1 AC + +*Imprisonment*: 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. + +*Impose Will*: 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. |