From 23257846c89776b06f28bd4cbd1596f6d4a2b0a3 Mon Sep 17 00:00:00 2001 From: AndrewMurrell Date: Tue, 24 Jan 2017 22:35:38 -0500 Subject: remove unfinished sources --- src/dnd/psionist-class.md | 1504 -------------------------------------------- src/dnd/psionist.org | 570 +++++++++++++++++ src/dnd/psionist2.org | 570 ----------------- src/dnd/spell-gauntlet.org | 683 -------------------- 4 files changed, 570 insertions(+), 2757 deletions(-) delete mode 100644 src/dnd/psionist-class.md create mode 100644 src/dnd/psionist.org delete mode 100644 src/dnd/psionist2.org delete mode 100644 src/dnd/spell-gauntlet.org diff --git a/src/dnd/psionist-class.md b/src/dnd/psionist-class.md deleted file mode 100644 index 66869db..0000000 --- a/src/dnd/psionist-class.md +++ /dev/null @@ -1,1504 +0,0 @@ ---- -title: "Psionist Class [5e]" -updated: "2016-07-16T21:01-0400" -class: "dnd" -categories: ES HB ---- - -
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Table of Contents

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1 Introduction to the Psionist Class [5e]

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-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. -

-

-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.1 -

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-The following is a complete 5th edition class with options for -creating the most common archetypes of psionic manifesters.2 -

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2 The Psionist

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-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. -

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-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. -

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-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. -

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-A blue goblin bends a giant to her will, sending him running into the -sea bound for faraway lands. -

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-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. -

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-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. -

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-As a Psionist, you gain the following class features. -

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2.1 Hit Points

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  • Hit Dice: 1d6 per psionist level -
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  • Hit Points at 1st Level: 6 + your Constitution modifier -
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  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per psionist level after 1st -
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2.2 Proficiencies

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  • Armor: Light armor -
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  • Weapons: Simple Weapons -
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  • Tools: None -
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  • Saving Throws: Intelligence -
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  • Skills: Choose two skills from Arcana, History, Insight, - Investigation, Medicine, Perception, or Religion -
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2.3 Equipment

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You start with the following equipment, in addition to the equipment -granted by your background: -

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  • (a) a spear or (b) a mace -
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  • (a) leather armor -
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  • (a) light crossbow and 20 bolts or (b) any simple weapon -
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  • (a) a scholar's pack or (b) an explorer's pack -
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2.4 Psionist Class Progression Table

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- -- - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Prof.Max
LevelBonusFeaturesPsiPowerCantripsPowers
PointsLevelKnownKnown
1+2Mind Powers, Thought Sensitivity41st32
2+2Psionic Blast, Spellmind 161st33
3+2Psionic Discipline Feature (1)142nd34
4+3Ability Score Improvement172nd34
5+3Spellmind 2273rd45
6+3Psionic Discipline Feature (2)323rd46
7+3-384th47
8+3Ability Score Improvement444th47
9+4Spellmind 3575th48
10+4Psionic Discipline Feature (3)645th59
11+4-736th510
12+5Ability Score Improvement736th510
13+5Spellmind 4837th511
14+5Psionic Discipline Feature (4)837th512
15+5-948th513
16+5Ability Score Improvement948th513
17+6Spellmind 51079th514
18+6Psionic Discipline Feature (5)1149th515
19+6Ability Score Improvement1239th516
20+6Perfect Mind1339th517
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2.5 Mind Powers

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-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. -

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  • 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. -
  • -
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2.5.1 Psi Points

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-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 LevelPoint Cost
12
23
35
46
57
69
710
811
913
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-All spent psi points are recovered after a long rest. -

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2.5.2 Psionic Ability

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-Mind Powers Save DC = 8 + your proficiency bonus + your Intelligence -modifier -

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-Mind Power Attack Modifier = your proficiency bonus + your -Intelligence modifier -

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2.6 Thought Sensitivity

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-As a Psionist, you are attuned to the thoughts and feelings of -others, as well as the concentration of psionic energy in an area. -

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  • 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. -
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  • 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. -
  • -
  • 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. -
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2.7 Psionic Blast

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-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. -

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-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. -

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2.8 Spellmind

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-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. -

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-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). -

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2.9 Psionic Disciplines

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-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. -

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2.9.1 Inquisitor

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-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. -

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-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. -

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-Bonus Proficiencies: Insight, Investigation, double your proficiency -bonus for Intelligence saving throws. -

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  • Detective
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    -Improved Thought Sensitivity: 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." -

    -

    -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. -

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  • -
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  • Melder
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    -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. -

    -

    -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. -

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  • Mimic
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    -Mimic Skill: 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. -

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  • Tactician
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    -Tactician: 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. -

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  • Imperator
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    -One With All: 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). -

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2.9.2 Kineticist

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-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. -

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-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. -

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-Bonus Proficiencies: Acrobatics, Dexterity saving throws. -

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  • Enhanced Self
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    -Wall Walk: You may travel up vertical surfaces as if they were -difficult terrain. -

    -

    -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. -

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  • Extended Self
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    -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. 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. -

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  • Kineticist
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    -Improved Levitation: You may manifest the second level psionic power -Levitation at will without expending psi points. -

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    -Psychoportation: Your movement speed is doubled. -

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  • Master Kineticist
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    -Phasing: 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. -

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  • Kinetic Avatar
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    -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. -

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    • You gain a flying speed equal to your normal speed for the - duration. -
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    • Your armor class increases by 10 for the duration, though this - bonus decays as parts of your Avatar armor are destroyed. -
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    • 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. -
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    • 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. -
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2.9.3 Metapsionist

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-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. -

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-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. -

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-Bonus Proficiencies: Medicine, Constitution saving throws. -

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  • Awakened
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    -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). -

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    -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). -

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  • Empowered
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    -Psionic Restoration: 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. -

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  • Metapsionist
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    -Grant Psionics: 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. -

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  • Living Mind
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    -Spell Mimicry 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. -

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  • Psionic Soul
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    -Diminish/Enhance Psionics: 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. -

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    • Fork/Merge: You may increase or decrease the number of effected - creatures by 1. -
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    • Expand/Contract: You may enlarge or reduce the area of effect by 5 - feet. -
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    • Extend/Curtail: You may increase or decrease the duration by 1 - minute. -
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    • Shape: You may change the shape of the area of effect (but not - the direction). -
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    • Counter: You may make an Intelligence (Psionics) check against 10 + - the power's level to end the effect. -
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    • Splice: 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). -
    • -
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    -You may use this ability once per short rest. -

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2.9.4 Mind Master

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-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. -

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-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. -

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-Bonus Proficiencies: Persuasion, Wisdom saving throws. -

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  • Powerful Mind
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    -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. -

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  • Dominating Mind
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    -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. -

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  • Transcendent Mind
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    -Psychic Potency: When you deal psychic damage to a target that is -stunned, you deal an additional amount of damage equal to twice your -Intelligence modifier. -

    -

    -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. -

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  • Mind-Slaver
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    -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. -

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  • -
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  • Imprisoner
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    -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. -

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  • -
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2.9.5 Ascendant

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-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. -

-

-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. -

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-Bonus Proficiencies: Arcana, Charisma Saving Throws. -

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  • Astral Apporter
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    -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 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. -

    -
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  • Planar Adept
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    -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. -

    -
  • -
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  • Ascendant
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    -Planar Abjuration: 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. -

    -

    -Banishing Blast: 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. -

    -
  • -
-
    -
  • Shaper
    -

    -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 -
    • -
    -
  • -
-
    -
  • Master of the Planes
    -

    -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. -

    -
  • -
-
-
-
-
-

2.10 Perfect Mind

-
-

-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. -

-
-
-
-
-

3 Mind Powers

-
-
-
-

3.1 Basic Mind Powers (Cantrips)

-
-

-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. -

- -- - - - - - - - - - - - - - - -
Blade Ward
Dancing Lights
Friends
Light
Mending
Message
Minor Illusion
Minor Kinematics*
Prestidigitation
Resistance
True Strike
Vicious Mockery
-

-Minor Kinematics - Psionic Evocation Cantrip -

-

-Casting Time: 1 action -

-

-Range: 30 ft -

-

-Duration: 1 minute -

-

-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. -

-
-
-
-

3.2 First Level Mind Powers

-
- -- - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Aura Reading*
Charm Person
Command
Compelled Duel
Comprehend Languages
Detect Magic
Detect Poison and Disease
Disguise Self
Dissonant Whispers
Expeditious Retreat
Faerie Fire
Feather Fall
Find Familiar
Heroism
Identify
Illusory Script
Jump
Longstrider
Lock Mind*
Mage Armor
Shield
Silent Image
Sleep
Tasha's Hideous Laughter
Unseen Servant
-

-Aura Reading - 2nd Level Psionic Divination -

-

-Casting Time: 1 action -

-

-Range: 10 feet. -

-

-Duration: Instantaneous -

-

-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) Detect Falsehood: you may determine whether the target believes -that its most recent statement is true, (b) Detect Alignment: you -may determine the target's alignment, (c) Detect Disguise: you may -determine if the target is wearing a magical or physical disguise. -

-

-Lock Mind - 1st Level Psionic Enchantment -

-

-Casting Time: 1 action -

-

-Range: Self -

-

-Duration: 1 hour -

-

-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. -

-
-
-
-

3.3 Second Level Mind Powers

-
- -- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Alter Self
Arcane Lock
Blindness / Deafness
Blur
Calm Emotions
Crown of Madness
Darkvision
Detect Thoughts
Enhance Ability
Enlarge / Reduce
Enthrall
Heat Metal
Hold Person
Find Traps
Invisibility
Knock
Lesser Restoration
Levitate
Locate Object
Mirror Image
Misty Step
Phantasmal Force
Psychometry*
Rope Trick
See Invisibility
Silence
Spider Climb
Suggestion
Warding Bond
Zone of Truth
-

-Psychometry - 2nd Level Psionic Divination -

-

-Casting Time: 10 minutes -

-

-Range: Touch -

-

-Duration: Instantaneous -

-

-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. -

-
-
-
-

3.4 Third Level Mind Powers

-
- -- - - - - - - - - - - - - - - - - - - - - - -
Bestow Curse
Blink
Clairvoyance
Daylight
Fear
Feign Death
Fly
Gaseous Form
Haste
Hypnotic Pattern
Leomund's Tiny Hut
Major Image
Meld Into Stone
Mind Bolt*
Nondetection
Sending
Slow
Tongues
Water Walk
-

-Mind Bolt - 3rd Level Psionic Evocation -

-

-Casting Time: 1 action -

-

-Range: 300 ft -

-

-Duration: Instantaneous -

-

-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. -

-

-At Higher Levels: For each level above 3rd, the damage increases by -1d8. -

-
-
-
-

3.5 Fourth Level Mind Powers

-
- -- - - - - - - - - - - - - - - - - - - - -
Arcane Eye
Banishment
Compulsion
Confusion
Conjure Minor Elementals
Dimension Door
Dominate Beast
Empower Object*
Evard's Black Tentacles
Fabricate
Freedom of Movement
Greater Invisibility
Hallucinatory Terrain
Locate Creature
Phantasmal Killer
Polymorph
Stoneskin
-

-Empower Object: Fourth Level Psionic Transmutation -

-

-Casting Time: 1 action -

-

-Range: Touch. -

-

-Duration: 1 minute. Concentration. -

-

-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. -

-
-
-
-

3.6 Fifth Level Mind Powers

-
- -- - - - - - - - - - - - - - - - - - - - - - - -
Animate Objects
Awaken
Conjure Elemental
Contagion
Contact Other Plane
Creation
Dominate Person
Dream
Geas
Hold Monster
Mislead
Modify Memory
Passwall
Planar Binding
Rary's Telepathic Bond
Scrying
Seeming
Telekinesis
Teleportation Circle
Wall of Force
-
-
-
-

3.7 Sixth Level Mind Powers

-
- -- - - - - - - - - - - - - - -
Arcane Gate
Blade Barrier
Contingency
Flesh to Stone
Guards and Wards
Magic Jar
Mass Suggestion
Otto's Irresistible Dance
Programmed Illusion
True Seeing
Wind Walk
-
-
-
-

3.8 Seventh Level Mind Powers

-
- -- - - - - - - - - - - - -
Etherealness
Forcecage
Mirage Arcane
Plane Shift
Project Image
Regenerate
Reverse Gravity
Simulacrum
Teleport
-
-
-
-

3.9 Eighth Level Mind Powers

-
- -- - - - - - - - - - - - - -
Antipathy/Sympathy
Clone
Demiplane
Dominate Monster
Feeblemind
Ghostform*
Glibness
Kinetic Barrier*
Mind Blank
Telepathy
-

-Ghost Form - 8th Level Psionic Transmutation -

-

-Casting Time: 1 Action -

-

-Range: Self -

-

-Duration: 1 hour -

-

-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. -

-

-Kinetic Barrier - 8th Level Psionic Evocation -

-

-Casting Time: 1 Action -

-

-Range: Self -

-

-Duration: 1 minute -

-

-Concentration. -

-

-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. -

-
-
-
-

3.10 Ninth Level Mind Powers

-
- -- - - - - - - - - - - - -
Astral Projection
Foresight
Gate
Shapechange
Time Stop
Transfer Wounds*
Unstoppable*
Weird
Wish
-

-Transfer Wounds - 9th Level Evocation -

-

-Casting Time: 1 Action -

-

-Range: Touch -

-

-Duration: Instantaneous -

-

-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. -

-

-Unstoppable - 9th Level Psionic Transmutation -

-

-Casting Time: 1 action -

-

-Range: Self -

-

-Duration: 1 minute. -

-

-Concentration. -

-

-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. -

-
-
-
-
-

4 Thanks

-
-

-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. -

-

-I'd like to thank N. Foy, Alex L., Sam S., and Joey A. for playtesting -all of the crazy incarnations of this. -

-

-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. -

-

-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. -

-

-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. -

-
-

Footnotes:

-
-

1 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. -

-

2 In designing this class, the key design ideals were 1) -Flavor, 2) Fun, 3) 5e Rules and Design Consistency, and 4) Balance. -

-
-
-
-
diff --git a/src/dnd/psionist.org b/src/dnd/psionist.org new file mode 100644 index 0000000..accd563 --- /dev/null +++ b/src/dnd/psionist.org @@ -0,0 +1,570 @@ +#+TITLE: [5e] Psionist Class - Rewrite [ALPHA] +#+CLASS: dnd +#+CATEGORIES: HB + +#+HTML_HEAD_EXTRA: + +* 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 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. diff --git a/src/dnd/psionist2.org b/src/dnd/psionist2.org deleted file mode 100644 index accd563..0000000 --- a/src/dnd/psionist2.org +++ /dev/null @@ -1,570 +0,0 @@ -#+TITLE: [5e] Psionist Class - Rewrite [ALPHA] -#+CLASS: dnd -#+CATEGORIES: HB - -#+HTML_HEAD_EXTRA: - -* 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 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. diff --git a/src/dnd/spell-gauntlet.org b/src/dnd/spell-gauntlet.org deleted file mode 100644 index 9eb030d..0000000 --- a/src/dnd/spell-gauntlet.org +++ /dev/null @@ -1,683 +0,0 @@ -#+TITLE: Spell Gauntlet: Practical Spellcasting -#+CLASS: dnd -#+CATEGORIES: FF SS WP - -* Teleport - -** Wizard - ft. Ula Mindis -The young Wizard Ula Mindis awoke to the smell of steeping tea. - -She sighed, opened her sleep-encrusted eyes, and yawned. Another day. -Another attempt. She rolled out of bed and drifted over to the -window. It was cracked open, but she threw it wide to welcome the -morning air and golden sunrise into her bedroom, or study rather. -She'd recently moved her most used bookcases in here for easy access. -Her spellbook sat open at its usual spot, turned to the page she'd -most recently been studying. This particular spell she'd attempted -half a dozen times to no avail, but this morning felt somehow -auspicious for it. - -Ula looked over the first line. The elven letters were written in her -own hand. She had copied the carefully penned italic espruar letters -from an old scroll recovered from a captured pirate ship no more than -a tenday ago and had tried to cast the spell immediately. When she -failed, she had rechecked the writing a dozen times against every -source she could find, so she was sure that the letters weren't the -problem, she was. - -The tea arrived, cup wobbling in midair, held by a construct of pure -magical force, whom she thanked politely. The morning breeze caught -the bay spray and filled the room with the smell of salt and sorcery. - -Perhaps she could not cast the spell, Ula mused, because she was -perfectly happy exactly where she was. - -Emboldened by the tea, she shook away the thought and dove again into -the spell. Just imagine what was possible! No longer would she have -to send away for expensive spell components. She could just say the -words and pick them up herself. She could visit her family back in -Mulmaster or take a vacation on the shores of some exotic beach -island. - -She finished the first line, an anchoring, and began on the second. -While the first had been filled with words of permanence and -stability, the second was quite the opposite, using words of whimsy -and transcendence. She had gone over this before, even looking up -words and pronunciation from the deepest parts of her library. - -This time though, the spell began to make sense. Like a distant blur -on the horizon solidifying into a ship, but that didn't mean that she -could sail upon it. No, the spell would likely take another tenday to -work through at this rate. - -She moved to the next line, back to permanence, repetition, solidity, -before turning again to shifting sand and billowing wind. The salty -sea-spray began to blow against her spellbook, almost flipping the -page mid-sentence. She nearly cursed, but a mage learns to be careful -with errant words early in her education, and she remained silent. -She reached for her tea, but it had grown cold. She absent-mindedly -heated it with a cantrip and brought the near-boiling mug to her lips. - -Ow! - -She set it down again and sent her unseen servant for an ice-block for -the tea. - -She thought about ice, about water, then again about the spell. - -Permanence. Transience. Solidity. Liquidity. - -That was it! - -By the time the ice-cube arrived the tea was long forgotten. - -"Of course! The key isn't thinking about location at all, it's about -matter! I'm solid right now. I need to be liquid! A solid cannot -move, but a liquid flows, through time, through space, it doesn't -matter!" - -Ula poured herself into the spell and the teacup clattered to the -floor as she used her full concentration on the spell at hand. She -focused on the market down below her. Fish-mongers barked their -catches to the passersby and coin flowed freely. - -The words came one after another perfectly, Ula could almost predict -them. Permanence. Transience. Solidity. Liquidity. - -And suddenly she was in the marketplace. - -The surprised merchants around her started then blushed as she cheered -"I did it! I did it!" and jumped up and down. - -Only after nearly a minute of excited and likely bewildering -explanation to the surprised fellows did Ula realize she had not -changed from her slip and nightgown yet. - -Oh well. She needn't be that embarrassed. She could always move; now -the world was at her fingertips. - -** Sorcerer - ft. Saffron Dayl'asaar - -Saffron looked at the picture of the remote village. - -"You've got to be kidding me." she stated in deadpan. - -"No, I assure you that is the location of the disturbance!" said the -thin old actuary. He stooped over the table with a lens held to one -eye peering at her as if he expected her to pop out of existence at -any second. - -Which, admittedly, she was likely to do, assuming of course that she -could locate the stlarned place to disappear to. - -"No, I mean, this is the best information you have?" - -"Oh yes. Absolutely positively the best. The mine is just right by -the village you see. That is where Betrice, our informant that is, -recovered the clues. It's just luck that she thought the mine pretty -and drew it for us in such exquisite detail." - -/Exquisite detail my arse./ thought Saffron. - -The eldest child of the now-esteemed Dayl'asaar family of Aglarond, -Saffron had always been the adventurous one, even more so than her -trio of older brothers. So when the Institute came knocking three -years ago, Saffron was the one to take up the call, not her father, -not her brothers, but little Saffron spell-touched. Plus, she was the -only one of them capable of the kind of magics that the Institute -really lacked, even though the spells didn't always go off exactly as -she planned. - -"Okay. It will have to do." She snatched up the paper and her -traveling gear and concentrated on the picture and on her breathing. - -The mine was rather typical, but the old actuary, the elder one of the -Minster Brothers who ran the Institute for the Recovery of Rare and -Dangerous Artifacts, had supplied her with an atlas of remarkable -detail and enough stories to feel as if she knew the place intimately. -Or perhaps at least enough to try to translocate to it. - -Saffron felt her breath go out into the world and spread out -impossibly far. The world shift beneath her. She felt connected to -the strands of the Weave around her, following them like a cart along -a track, but moving impossibly fast. Her mind raced across the land, -across the sea, to where the atlas had shown her. She hesitated above -the island for a moment gauging the possibilities. Then suddenly she -was plummeting into the jungles. This was no divination, so she could -not actually see any details, only what she imagined the jungles to -look like based on the dark greens and browns of the atlas. Suddenly -a mine was in front of her. There was no saying if it was the right -one, or if it really was a mine or not, but Saffron was tired of -waiting. She drew up the power within her and stepped through the -world itself. - -She stepped through the Weave and out into a monsoon. She snagged a -strand of loose magic on the way out and an explosion of cold air -burst forth from where she was standing, instantly freezing raindrops -into mini-hailstones which pounded her mercilessly. - -"Ugh, Mystra you're working with Talos now to make my life violent and -unpredictable? Is it too much to ask for--I don't know--a normal -casting every once in a while?" - -Her curses as she trudged through the rain would have made her -ancestors, the Day'lasaar pirates of the Sea of Fallen Stars, proud. - -** Bard - ft. Orryn Raulnor - -"You mean you're the third Raulnor with that name?!" the sellsword -asked incredulously. - -"No, no. Where I'm from that means that I'm the third oldest son." a -gnome in gilded leathers replied. - -"I see. Still too long for my tastes, I'm not for knowing what yer -parents was for thinking, but nobody needs a name that damn long. And -what about that 'sonoviches' part?" - -"Well, that's a bit complicated: it roughly translates to something -somewhere between 'indefatigable one who spits on witches' and -'largely punctual' ... it's a family name." - -The table erupted in laughter. - -Soon thereafter, the group seated around the table parted company and -the gnome made his way into the street. - -He wasn't nearly as drunk as his companions had been, but he only -barely noticed the shapes in the alley before he'd walked into them. - -Orryn licked his lips and looked over at the subtle shapes of his -soon-to-be assailants. - -There were perhaps eight of them now, arrayed in a semicircle around -him in the darkness. He should have known better than to flaunt his -gold around the tavern as he'd done. But them again, it wasn't all -bad. It had been far too long since he had a chance to live a good -story instead of simply tell one. - -"Excuse me gentlesirs, how can I help you this fine night?" the -gnomish bard, twirling a strand of his green beard around his finger -in a gesture of mock-nervousness, asked the group of local toughs. - -One of the larger of the group stepped forward into the alleyway and -quickly botched whatever ready line he'd been prepared to say. They -evidently hadn't realized the gnome has seen them before he'd spoken. - -"Halt there, uh, sirrah. It looks like you've, uh, forgot to pay the -toll." - -"Hmm, I hadn't taken ye to be trolls, but now in the light I do see -the resemblance." - -The group was not particularly disciplined, most likely coming -together recently at the smell of gold and lacking for a real leader. -About half of them were silent and nearly shaking with anticipation. -The other half were blustering fools. - -"Did'ja he just call Cratch t'be a troll?" one asked. - -"He is a troll!" another joked. - -"Your mother's a troll." Cratch replied. "Now little one, hand over -your money or you'll wish I's a troll." - -"All right, all right. No need to be hasty. I'm sure you're all -upstanding gents and just want to use the money to pay off your debts -and buy your mothers veiled carriages. Here, take the money." - -Orryn pulled at a pouch on his waist, snapping the straps, and tossed -it on the ground in front of Cratch and the others. It fell open and -several dozen large gold coins rolled from the sack. - -The octet dived for the spilled coins and struggled with one another -to snatch them up. - -"Of course, this sum is just a trifle compared to what I keep at -home." - -The novitiate robbers looked up with various states of doubt, -incomprehension, and greed. This had been the plan, but somehow it -was far too easy. The smart thing to do would be to grab the gold and -flee. But these were not particularly smart men, less so when blinded -by the fortunes of gold held in their hands. - -"Take us there." - -"As you wish..." The rest of Orryn's sing-song sentence danced in the -wind to distant places and forgotten ages. The eight bullies found -their thoughts taken far away as the strange music lifted them up and -carried them upon a journey. The true names of places are powerful -things, most strange and unpronounceable, most lost to time immortal. -But the bard's magic remembered them. His words were not an -incantation as much as a call-and-response. His voice echoed through -the world, and the world responded. - -Orryn and the eight were suddenly elsewhere. A very far away -elsewhere. Snow billowed through the air and covered the icy ground -in heaps. - -Orryn's captives reeled and screamed in terror. - -"Where are we?? Curse you wizard!" - -"Fear not. Everything is under control. We are in the middle of a -northern glacier, where a small expedition settlement once existed. I -hadn't planned on the blizzard, but I suppose you're familiar with the -adage 'we take what we are given.'" - -Cratch lunged at the diminutive bard, but Orryn was already in the -midst of another spell. He spoke words that felt like rushing air and -drifted lazily into the sky, just out of reach of the huddled mob. He -extended his arms, recited the lightly tingly words that covered his -body with bright red faerie fire, and then spoke with a voice that -boomed through the icy plain. - -"Hear me well, I am Orryn Maye Sylvester Miles Felix Hectacre Notin -Jiles Bulron Sysil-Sisler Klif-Wistler Anasto'tofande Sonoviches -Overton Sennison Johnnyson Raulnor the Third, Bard of Faerun, Walker -of Worlds, Smiter of Evildoers and Annoying Backwater Pricks, and -I. AM. NOT. A. WIZARD." - -The group cowered and shivered before a spectacle of magical prowess -unlike any they had ever seen or were ever likely to see again. - -"And if you would give me back my coin, I would appreciate it." - -A few hours later, the eight would-be robbers staggered into a -tavern, each holding a single gold piece and a story. - -None of them would ever rob again. - - -* Prestidigitation - -** Magic Initiate Feat - Wizard - ft. Harvey Hoban Harpell -"Whadd'ya mean cutof?" - -"I mean, cut off. You, Mr. Harpell, are cut off. No more drinks -tonight. Sit, enjoy the fire, rest. Do nothing to rouse the ire of -my other patrons. Especially none of that odoriferous weed of yours!" - -"Whadd'ya mean rows the ira!" Here, turning to a hooded man nursing a -half-pint of dark liquor beside him. "Do I rows ya ira?!" The man -turned to face him, grim faced, and in a motion dumped the glass' -contents over the young man's dirty matted head of hair and set the -empty glass upon the counter before the frowning bartender. - -"That's a waste of good liquor, Malcom." - -"Just wanted to give'im one last drink is all. I'll pay." - -The bartender sighed and reluctantly poured the man another glass. - -"How come 'e gets some!?" - -"Go. Sit... Now." - -The dripping cleric, robes which had successfully avoided the downpour -now dripping with a darker rain, wobbled over to the fire and landed -upon a cushion with some measure of practiced grace, or luck. - -"Oh, Mal-com gets another drink. Sure." He looked to give the man an -evil-eye but noticed for the first time that he was not alone. "Oh, -ladies, my apprologries." He attempted to stand but finding -extracting himself from his seat more difficult than anticipated, -simply half-bowed to the pair of dripping maids. Straining for words, -he offered, "I see you're wet! I can help you with that!" - -As he struggled with gaining control of his faculties to remember the -blasted name of that cantrip, the sound of broken glass from across -the room cut through the lively atmosphere. - -The Selune's Smile was rather crowded with weary travelers looking for -rest or for revel. Twin fireplaces bookended the common area, giving -a warm glow to the ancient decor. Gristly trophies bequeathed to the -tavern adorned the walls: dragon scales, naga fangs, and owlbear heads -among them. A few quiet tapestries hang from the rafters, heralding -the ancient Lords of Waterdeep who frequented the tavern in times long -since past. - -It is said that every adventurer of the Sword Coast eventually finds -her way to the City of Splendors, but rarely do so many of them come -to a particular tavern all at once. - -Seated across from the most recent blackfish of the Harpell family, -sat a pair of ladies wearing drenched leathers and scowls. - -Harvey seemed not to notice the latter as he inventoried his magical -repertoire. - -/Prefeguritat?/ - -/Pregnanitato?/ - -/Presdogranado?/ - -/No. That'd jus worse./ - -The room grew instantly silent at the spilling glass and subsequent -trading of blows. - -/No, youse keep talkin, gotta thing./ he silently berated the floor. - -/Prestangerition?/ - -One of the combatants fell to the floor and then laboriously dragged -himself back up and slumped into a nearby chair. Harvey thought he -heard one of the two women, the shorter one, say something, "Need -some... mumble mumble Moose?" - -/Moose?/ - -/His mind joined his liver, slowly churning through the facts of the day./ - -/Animal. Forest. Green. She's kinda greenish. I wonder if she's -from a forest? Ew, she's probaly dirty if she came from a forest. Eh, -nothin a little Prestidigitation couldn't fix./ - -/.../ - -"Prestidigitation!" He shouted over the now-returned din. Magic leapt -from his fingers, but not exactly with the effect he had originally -intended. Reminded of the magical pranks from his childhood, his most -common retaliatory strike was that of the "foul wind." This came -unbidden to him now, and the magic unleashed the foul smelling breeze -from his fingertips. - - -* Cure Wounds - -** Bard -** Cleric - ft. Harvey Hoban Harpell - -The minor scuffle in the tavern had turned to outright chaos. Harvey -struggled to look unassuming beside the fireplace. The two furious -women had stomped off for some reason and then suddenly returned, -except... one of them had a thick moose pelt thrown up over her arm -like a shield and had grappled away a sword from an unfortunate fellow -behind her, and... - -Oh no, now there were three of them. The wet woman, the moose woman, -and a new woman... who could probably lift a moose. And despite his -best efforts, his "gusts" had spread to even the outer tables. People -were taking notice. Through it all, came the deep contralto of what -he could only assume was a giantess, standing now, teeth clenched and -nearly trembling with rage. - -"What is the meaning of this?" - -Even drunk, even stupid, there was no mistaking that tone. - -Stumbling with words, with mental images, and especially the literal -stumbling involved when attempting to slink backwards from fear of a -large angry Goliath woman, at first Harvey could do little more than -whimper. - -Stopping just short of the fire, it's tongues licking the edges of his -trailing sleeves, he composed himself as well as he could in the face -of possible crushing death, closed his eyes, and sputtered "Excuse my -casting m'lady. My name is Harvey Hoban Harpell, 'eric'a Eldath. I -only meant to help." Then peeking carefully from one eye he added, -"Please don' crush me." - -He was inadvertently saved by another man. The drunken merchant lost -his footing as he approached the bar for another bottle of stsass and -stumbled into the goliath maid's firm buttocks. He might as well have -walked into a wall for all the good it did him. Actually, he most -certainly would have preferred to walk into a wall, as walls don't -seize you by the collar, hoist you over their heads and fling you at -their true sources of rage. - -Layers of fat flapped in the wind, terrified by their unnatural -acceleration. Equally terrified, the eye Harvey had dared to open -flinched shut. He could hear the sounds of the fireplace mantle above -him abruptly stopping the man-boulder's flight. And a moment later he -could feel the crushing weight of the man-boulder's fall, the hard -coolness of the wooden floor against his face, and the uncomfortable -warmth and wetness of a terrified unconscious man letting go after a -long night of drinking. - -In that moment, he felt that the only proper thing to do was to join -him. - -Minutes passed and Harvey was more than satisfied with resting -stupidly beneath his boulderous brother, surrounded by the incontinent -smells and the tumultuous clatter of battle... wait. Battle? - -/Oh no. What have I done?/ - -Harvey tried to stand, to lift his face from the hard pearwood -floorboards, to see what was going on. Red blood splattered down -beside his cheek. It was warm and fresh. He managed to lift his -shoulders and turn. A bloody maw lolled above him, the jaw obviously -broken, tongue bit, nearly severed. Bruising was already beginning to -settle in between the voluminous folds of fat around the face and neck --- black and blue and red. - -Suddenly what was the proper thing moments ago seemed foolish. This -whole night seemed foolish. Eldath, what have I done? This man is -hurt because of me. I started a brawl. I'm not worthy of serving -you. - -In Harvey's frantic heart, beside the furious pounding and self-pity, -came a shiver. It raced along his chest, along his limbs, his spine a -roadway, his bumbling extremities the destination. A familiar sense -of peace, contentment, and quiet perfection, washed over him like a -gentle flowing stream. The sensation reached his head, starting from -the base of the skull and rushing forward to envelop him, to hold him, -to wrap him tightly in a warm stillness. All was silent. - -And yet from in that perfect silence, Harvey could almost hear a quiet -voice, a whisper of a whisper upon the wind breathe to him. - -/I know.../ - -The silence abated and the bustling lights and sounds of the taverns -returned. - -Thank you, m'Lady. Harvey mouthed deferentially. Then squeezing a -hand beneath his torso and the floor and taking up his holy symbol -from around his neck, he gently turned his body into a sitting -position against the wall, the large man laying across his lap, and -allowed the Peace of Eldath to flow through him and into the man. - -He spoke words, though he knew them not, and the symbol of the rushing -waterfall and the still pool gleamed with a quiet silver and blue -light. The unconscious man's wounds were bathed in the light, and his -clotting blood staunched, his bruises soothed, his avulsed tongue knit -together, and jaw gently returned to place. He opened his eyes, -wonderstruck, then promptly grimaced at the smell in the air and in -his trousers. - -"Oh, right!" Harvey waved away the effect of the cantrip and helped -the man to his feet. - -** Druid -** Paladin - ft. -** Ranger - - -* Power Word Kill - -** Wizard -** Warlock - - -* The Fugue - -The orcs pulled you down. - -They beat you. You could feel the blood in your mouth, and leaking -beneath your skin. You could feel their clubs break you. You felt -your spine snap, one, two, three places. Frantic, try to focus on the -spells your patron left you. But you know there is nothing there. So -you flex the fingers on your right hand, where your brand is--the -deep, red burn which you know will never heal. You feel the bitter -the connection to Nine Hells, in some ways it feels like a fishing -line pulling you back there, and in other it just feels like a part of -your body, like a gland. Pulling on the connection feels like crying, -but tears of sulfur and of smoke. Soon hot, sticky, bruised-looking -energy responds to your call and leaks from the brand like pus. An -orc stands over you, a battleaxe held high above his head, and you -fling it at him with a roar of defiance. He takes it full in the face -and his brain explodes out the back of his head. - -But he wasn't the only orc, and the hits keep coming, You know that -you are going to die. - -Soon the blows stop hurting. The world stops spinning and everything -is very very quiet. - -... - -You don't open your eyes. There's no moment of focusing, blurred -vision, bright light. You just see. You just are. - -You're standing on a desolate plain. The sky is a dull shade of dark -gray, the same color as the thick dirt which covers the ground like -dusty snow. You can see ahead for hundreds of miles, but it doesn't -seem to strike you as odd. - -You aren't alone. - -Others, mostly humans, but a half-orc here, a half-elf there, move -through the dirt, knocking up clouds of dust in their wakes. They -move so slowly. - -You are standing. - -You look down at your hand, there is no brand. You flex the fingers, -but there is no burning sensation. In fact, there's barely any -sensation at all. It doesn't seem to strike you as odd. - -As you turn the hand over to put it back at your side, you notice that -where the brand was, on the back is a small red patch of dried ink. -Perhaps some rune or letter? It doesn't seem important. - -You drop the arm to your side, slowly, quietly, and begin to walk. - -Nearby is a small hill. Several men and women are gathered on it. -They seem to be singing. - -A light opens above them and a creature with wings of fire and a -shield emblazoned with the symbol of an upright gauntlet appears. -With a circular motion of his arm and a smile, the light becomes a -whirlwind and the faithful are lifted up into the shining gateway and -disappear in an anti-climactic non-flash of light. For as suddenly as -the herald appeared, he is gone and the plain is returned to stoic -grayness. You notice that even the hill is gone. But it doesn't seem -important. - -You spot a woman along your path, old, wrinkled, dirty, as grey as the -dust and sky. She is sobbing softly, clutching at her knees. She -wears the low-cut rags of a Luskan whore. Her eyes grow wide with -fear as you approach. But you hear a voice call out "do not be -afraid." Your eyes follow the voice, to a woman standing nearby. She -radiates beauty. Calling her beautiful is like calling the sky -overcast. It is like calling the air stale or the dirt dirty. She -reaches out a hand to the woman, her long red hair flowing in a wind -that isn't there. The old woman bounds to her feet. She falls, but -stands and tries again, every step growing stronger until she grasps -the hand of her goddess and is clothed in the beauty and vitality of -her youth. She cries with joy, collapsing into the breast of the -goddess, and the pair step through the planes together leaving behind -the scent of strawberries and freshly cut grass. - -The scent dissipates quickly and you continue walking. - -You see others wandering aimlessly like yourself. - -You all seem to be walking in the same direction. - -In the distance is a circle of lights around an impossibly thin silver -line disappearing into the sky. - -Your approach takes many hours, perhaps days or months or years, but -eventually the lights become a city. A huge city. The walls rise -over a mile high, and moan softly, though you can't tell how or why. - -From a large gate, hooded figures approach the aimless walkers, -including yourself. One stops before you and removes her hood with a -look of vague, forced, curiosity. She isn't exactly human, she has -scales across her face and bright yellow eyes which are difficult to -follow. - -She speaks, but the words are distant, muffled, "Guarded Faithless or -Bargained Soul?" - -A deep, resonating, but scratchy voice answers from somewhere behind -and above you. - -"The first. Perhaps next time... the second." - -After a moment of consideration she nods deferentially, raises her -hood, and turns towards the city, ushering you forward. - -The walls continue to grow as you get closer. They must be ten miles -high. This city must house millions. Around you is a crowd, closely -packed among each other, though most give you a wide berth. Now -devils mingle among the humans, whispering, promising. They lead away -many. - -As you approach the wall, the whimpering grows louder. The wall has -faces. Bodies are stuck together with rotting mortar, which dissolves -them like a giant stomach. - -Suddenly jagged rifts open beside and before you, along the wall. -Creatures with the faces and tusks of pigs, but the bodies of great -apes rush through, crushing or tossing aside both wandering Faithless -and cloaked guides. - -Horns blare clearly through the otherwise muted scene of violence. - -The guides throw aside their cloaks and brandish sickles and shields. -Devils howl war cries and abandon their bargaining to do battle with -their hated foes. - -The demons flow through the rifts in a great horde and begin to tear -at the wall, dragging huge chunks back through with them into the -Abyss. Some moaning souls cry out as many are ripped asunder, torn -from a slow non-existence of centuries to one of instants. The rest -disappear into the Abyss, their forms already being twisted into those -of the demons that abducted them. - -A giant six-armed demon with fangs like a viper rushes at you. You -raise your hand to call down fire upon it, but you have no power on -which to call. - -A bony whip-like barbed tail shoots out from behind you, striking the -creature and sending it writhing to the ground. A massive bone devil -steps over you, it's skeletal spider-like limbs moving to propel it -impossibly fast through the slow-motion battlefield. It hefts a -greatclub that was probably once the femurs of one of those huge -pig-ape-devils and smashes the six-armed serpent into a blackish -pulp. The blood splashes up into your face, leaving a line of acidic -muck running down your nose, between your eyes. - -Then the fighting stops as suddenly as it started. An angel, clad in -flames the color of the sky shuts the portals with a pointed word and -outstretched finger and surveys the damage to the wall before flying -off towards the great spire of Kelemvor, the god of the dead. - -The bone devil turns and looks you over. "It is time. The vessel has -arrived." He then leaves you and cuts a thin line in the air with his -tail. He steps through it and disappears, leaving behind the familiar -scent of sulfur and brimstone. You hear the distant sound of a faint -chime. It's probably not important. - --- - -You open your eyes. There's a moment of focusing, blurred vision, and -bright light. You take a breath and feel the cold morning air fill -your lungs. A horned tiefling with a pitch black bell and a scroll is -standing over you. Your whole body burns, but especially your hand -and a strip running from your forehead down between your eyes. - -Everything is blurry, especially your memory. Standing around you are -your adventuring companions. It feels like you just saw them moments -ago? Was there a battle? What's going on? You can't remember -anything... it's all just indistinct and gray. - -Faust and the Fugue Plane --Andrew Murrell -- cgit v1.2.3