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Published by Nicholas Kroll, 2022-07-04 21:30:12

Complete Psionics V1.1

Complete Psionics

Contents

Introductions 4 Psion ............................................................................................46
Disciple of the Egoist.................................................................49
What is Psionics..................................................................4 Disciple of the Kineticist...........................................................50
Disciple of Mending...................................................................50
Chapter 1: Psionic Races 5 Disciple of the Nomad...............................................................51
Disciple of the Seer....................................................................52
Brathunspar, Yugulmitz.............................................7 Disciple of the Shaper...............................................................53
Cidal, Ghostlins................................................................9 Disciple of the Telepath.............................................................54
Dragonborn ..........................................................................10
Chapter 3: Subclasses 56
Amethyst .......................................................................................11
Crystal ...........................................................................................11 Barbarian ...............................................................................56
Emerald ........................................................................................12 Bard ..............................................................................................57
Opal ...............................................................................................12 Cleric .........................................................................................58
Obsidian ....................................................................................... 12 Druid ...........................................................................................59
Ruby .............................................................................................. 12 Fighter ......................................................................................61
Sapphire .......................................................................................13 Monk ...........................................................................................63
Topaz .............................................................................................13 Paladin ......................................................................................65
Elan ...............................................................................................14 Ranger .......................................................................................66
Goblin, Blue........................................................................15 Rogue ..........................................................................................67
Half-Orc, Gray................................................................16 Sorcerer ..................................................................................69
Ichtlin ....................................................................................... 17 Warlock ...................................................................................70
Khordaldrum, Tourgaldrum ..............................19 Warlord ...................................................................................71
Kobold, Gemscale..........................................................20 Wizard ........................................................................................72
Sylvarin .....................................................................................21
Deep .............................................................................................. 22 Chapter 4: Feats 73
Willweaver ................................................................................... 22

Chapter 2: Classes 23 Chapter 5: Manifestations 78

Ardent .......................................................................................24 Ardent Powers ..................................................................78
Mantle of Clarity.........................................................................28 Battlemind Powers .....................................................79
Mantle of Dread..........................................................................28 Metamind Powers ..........................................................80
Mantle of Elation........................................................................29 Psion Powers ......................................................................82
Mantle of Lust.............................................................................29
Mantle of Wrath..........................................................................30 Disciple of the Egoist.................................................................82
Disciple of the Kineticist...........................................................83
Battlemind ...........................................................................31 Disciple of Mending...................................................................83
Blackstone Behemoth...............................................................34 Disciple of the Nomad...............................................................84
Eternal Blade.............................................................................. 35 Disciple of the Seer....................................................................84
Iron Guardian..............................................................................36 Disciple of the Shaper...............................................................85
Steel Ego......................................................................................37 Disciple of the Telepath.............................................................85
Storm Disciple............................................................................37 Power Descriptions ....................................................86
Quicksilver Demon.....................................................................37 Talents ...........................................................................................86
1st-level .........................................................................................93
Metamind ...............................................................................38 2nd-level .....................................................................................102
Calling of the Bodymelder........................................................41 3rd-level ......................................................................................113
Calling of the Diviner.................................................................41 4th-level ......................................................................................123
Calling of the Mindwhisperer..................................................42 5th-level ......................................................................................131
Calling of the Phaser.................................................................42 6th-level ......................................................................................139
Calling of the Stormhead..........................................................43 7th-level ......................................................................................145
Calling of the Synthesizer.........................................................43 8th-level ......................................................................................151
9th-level ......................................................................................156

CONTENTS

2

Contents

Chapter 6: Psionic Items 159

Psionic Item Descriptions ................................159
Random Psionic Items...........................................................159
Armor and Shields ...................................................................164
Weapons .....................................................................................181
Crystal Capacitors...................................................................189
Dorjes ......................................................................................... 192
Power Stones........................................................................... 196
Psionic Tattoos.........................................................................199
Universal Items........................................................................200
Universal Item Descriptions..................................................200

Cursed Items ....................................................................210
Psionic Artifacts ........................................................234
Creating Psionic Items ........................................251

Chapter 7: Monsters 260

Monsters Alphabetically ......................................X
Monster Templates .......................................................X

CONTENTS

3

What is Psionics? Known and Prepared Powers

Simply put, psionics is the art of tapping the mind's potential. Before a manifester can use a power, he or she must have the
A psionic character is blessed with a form of innate ability it firmly fixed in mind, or must have access to the power in a
that enables him or her to use mental power to achieve goals psionic item. Members of most psionic classes, including
or perform tasks that non psionic characters can accomplish ardents, battleminds, and metaminds, have a limited list of
- if they're even capable of doing them at all - only by using powers they know that are always fixed in mind. The same
gross physical skills such as brute strength or raw agility, or thing is true of many psionic manifesting monsters. Psions,
by using intellect or force of will distinct from the natural however, undergo a process of preparing powers.
power of the mind itself.
In every case, the number of powers a manifester can have
Your character's mind is an infinite metaphorical plane, fixed in mind at any given time depends on the character's
where all things are possible. It may be that all characters level.
have within them the potential for harnessing the energy of
the mind, but only those who succeed in tapping into that Psi Points
potential can become psionic characters. A psionic character
knows the mental pathways that lead to amazing edifices of Regardless of how many powers a manifester knows or
thought and energy. Knowing the path, the psionic character prepares, he or she can only manifest a limited number of
walks it. Like a flare being thrown from a star, a power is powers before resting. Pulling on the very strands of one's
manifested from a psionic character's energy of mind and shaping it into true power is both physically and
consciousness. mentally taxing, and this is only more true the higher the level
the power is. Thus, each manifester class's description
If this book is your first exposure to psionics in the D&D includes a table showing how many psi points a character
game, the following information will serve as a brief can use at each character level. For example, the 3rd-level
explanation of how psionic powers work. metamind Eärran has 8 psi points.
Psionic Manifesting
A psionic power is a one-time psionic effect similar to a When a character manifests a power, he or she expends a
power. Activating a power's effect is known as manifesting number of psi points equal to that power's level, using their
that power and is the psionic version of manifesting. Every own mental energy as fuel for that power.
psionic character or creature has a daily supply of power
points that he or she can spend to manifest powers the Finishing a long rest restores any expended psi points.
character or creature has learned. A power known to a Some characters and monsters have special abilities that
psionic character can be used as many times as he or she has let them manifest powers without using psi points. For
power points to pay for it. example, a blue goblin is born with an awakened mind,
quickly learning to use their energy to create psionic effects.
A power is manifested when a psionic character pays its
power point cost. Some psionic creatures automatically Augmenting a power
manifest powers, called psi-like abilities, without paying a
power point cost. When a manifester manifests a power using more than the
required number of psi points, the power may change
With this handbook, you can learn everything you need to depending on how many points are used. For instance, if
know about the psionic art. Then, let all the world stand in Eärran manifests energy ray using 2 points instead of 1, that
awe of your character's mental might. As you will it, so it is energy ray deals 4d8 damage instead of 3d8.
done.
Some powers, such as energy ray have multiple methods of
Power Level augmentation. For instance, if Eärran spend 3 psi points on
energy ray, he could choose to deal 3d8 cold and fire damage
Every power has a level from 0 to 9. A power's level is a or deal 5d8 damage of one singular type.
general indicator of how powerful it is, with the lowly (but
still impressive) psidarts at 1st level and the aptly named Some powers, such as energy ray allow a manifester to
reality revision at 9th. Talents - simple but useful powers that augment it in multiple ways, while others like wind step can
characters can manifest almost without effort - are level 0. only be augmented a single way at a time. For instance,
The higher a power's level, the higher level a manifester must Eärran can spend 4 psi points on energy ray to deal 4d8
be to use that power. damage that is both cold and fire instead of dealing 6d8
damage of a single type.
Power level and character level don't correspond directly.
Typically, a character has to be at least 17th level, not 9th Manifesting in Armor
level, to manifest a 9th-level power.
Because of the mental focus required for psionic manifesting,
Introduction | What is Psionics you must be proficient with the armor you are wearing to
manifest a power. You are otherwise too distracted and
4 hampered by your armor for manifesting.

Talents

A talent is a power that can be manifested at will, without
using psi points and without being prepared in advance.
Repeated practice has fixed the power in the manifester's
mind and infused the manifester with the power needed to
produce the effect over and over. A talent's power level is 0.

Manifesting a Power Duration
When a character manifests any power, the same basic rules
are followed, regardless of the character's class or the A power's duration is the length of time the power persists. A
power's effects. duration can be expressed in rounds, minutes, hours, or even
years. Some powers specify their effects are dispelled or
Each power description begins with a block of information, destroyed.
including the power's name, level, school of psionics,
manifesting time, range, display, and duration. The rest of a Instantaneous
power entry describes the power's effects.
Many powers are instantaneous. The power harms, heals,
Manifesting Time creates, or alters a creature or an object in a way that can't be
dispelled, because its energy exists only for an instant.
Most powers require a single action to manifest, but some
powers require a bonus action, a reaction, or much more Concentration
time to manifest.
Some powers require you to maintain concentration in order
Bonus Action to keep their magic active. If you lose concentration, such a
power ends.
A power manifested with a bonus action is especially swift.
You must use a bonus action on your turn to manifest the If a power must be maintained with concentration, that fact
power, provided you haven't already taken a bonus action this appears in its duration entry, and the power specifies how
turn. You can't manifest another power during the same turn, long you can concentrate on it. You can end concentration at
except for a talent with a manifesting time of 1 action. any time (no action required).

Reactions Normal activity, such as moving and attacking, doesn't
interfere with concentration. The following factors can break
Some powers can be manifested as reactions. These powers concentration:
take a fraction of a second to bring about and are manifested
in response to some event. If a power can be manifested as a Manifesting another power that requires
reaction, the power description tells you exactly when you concentration. You lose concentration on a power if you
can do so. manifest another power that requires concentration. You
can't concentrate on two powers at once.
Longer Manifesting Times Taking damage. Whenever you take damage while you
are concentrating on a power, you must make a
Certain powers require more time to manifest: minutes or Constitution saving throw to maintain your concentration.
even hours. When you manifest a power with a manifesting The DC equals 10 or half the damage you take, whichever
time longer than a single action or reaction, you must spend number is higher. If you take damage from multiple
your action each turn manifesting the power, and you must sources, such as an arrow and a dragon's breath, you
maintain your concentration while you do so. If your make a separate saving throw for each source of damage.
concentration is broken, the power fails, but you don't lose Being incapacitated or killed. You lose concentration on
your psi points. If you want to try manifesting the power a power if you are incapacitated or if you die.
again, you must start over. The DM might also decide that certain environmental
phenomena, such as a wave crashing over you while you're
Range on a storm-tossed ship, require you to succeed on a DC 10
Constitution saving throw to maintain concentration on a
The target of a power must be within the power's range. For a power.
power like psidarts, the target is a creature. For a power like
step of a dozen paces, the target is a point in space where you Targets
teleport to.
A typical power requires you to pick one or more targets to be
Most powers have ranges expressed in feet. Some powers affected by the power's energy. A power's description tells you
can target only a creature (including you) that you touch. whether the power targets creatures, objects, or a point of
Others powers, such as the surge of action power, affects only origin for an area of effect (described below).
you. These powers have a range of self.
Unless a power has a perceptible effect, a creature might
Powers that create cones or lines of effect that originate not know it was targeted by a power at all. An effect like
from you also have a range of self, indicating that the origin crackling lightning is obvious, but a more subtle effect, such
point of the power's effect must be you. as an attempt to read a creature's thoughts, typically goes
unnoticed, unless a power says otherwise.
Once a power is cast, its effects aren't limited by its range,
unless the power's description says otherwise. A Clear Path to the Target

Display To target something, you must have a clear path to it, so it
can't be behind total cover. If you place an area of effect at a
A power's display is the auditory, material, mental, olfactory, point that you can't see and an obstruction, such as a wall, is
and visual effects given off by manifesting that power. The between you and that point, the point of origin comes into
display for each power is listed in its description, and begins being on the near side of that obstruction.
appearing before a power is fully manifested. This display
allows creatures to realize a power is being manifested.

Introduction | What is Psionics

5

Targeting Yourself Saving Throws

If a power targets a creature of your choice, you can choose Many powers specify that a target can make a saving throw to
yourself, unless the creature must be hostile or specifically a avoid some or all of a power's effects. The power specifies the
creature other than you. If you are in the area of effect of a ability that the target uses for the save and what happens on
power you manifest, you can target yourself. a success or failure.

Areas of Effect The DC to resist one of your powers equals 8 + your
manifesting ability modifier + your proficiency bonus + any
Powers such as concussive clap and energy ball cover an special modifiers.
area, allowing them to affect multiple creatures at once.
Attack Rolls
A power's description specifies its area of effect, which
typically has one of five different shapes: cone, cube, cylinder, Some powers require the caster to make an attack roll to
line, or sphere. Every area of effect has a point of origin, a determine whether the power effect hits the intended target.
location from which the power's energy erupts. The rules for Your attack bonus with a power attack equals your
each shape specify how you position its point of origin. manifesting ability modifier + your proficiency bonus.
Typically, a point of origin is a point in space, but some
powers have an area whose origin is a creature or an object. Most powers that require attack rolls involve ranged
attacks. Remember that you have disadvantage on a ranged
A power's effect expands in straight lines from the point of attack roll if you are within 5 feet of a hostile creature that
origin. If no unblocked straight line extends from the point of can see you and that isn't incapacitated.
origin to a location within the area of effect, that location isn't
included in the power's area. To block one of these imaginary The Disciplines of Psionics
lines, an obstruction must provide total cover.
Every power is associated with one of six disciplines. A
Cone discipline is a group of related powers that work in similar
ways and are akin to the schools of magic.
A cone extends in a direction you choose from its point of
origin. A cone's width at a given point along its length is equal Clairsentience powers enable you to learn secrets long
to that point's distance from the point of origin. A cone's area forgotten, to glimpse the immediate future and predict the far
of effect specifies its maximum length. future, to find hidden objects, and to know what is normally
unknowable.
A cone's point of origin is not included in the cone's area of
effect, unless you decide otherwise. Metacreativity powers create objects, creatures, or some
form of matter. Creatures you create usually, but not always,
Cube obey your commands.

You select a cube's point of origin, which lies anywhere on a Psychokinesis powers manipulate energy or tap the power of
face of the cubic effect. The cube's size is expressed as the the mind to produce a desired end. Many of these powers
length of each side. produce spectacular effects above and beyond the power's
standard display such as moving, melting, transforming, or
A cube's point of origin is not included in the cube's area of blasting a target.
effect, unless you decide otherwise.
Psychometabolism powers change the physical properties of
Cylinder some creature, thing, or condition. These powers include
healing powers.
A cylinder's point of origin is the center of a circle of a
particular radius, as given in the power description. The Psychoportation powers move the manifester, an object, or
circle must either be on the ground or at the height of the another creature through space and time.
power effect. The energy in a cylinder expands in straight
lines from the point of origin to the perimeter of the circle, Telepathy powers can spy on and affect the minds of others,
forming the base of the cylinder. The power's effect then influencing or controlling their behavior.
shoots up from the base or down from the top, to a distance
equal to the height of the cylinder. Combining Psionic Effects

A cylinder's point of origin is included in the cylinder's area The effects of different powers add together while the
of effect. durations of those powers overlap. The effects of the same
power cast multiple times don't combine, however. Instead,
Line the most potent effect--such as the highest bonus--from those
castings applies while their durations overlap, or the most
A line extends from its point of origin in a straight path up to recent effect applies if the castings are equally potent and
its length and covers an area defined by its width. their durations overlap.

A line's point of origin is not included in the line's area of For example, if two clerics cast bless on the same target,
effect, unless you decide otherwise. that character gains the power's benefit only once; he or she
doesn't get to roll two bonus dice.
Sphere

You select a sphere's point of origin, and the sphere extends
outward from that point. The sphere's size is expressed as a
radius in feet that extends from the point.

A sphere's point of origin is included in the sphere's area of
effect.

Introduction | What is Psionics

6

Brathunspar, Yugulmitz Among the yugulmitz, entertainment is still enjoyed,
particularly non-visual enjoyment such as music that can
Dark Brathnii, called yugulmitz in their own language, are a easily be shared through the communal psionic link.
brathnii subrace that live deep underground. While their
surface cousins are known for their innate magical strength Religion: The yugulmitz follow gods just like any intelligent
and tinkering prowess, the yugulmitz survived underground people, but with odd variations. Due to their roots and their
by maintaining paranoia and a growing mental might, slow degeneration and forgetting of histories, they believe in
working hard to keep their underground societies secret. an altered pantheon that is a mixture of the Khordaldrum
and Brathunspar deities. The primary deities they follow are
Dark brathnii are believes to have always lived Wizteriz (Jusarin), Gamultinik (Kharox), and Culdar Grond
underground, descending from the brathnii who dwelt close (Rydor).
to their old cousins, the Khordaldrum, and ended up
interbreeding with them much longer than others. These Dress: The yugulmitz have little wish to dress
resulting brathnii were stockier and stronger than the rest of eccentrically, instead typically going shirtless or with only
their kind and over time their skin began to turn a dark color, minor scraps of clothing in order to make the most of their
matching that of the stone around them and helping them to natural camoflague. Both males and females make use of the
hide, especially from the ghostly deep sylvarin. Due to their same materials and styles, which are both very minimal. They
interbreeding, these brathnii inherited much of the famous make use of tanned and treated mushroom skins for clothing
khordish stubbornness, though tempered by the brathnii often, though some societal groups instead prefer
good-hearted and kind nature. exoskeletons of large spiders, scorpions, and other creatures
that stalk the underdark.
The People: Yugulmitz typically stand a bit taller than
other brathnii, with males typically standing between 3 and 4 The clothing they do wear is always very basic and
feet tall, and females just slightly shorter. They are both much minimal, as they rarely care much about it in the relatively
stockier and stronger than overworld brathnii with their cool and comfortable areas they live in. Additionally, clothing
bodies resembling the tourgaldrum or khordaldrum. traps too much heat, letting them be easily seen by their
Yugulmitz have dark and bumpy skin, resembling natural enemies.
solid stone, especially on their back where it forms into
almost a shell and can protect them from small falling stones Trade and Commerce: While yugulmitz typically prefer
or stalagtites. Most males keep their hair relatively short and not to interact with others more than they need to, even going
cropped, while females will let it grow longer, normally to as far as to psionically warn each other about approaching
their shoulders. The hair of dark brathnii is always some visitors and turning their societies into little more than ghost
shade gray, but ranges from almost white to almost black. cities underground. If they can be found and coaxed into
trusting someone, they do trade occasionally, and this is
Yugulmitz can live a bit longer than surface brathnii due to where their true skills come out to shine. The yugulmitz are
their enlightened minds, but with the dangers of the exceptionally good at crystal craft, creating interesting
Underground, they rarely do. The estimated maximum objects and powerful psionic items from the crystals that are
lifespan of a yugulmitz is around 250 to 300 years, but the very prevalent in the areas they live.
average lifespan is closer to 100 to 150.
Names: Unlike their surface cousins, the yugulmitz use a
Culture and Society: Unlike the highly industrious surface single name throughout their life, but do not use a family
brathunspar, the yugulmitz rely far more on magic and name, instead taking a single name as a full society. This can
psionic power to protect themselves. However, this heavy often cause some confusion with outsiders, but makes it very
reliance on shared psionic energy has caused them to largely easy for two yugulmitz to identify each other. Outside of this,
be drawn toward each other's shared ideas, entire societies they use similar names to surface Brathunspar, but are also
becoming psuedo-hiveminds. known to take Khordish names, or even make a blend of the
two for an odd yet unique sounding name.
Over the time they have lived in the Underground, the
yugulmitz and their culture has someone degenerated, and
they have lost much of their tinkering desires. Yugulmitz have
no sort of clocks or time devices like those of the deep sylvari,
and have even forgotten the need for a calendar. They simply
wake up together due to their linked minds, and sleep
together, letting their society move forward with the
combined work of all of them together.

Many yugulmitz don't even have a concept of the past,
present, or future anymore, not caring about any sort of
concept of time. This is much more likely in larger societies
where large groups are able to keep each other in check,
while more individuality is shown if they are removed from
these situations. Those who are removed will slowly come to
act more closely to a surface brathunspar, albeit without their
knowledge and love of crafting and tinkering. The yugulmitz
are still a simple people, even if not kept in check by their
hivemind societies.

Chapter One | Races

7

Yugulmitz Brathunspar Traits
Ability Score Changes. Your Consitution score and your
Wisdom scores each increase by 2, but your Dexterity score
decreases by 2.


Age. Yugulmitz mature at the same rate humans do, and
most are expected to settle down into an adult life by around
age 40. They can live about 300 years, but rarely do.


Alignment. Yugulmitz are most often neutral. Many tend
toward lawful views do to their natural hivemind societies,
but many are simply truly neutral. They are not malicious, nor
are they benevolent.


Size. Yugulmitz stand between three and four feet tall and
average about 145 pounds. Your size is Small.


Speed. Your base walking speed is 25 feet.


Darkvision. Accustomed to life underground, you have
superior vision in dark and dim conditions. You can see in
dim light within 120 feet of you as if it were bright light, and
in darkness as if it were dim light. You can't discern color in
darkness, only shades of gray.


Infravision. You can see light on the infrared spectrum,
allowing you to note differences in heat up to 90 feet away.
Strong sources of heat such as fires and torches may blind or
cast significant shadows, just as intense light does with
normal vision, causing infravision to not function with such
heat sources nearby. Infravision cannot detect invisible
creatures.


Stone Camouflage. You have advantage on Dexterity
(Stealth) checks to hide in rocky terrain.


Brathunspar Cunning. You have advantage on all
Intelligence, Wisdom, and Charisma saving throws against
magic.


Naturally Psionic. You know the telekinetic push and send
thoughts talents. Wisdom is your manifesting ability for these
talents. In addition, you gain proficiency in the Psionics skill.


Sunlight Sensitivity. You have disadvantage on attack rolls
and on Wisdom (Perception) checks that rely on sight when
you, the target of your attack, or whatever you are trying to
perceive is in direct sunlight.


Languages. You can speak, read, and write Untocor and
Brathnii.

Chapter One | Races

8

Cidal, Ghostlins Trade and Commerce: Ghostlins are exceptional
craftsman when it comes to clothing and leatherworking, but
Ghostlins, a term some consider derogatory in nature even are not great at working metal. They do enjoy carving
though the people themselves don's seem to care, are a small mushroom stalk or the rare wood from trees that do grow in
group of wandering cidal that make their home in the the Underground, but they are far from the best at it. When
Underground. It is believed they originally came from a group they do trade, it is often trading clothing or even leather
of adventuring shadelins that ended up too far from home armor away in return for wood, metal objects, or even just
and unable to find their way home. stories and company. It is not uncommon for a lurk to give
away some of his or her goods in order to have a reason to
The People: Ghostlins are slightly shorter than other spend time with others, talking and laughing.
cidals, standing only 2 and a half to 3 and a half feet tall, with Ghostlin Cidal Traits
males and females being matching in height. They are often Your ghostlin cidal character has the following racial traits


thinner than surface cidal species. Ghostlins, who are Ability Score Changes. Your Dexterity score increases by 2
referred to as lurks by themselves or other Cidal, have and your Intelligence score increases by 1, but your Strength
extremely pale and occasionally partially translucent skin as score decreases by 2.


well as bright red or rarely, white, eyes and white or light gray Age. Ghostlins mature a bit slower than humans, reaching
hair. The spooks are weird in a sense that their hair typically maturity around the age of 20 and typically live upwards of
grows straight up, but only a few inches for males, while 300 years, though this is often cut short.


females' hair will grow longer, eventually falling back in a Alignment. Ghostlins are a happy and primarily carefree
wave of sorts. people. They don't directly try to go against laws, but don't
typically care for them and do what they wish when they
Lurks rarely live as long as stumps and picks due to danger wish. Most are Neutral Good, simply wishing to spread joy to
and their excessive bravery and curiosity that they retained the world.


from their ancestors. lurks still celebrate many of the same Size. Most Cidals stand 3 to 4 feet tall. Your size is small.

traditions other Cids do, especially their naming day and love Speed. Your base walking speed is 25 feet.


of social gatherings. Darkvision. Accustomed to life underground, you have
superior vision in dark and dim conditions. You can see in
Lurks are very kindly and goodhearted people, helping, dim light within 120 feet of you as if it were bright light, and
laughing, and partying with any they find in their otherwise in darkness as if it were dim light. You can't discern color in
wretched home. darkness, only shades of gray.


Infravision. You can see light on the infrared spectrum,
Culture and Society: lurks love a party, and the danger of allowing you to note differences in heat up to 90 feet away.
the Underground does nothing to put a damper on this. Like Strong sources of heat such as fires and torches may blind or
other Cids, lurks live in "hams", with the largest of them cast significant shadows, just as intense light does with
being Yippy-ham. Being most closely related to picks, lurks normal vision, causing infravision to not function with such
are often still full of wanderlust and wish to see more, but heat sources nearby. Infravision cannot detect invisible
unlike picks, they tend to do their exploring entirely in creatures.


groups. It isn't an uncommon sight in the Underground to see Naturally Psionic. You know the nomadic mind talent and
a group of ten or more spooks traveling around, sightseeing, the charming presence power and can manifest them at will.
and protecting each other as well as trying to make friendly Intelligence is your manifesting ability for these
with anything that moves and doesn't immediately attack manifestations. In addition, you gain proficiency in the
them. The one exception to this is with Khordaldrum, and Psionics skill.


especially with the Tourgaldrum—the Underground dwelling Gossiping Folk. You gain proficiency in the Deception skill.


Khord descendents. It is unsure why this is, but it seems that Brave. You have advantage on saving throws against being
the Tourgs, or Tourgies as the lurks refer to them, share this frightened.


disdain for the lurks. Languages. You can speak, read, and write Untocor, Cidal,
and your choice of Apaponese or Anathari.
Lurks despise harming the natural environment, even
going so far as to not mine at all in the Underground. They Chapter One | Races
will still build, but typically use materials that are natural to
the area. An exception to this is using magic such as mold
earth or psionic powers to reshape the environment without
harming it. They have no problem with using tunnels and the
like made by other peoples, but will not make them
themselves.

Religion: The lurks recognize all gods similarly to their
ancestors, and share the same naming scheme for them with
the most commonly worshipped deities being Sheilin or
Shinara, Ma Meil or Miellyah, and Lysa or Lysora.

Dress: Ghostlins have a dress that offsets their drab
appearance, often favoring colorful clothing if they can obtain
it. They are known to use ground mushrooms and insects to
make vibrant dies, and will die mushroom-leather for
clothing. These dyes are especially used for ceremonies or
toshs. The lurks will party like any other Cids, and use these
colors to express themselves.

9

Dragonborn Dragonborn used to live in barbaric tribes when they first
began moving away from their ancient roots, starting as a
Dragonborn are a race of draconic creatures created by the race of their own. Luckily for them, they have come far from
most powerful of dragons originally to act as their emissaries those times and instead create full societies. These societies
among 'lesser peoples'. At that time, dragonborn weren't born do still stay rather separate from other races, and with the
naturally, but instead were creatures reborn from non- still relatively low population of dragonborn in the world, they
draconic humanoids who, to prove their devotion to the are sometimes believed to be a myth and are often mistaken
powerful dragons of the world, willingly took on draconic for bulkier slaa'kar. Despite this, they often still behave
traits in place of their original biology. These creatures similarly to their ancient ancestors, though dragonborn of
always matched the alignment of their draconic adoptive muddled heritage are much more like humans with a lot of
parents, and spread the word of their might through the variation, and 'pure' dragonborn are far more similar. For
world. example, a pure red dragonborn will often be avaricious and
hateful, caring only for themselves, while a muddled red
Dragonborn were originally very powerful creatures who dragonborn who has ancestors of gold, black, silver, or others
resembled their draconic adoptive parents. They had strong may be far more calm and polite, not resembling red dragons
determination and were natural leaders who took on the themselves.
responsibility to lead the battle against other dragons who
would doubt the strength of their parentage. Many consider The scales and horns of dragonborn also depend on their
the dragonborn to be a lesser version of the dragonspawn, bloodline. A pure amethyst dragonborn will have scales that
massive creatures descended from true dragons that were are close to lavender or some shade of pale purple in color,
created to fight powerful creatures and the avatars of and the scales will appear like naturally formed mineral
opposing gods. Despite this, there seems to be no correlation crystals, while a pure white dragonborn will often have a
between the two. ridge from the back of their head and their horns will be
partially transparent like ice with scales from white to gray
Since the time of their creation, dragonborn have begun to and very smooth. Muddled dragonborn often have very plain
breed with each other, giving birth to a true race, born looking horns that push back, but often curve somewhat,
naturally and without needing an infusion of power from true resembling an odd mixture between their ancestors and their
dragons. This has weakened the race considerably, but has scales are small and fine.
given them more freedom to live their own lives, even at the
cost of their draconic strength. Some, wishing to further Culture and Society: The culture of dragonborn has
themselves even moreso from dragons, have taken up jobs as evolved to largely be militaristic whilst still including
dragon hunters, and this reputation has spread and begun diplomacy. This however, is largely impacted by the type of
accounting for a majority of their race. dragonborn who live in the society. A society full of pure red
dragonborn will be almost entirely militaristic with the
The People: Dragonborn are a powerfully built people and strongest of them being chosen as their ruler, while a society
stand a head above many other races, averaging almost 7 feet of pure amethyst dragonborn will tend toward diplomatic and
tall and almost 300 pounds. Their hands and feet are strong, scholarly debate. Muddled dragonborn tend toward the
talonlike claws with three fingers and a thumb on each hand. center, voting on elected officials or choosing them through
They are clad in scales resembling those of dragons, though other, typically non-violent, methods. Much of pure
due to the interbreeding of many different types, the colors dragonborn society is highly decorated, showing wealth and
have become muddled and most dragonborn appear as power while muddled dragonborn tend toward authoritarian
brownish or black. Dragonborn also lack wings or a tail, styles, favoring function or appearance.
giving them a much different appearance from the novaldra
people. Despite this, some socieities of dragonborn have Religion: Pure dragonborn often believe in their own
ensured the different colors stay separate. While this has might a lot, but will do anything they can to grow stronger
caused prejudicies against standard interbred dragonborn and so will occasionally follow gods, even while having the
from these 'pure' dragonborn, it has also kept bloodlines lowest rate of worship among races with just under 90
more pure, allowing for vibrant colored scales that resemble percent of pure dragonborn following deities. Almost every
these dragonborn's ancient ancestors. In addition to these, a muddled dragonborn follows a deity, however, and so they
dragonborn granted a gift of power from its own draconic tend to blend into other societies better. When a dragonborn
ancestor type will have its scales changed to match that does follow a god, they tend toward powerful gods and those
specific dragon's colors, including the exact shade. of strength, often leaning toward Thadril Anskar, and some
worshipping Therassor or Bakloran as well.
Chapter One | Races
Dress: While dragonborn cannot consume inanimate
10 matter for sustenance like their draconic ancestors, they do
tend to like the same sorts of treasure and enjoy
incorporating it into their clothing. Pure amethyst
dragonborns, for example, often embroider or stud their
clothing or gear with amethysts, and pure red dragonborn are
known for having gaudy equipment, including mass amounts
of jewelry, gold trimmed armor or even fully gilded armor
occasionally, and all sorts of gemstones lining every part of
their gear. Muddled dragonborn typically have much more
plain clothing, preferring simple robes and the like or plain,
unpainted armor.

Trade and Commerce: Dragonborn, especially pure Amethyst Dragonborn
dragonborn, are typically somewhat xenophobic, but for good
reason. The world is inhospitable to ones that look so much Amethyst dragonborn are very regal and magnanimous. They
like the creatures that kill their sons and burn their homes. speak in low tones and treat all beings with dignity until
Dragonborn much prefer to live in their own societies proven they should not. Pure amethyst dragonborn have
surrounded by their own people, but also feel a natural drive lavender colored scales and lack standard horns, instead
for exploration that is hard to put down. Due to this, the ones having two large teeth jutting up from near the front of the
that do venture out often 'sell' themselves as mercenaries and jaw, similar to an orc's tusks in appearance. They also often
the like. This is far more common among muddled develop fin-like protrusions that lie along the sides of their
dragonborn, furthering the believe that dragonborn are head and can frill forward similar to a cobra's hood.
simply a bulkier slaa'kar due to their similarities in
appearance. A pure dragonborn is almost never mistaken for

a slaa'kar, excluding some of the green, black, or white Ability Score Increase. Your Intelligence score increases by
dragonborn. Outside of this, some have proven themselves as 2, but your Dexterity score decreases by 1.


craftsman or especially as spellcasters, drawing upon their Alignment. Pure amethyst are calm and think things through
draconic heritage for power. without outside interference. They are typically Neutral.


Kinetic Breath. Your breath weapon imposes a Constitution
Dragonborn Traits saving throw and the creature is restrained until the end of its
Your dragonborn character has the following racial traits

next turn on a failure. As a bonus action on your turn, you
Ability Score Changes. Your Constitution score increases by may hurl a creature restrained by this breath attack up to 10
1.

feet. This distance increases by 10 feet at 5th level (20 feet),
Age. Young dragonborn grow quickly. They walk hours after 11th level (30), and 17th (40 feet). A creature takes 1d6
hatching, attain the size and development of a 10-year-old bludgeoning damage for every 10 feet traveled in this way.
human child by the age of 3, and reach adulthood by 15. They You also have resistance to force damage.


often live to be around 200 due to their draconic bloodline.

Supernaturally Calm. You have advantage on all checks
Size. Dragonborn are taller and heavier than humans, made to calm another creature.
standing almost 7 feet tall and averaging almost 300 pounds.
Your size is Medium.

Crystal Dragonborn
Speed. Your base walking speed is 30 feet.


Natural Armor. You have tough, scaly skin. When you aren’t Crystal dragonborn are gregarious and free-spirited. While
wearing armor, your AC is 13 + your Dexterity modifier. You they enjoy solitude, they value family more than other types of
can use your natural armor to determine your AC if the armor dragonborn. Pure crystal dragonborn often have a very beak-
you wear would leave you with a lower AC. A shield’s benefits shaped snout, ending in a wickedly sharp point and have a
apply as normal while you use your natural armor.

row of spikes running down their neck and arms resembling
Breath Weapon. use your action to exhale destructive energy a wave. They have milky-white scales, though some rarely
in your choice of a line 30 feet long and 5 feet wide, or a 15- have somewhat translucent scales.
foot cone. Your draconic ancestry determines the damage
type of the exhalation. When you use your breath weapon,

each creature in the area of the exhalation must make a Ability Score Increase. Your Dexterity score increases by 2,
saving throw, the type of which is determined by your but your Wisdom score decreases by 1.


draconic ancestry. The DC for this saving throw equals 8 + Alignment. Pure crystal dragonborn are free spirits, doing as
your Constitution modifier + your proficiency bonus. A they wish, even directly in contrast to what they are requested
creature takes 2d6 damage on a failed save, and half as much to do. They are typically Chaotic Neutral.


damage on a successful one. The damage increases to 4d6 at Blinding Cone. Your breath weapon imposes a Constitution
5th level, 6d6 at 11th level, and 8d6 at 17th level. After you saving throw and deals radiant damage equal to half the
use your breath weapon, you can’t use it again until you damage of your breath attack. Any creature that fails its
complete a long rest. You can use your breath weapon an saving throw is also blinded for 1d4 rounds. You also have
additional time at 5th level (2 times), 11th level (3 uses) and resistance to cold damage. This breath weapon cannot be
at 17th level (4 times).

used as a line.


Draconic Ancestry. You are descended from one type of Mountain Acclimation. You’re acclimated to high altitude,
dragon. You gain features for your appropriate dragon including elevations above 20,000 feet. You’re also naturally
ancestry subrace. adapted to cold climates.

Chapter One | Races

11

Emerald Dragonborn Obsidian Dragonborn

Emerald dragonborn are extremely studious and seek to Obsidian dragonborn are ruthless and cunning, stopping at
expand their knowledge in all subjects, but they also tend to nothing to achieve their goals. Pure obsidian dragonborn had
be very paranoid. Pure emerald dragonborn have scales of scales of an extremely deep black that seemed to blend into
numerous shades of green, ranging from minty green all the one another, and had a crown of horns the same color as
way to a deep emerald color. They had a single large spike- their scales that jutted back, giving them a regal appearance.
like horn that came from the back of their head, jutting Their eyes often had a soft red glow to them, like flowing
backward over a fin-like structure. magma.




Ability Score Increase. Your Charisma and Intelligence Ability Score Increase. Your choice of your Strength or
scores each increase by 1, but your Wisdom score decreases Intelligence scores increases by 2, but your Dexterity score
by 1.

decreases by 1.


Alignment. Pure emerald dragonborn value logic and facts, Alignment. Pure obsidian dragonborn are violent and selfish.
untainted by moral dillemas. They are typically Lawful They are typically Neutral Evil.


Neutral.

Burning Obsidian Breath. Your breath attack imposes a
Deafening Screech. Your breath weapon is a loud screech Dexterity saving throw and deals slashing damage. Any
and imposes a Constitution saving throw, dealing thunder creature that fails its save takes fire damage equal to half
damage and deafening each target that fails its save for 1d4 your breath weapon damage at the start of its next turn. You
rounds. You also have resistance to thunder damage. This also have resistance to fire damage.


breath weapon cannot be used as a line.

Terrifying Presence. You gain proficiency in the Intimidate
Powerful Recall. You gain proficiency in the History skill. skill.

Opal Dragonborn Ruby Dragonborn

Opal dragonborn are wise and charismatic, as well as being Ruby dragonborn are large of frame and powerfully built,
very mischievious. Pure opal dragonborn have pearlescent caring little for other races and believing themselves superior
scales that are often pinkish or white, and very sleek. In to any others. A Pure ruby dragonborn has bright and
addition, their horns curl back and sometimes even end up gleaming scales, and can be mistaken for a red from far
often pinkish or white, and very sleek. In addition, their horns enough away, but close up their lineage is revealed through
often have a tendency to split, almost akin to the antlers of a the crystalline shape of their scales. Their eyes hide an inner
stag or similar creature. Their eyes are typically calm and wisdom and cunning that further betrays the brutal and
show a multitude of different colors in them. chaotic ways of reds. Their horns formed a sort of crest
between them as they moved backward, but the tips of the

horns extended further back creating two distinct points past
Ability Score Changes. Your choice of your Wisdom or the shield-like section of bone.
Charisma score increases by 2, but your Intelligence score
decreases by 1.



Alignment. Pure opal dragonborn are sly and tricky, never Ability Score Increase. Your Strength score increases by 2
caring to stick to a plan for too long and known to not keep and your Wisdom score increases by 1, but your Dexterity
their word. They are typically chaotic neutral.

score decreases by 2.


Distracting Breath. Your breath attack is a wave of odd Alignment. Pure ruby dragonborn can be haughty, but they
pearlescent gas. Each creature in the area of the breath tend to follow a code of some sort while staying away from
weapon must make an Intelligence saving throw, being moral extremes. They are almost always Lawful Neutral.


charmed by you until the end of your next turn on a failure. A Heat Breath. Your breath weapon is a wave of extreme heat,
creature charmed in this way has disadvantage on attack devoid of true flames, and imposes a Constitution saving
rolls and dexterity saving throws. You also have resistance to throw and deals fire damage. You also have resistance to your
psychic damage. This breath weapon cannot be used as a choice of fire. An underwater creature is not resistant to the
line.

fire damage from this source.


Charming Presence. You gain proficiency in the Persuasion Hulking Mass. You gain proficiency in the Athletics skill.
skill.

Chapter One | Races

12

Sapphire Dragonborn

Sapphire dragonborn are powerful and antisocial. They are
far more aggressive than other gemstone dragonborn. Pure
sapphire dragonborn have deep blue crystalline scales that
help them to blend into dark areas, and they have a ferocity
about them that is unmistakable. They have a tendency to
enjoy the taste of spiders which can be highly unsettling to
other creatures. Their horns curl back and point slightly
upward typically.



Ability Score Increase. Your Strength and Constitution
scores each increase by 1, but your Dexterity score decreases
by 1.


Alignment. Pure sapphire dragonborn are militaristic and
tactical, understanding the need for structure. They are
typically Lawful Neutral.


Debilitating Roar. Your breath weapon is a pulse of high-
pitched, nearly inaudible sound. It imposes a Constitution
saving throw and deals thunder damage. Each creature that
fails its saving throw is also frightened of you for 1d4 rounds.
You also have resistance to thunder damage. This breath
weapon cannot be used as a line.


Sapphire Claws. You have a climb speed of 30 feet.

Topaz Dragonborn

Topaz dragonborn are misanthropic and unpredictable. They
have muscular builds offer unparalleled speed. Pure topaz
dragonborn have two large fin-like protrusions on the sides of
their heads similar to those of Amethyst dragons, albeit
larger. They also have a row of wave-like spikes down their
neck that resembled sand dunes or breaking waves.



Ability Score Increase. Your Strength and Constitution
scores each increase by 1, but your Dexterity score decreases
by 1.


Alignment. Pure topaz dragons are uncaring and often
argumentative or contrarian. They are typically Lawful
Neutral.


Dehydrating Breath. Your breath weapon is a blast of
dehydrating power which ironically often resembles a blast of
water which imposes a Constitution saving throw and deals
necrotic damage. On a failure, each target gains a level of
exhaustion. A creature cannot gain more than 1 level of
exhaustion from this ability. You also gain resistance to cold
damage.


Social Avoidance. You can manifest the delusion power at
will, and affect up to three creatures at a time. Each creature
must perceive the delusion in the same way.

Chapter One | Races

13

Elans Religion: Elans are less likely to worship deities than
members of other intelligence races, since they feel that any
Elans are not born; they are made. Living humans are grace or continued existence they might hope for depends on
selected from a pool of applicants and screened by a special their inborn psionic talent. As not worshiping a deity can
elan council. Those who pass must undergo a secret psionic easily mark one as an outcast or draw a large amount of
process in one of several hidden elan enclaves, where they negative attention to them, at least in Audalis, they will often
abandon their humanity for a new, psionically energized masquerade as following one.
existence. Thus, elans do not reproduce biologically, but
rather psionically, through a mysterious psionic ritual known Names: Elan names vary greatly, and an elan's name is
only to elans. Even then, their "children" are usually already often simply the human name he or she possessed before
fully formed adult humans. Nonhuman elans are never entering into their new existence. This is particularly true
created, and it could be that the ritual simply doesn't work for when an elan wishes to pick up their old life where it left off.
any creatures but those who were originally human. Others view their second chance at existence as an
opportunity to start anew, and they pick new names.
When those who are still human seek the transformation
to elans, they must petition existing elans for the privilege of Titles, though they are used only among themselves, are
going through the process. Elans are a secret lot in this important to elans. Freshly transformed elans have the title of
regard, and do not publicly reveal their enclaves or places of Newmade; those who have lived at least a few decades after
making; the elans select new aspirants and turn away those transformation have the title of Made; and those over a
they feel are unsuited for life as an elan. Newly created elans century old have the title of Eternal. Those who belong to the
retain the basic memories and personalities of their previous council that chooses new elans have the title of Culler.
human lives, but lose all their other memories such as skills
for life and combat. Elan Traits
Your Elan character has the following racial traits


Elans are nearly as adaptable, flexible, and ambitious as Ability Score Changes. Your Intelligence and Constitution
the humans from which they are made. Because their scores each increase by 2, but your Charisma score
exceedingly long life spans sometimes lead the living to think decreases by 2.


the worst of them, elans practice a certain restraint, Alignment. Elans tend toward no particular alignment, but
especially with regard to the subject of their origin. may be swayed by their previous lives as humans. The best
Otherwise, their personalities vary widely. and worst are found among them.


Size. Elans typically stand just under 6 feet tall and weigh
The People: Elans typically stand just under 6 feet tall and around 180 pounds, with males generally taller and heavier
weigh around 180 pounds, with males generally taller and than females. Your size is Medium


heavier than females. Because the council members who Speed. Your base walking speed is 30 feet.


make the selection of aspirants have their own preferences, Trance. Elan do not sleep. Instead, they meditate deeply,
elans of a certain "generation" often share certain physical remaining semiconscious, for 4 hours a day. While
characteristics. The current council members favor aspirants meditating, you can dream after a fashion; such dreams are
with lightly tanned skin, dark hair, and a youthful quality such actually mental exercises that have become reflexive through
as the Drannish and Sendrians of Antaron, or the Skashians years of practice. After resting in this way, you gain the same
and Stahlians of Renarim. Overall, elans vary in looks as benefit that a human does from 8 hours of sleep.


widely as humans do. An elan dresses in a style typical of the Psionically Suffused. Elans gain 3 psi points. This benefit
area in which he or she lives, including the adoption of does not grant them the ability to manifest powers unless
unusual hairstyles, fanciful clothes, tattoos, body piercing, they gain that ability through another source, such as a
and the like. psionic class.


Resistance. Elans can use psionic energy to increase their
Elans have effectively unlimited life spans. As long as they resistance to various forms of attack. As a reaction to failing a
are not destroyed, their mental arts could conceivably saving throw, you may spend 1 psi point to immediately gain
continually energize and rebuild their bodies for a thousand a +2 bonus to that saving throw, potentially turning it into a
years or more. success.


Resilience. When an elan takes damage, they may lessen its
Culture and Society: Elans mix with members of other severity through their psionic energy. As a reaction when you
races, especially humans. It is probable that their relations take damage, you may spend any amount of psi points. For
would undergo a shift should their true nature become widely every psi point you spend in this way, decrease the damage
known, so one of the essential tenets of elan existence is from that source by 2.


secrecy. Repletion. An elan can sustain his or her body without need
of food or water. By spending 1 psi point, you do not need to
Should an Elan be found out, they will often attempt to flee eat or drink for 24 hours.


if possible, and start up life again elsewhere. If it is not Languages. You can speak, read, and write Common and the
possible, they may turn to their psionic talents to attempt to languages of your past life. For this, choose a human subrace
change or wipe the memories of those who learned of their and add the listed languages for that subrace.
true nature.

Chapter One | Races

14

Goblins, Blue Blues often become adventurers having been driven out by
their home tribe, or they come from one of the few existing
Once thought to be a subrace of the goblins, blues are related blue tribes. Even so, to wander means that they are either
to goblins, being a goblinoid race, but are actually defined as desperate (often for power) or cocky and unafraid. Blues find
their own race. Able to interbreed with goblins, similar to adventuring a means to an end, a way for them to become
humans interbreeding with elves, blues often infiltrate goblin rich, powerful, and connected, with death one of the possible
tribes to procreate with the females of the tribe, having a outcomes. To a blue, that is a fair bargain to be made.
limited population of blue females to choose from. Many
blues with strong psionic ability learn to control their Blue Names
physical form using psionics to assume the look of a normal Most blues outside of goblin society take a name from other
goblin, thereby allowing easier integration into a goblin tribe. humanoids, which means that their naming conventions are
The blood of blues runs stronger than goblins, and therefore as varied as that of all other races combined. However, many
a tribe that knowingly or unknowingly allows blues to breed often add a descriptive title, such as “Omas the Magnificent”
with them will over a matter of a few generations be or “Andra the Wild” to enhance their individuality.
composed completely of blues. Because of this, the blues
were once hunted into near extinction by their goblin kin, Blue Goblin Traits
prompting their stealthier and cautious ways. The blue elders Your Blue Goblin character has the following racial traits


will often breed and then leave a tribe, looking for a new Ability Score Changes. Your Intelligence score increases by
place to spread their blood before it is destroyed. 2 and your Dexterity score increases by 1, but your Strength
score decreases by 1.


The People: Blues are short with leathery blue hide, large Size. Goblins stand 3 to just over 4 feet tall and weigh
eyes and ears and a mouth filled with fangs, blues stand around 40 to 60 pounds. Your size is small.


between 3 and 4 feet tall, with males slightly taller and Speed. Your base walking speed is 30 feet.


heavier than females. Most blues have black hair on their Age. Goblins can theoretically live up to 100 years, however
heads, although some choose to go bald. To most, the blue is due to their lifestyle, they typically live no longer than 25
simply an oddly-colored goblin. Very few things make them years unless they are the Boss, in which case they can live
stand out from their racial cousins, at least physically, aside longer unless assassinated for power first.


from their skin tone. Alignment. Blue goblins, unlike their more tribalistic
cousins, see the use of law and order in society and strive for
Culture and Society: Where goblins are disorganized, it, even if only to help themselves. They are typically Lawful
driven by their passions and need for activity, blues are quite Evil.


the opposite. They are determined, focused, and driven to Low-Light Vision. Accustomed to living in dark and quiet
organization and structure. A tribe of goblins that doesn’t kill places, goblins see in low-light within 60 feet as if it were
a newborn blue will often come to be dominated by that blue, bright light.


whose natural organizational skills and intelligence allows it Nimble Escape. You can take the Disengage and Hide
to either rule the tribe outright, or manipulate the less actions as a bonus action.


intelligent goblins. These tribes tend to become focused and Naturally Psionic. You know the delusion, mind thrust, and
unified, whipped into structure not necessarily by the mystic hand talents. Intelligence is your manifesting ability
leadership qualities of the blue, but by his psionic power and for these talents. In addition, you gain proficiency in the
intelligence. As a result, most of the dominant goblin Psionics skill.


societies are actually led by a powerful blue; the few tribes of Languages. You can speak, read, and write Common and
only blues that have popped up tend to welcome order and Goblin.
competition.

While driven and intelligent, most blues are colored by the
dark ways of the tribes where they grew up. These blues tend
to look down on all other races and wish to dominate and
enslave them, which naturally makes them enemies to most
races, but even a more mild-natured or civilized blue will be
met by suspicion by brathnii, cidal, khordaldrum, and
titanforged, while the sylvari and many human societies often
find much in common with a blue’s worldview, seeing the
need for structure and order, which can equate to
expansionistic and conquering tendencies.

Religion: Few blues are religious, believing themselves to
be superior to the weak-willed people around them that need
supernatural crutches to cope with a hostile world. Most
blues tend to be lawful evil, tainted by their lives among the
goblin tribes. Laws tend to protect the selfish more than the
altruistic and therefore a blue would rather learn to use the
rules than break them.

Chapter One | Races

15

Half-Orcs, Gray Religion: Gray orcs and half-orcs are highly intelligent
creatures and thus see the benefits of worship. They
Gray orcs, a rare species of orcs found deep underground or understand their place in the world and do not see
high above the other races in the mountains, stand far themselves as above the gods - though surely do see
different than their less civilized cousins. These creatures themselves as better than many other peoples due to their
stand just as tall as your average green or crimson orc, yet intellect. Gray half-orcs often worship the same gods as their
lack much of their definition. They have long gaunt limbs and human side if they live among them, but if they live among
skin that appears to be ill-fitting, hanging in swathes from their orcish side, they typically worship neutral and evil
their limbs and constrictingly tight around their torso. They deities.
often have flabby jowls on their face while the top of their
head is tight and smooth, as these creatures rarely grow hair Values and Taboos: Gray orcs and half-orcs share many of
of any sort. The creatures appear frail and fragile, but are just the same taboos and values. They value strength of mind and
as strong if not stronger than humans and other races. the order that comes with it while despising chaos and the
rampant destruction it brings.
The true defining feature of the gray orcs compared to
their cousins is their intelligence and the mastery of the Gray Half-Orc Traits
power that lies within their minds. Gray orcs are psionically Your Gray Half-Orc character has the following racial traits.


awakened creatures and their spawn are no exception. In the Ability Score Changes. Your Intelligence and Strength
rare cases that a gray orc breeds with a human, a gray half- scores each increase by 2, but your Charisma score
orc is created. These creatures are shunned by most peoples decreases by 2.


due to their appearance. Age. Gray half-orcs mature much faster than humans,
reaching adulthood around age 9. They barely noticeably age
The People: A gray half-orc retains much of its orcish after the age of 15 but still rarely live longer than 85 years.


parentage's physical appearance, though some sprout tufts of Alignment. Gray half-orcs inherit a tendency toward law and
hair at random intervals across their scalp and over their order from their orc parents and are inclined toward evil.
body. These creatures have the same jutting jaws and Half-orcs raised among orcs and willing to live out their lives
prominent teeth of other orcs and half-orcs, but lack the among them are usually evil.


piggish snout of them, having no protruding nose and instead Size. Gray half-orcs are somewhat taller than humans and
two small slits mark the face that the creatures breathe other half-orcs but are leaner and sickly looking. They range
through. from just under 6 feet to almost 7 feet tall. Your size is
Medium.


Gray orcs and half-orcs are often stuck in their own ways, Speed. Your base walking speed is 30 feet.


refusing to change as the world does around them. They have Low-light Vision. Thanks to your orc blood, you have
a bad tendency to torture creatures who attempt to change superior vision in dim conditions. You can see in dim light
them or adamantly disagree with their ways. within 60 feet of you as if it were bright light.


Relentless Endurance. When you are reduced to 0 hit points
Gray half-orcs typically end up living among their orcish but not killed outright, you can drop to 1 hit point instead. You
lineage, as other peoples are intolerant of things that look can’t use this feature again until you finish a long rest.


like them, shunning them or outright attacking them. Due to Naturally Psionic. You know the brainfog and psilance
this attitude, the half-orcs often develop a similar outlook on talents. Intelligence is your manifesting ability for these
other races, seeing them as ignorant and close-minded. talents. In addition, you gain proficiency in the Psionics skill.


Focused Torture. You treat all melee weapons as though
Language: Gray half-orcs speak both the orcish of their they had the Brutal 1 property.


parent's distant cousins and vergik, the language of the gray Languages. You can speak, read, and write Common, Orcish,
orcs themselves. Orcish is a harsh, grating language with and Vergik. Orcish is a harsh, grating language with hard
hard consonants. It has no script of its own but is written in consonants. It has no script of its own but is written in the
the Khord script. Vergik is the language of the gray orcs. It Khord script. Vergik is the language of the gray orcs. It
shares the harsh, grating noise of orcish, but unlike orcish, it shares the harsh, grating noise of orcish, but unlike orcish, it
has many large words. These words typically evolved from has many large words. These words typically evolved from
entire sentences or descriptions of emotions, objects, or the entire sentences or descriptions of emotions, objects, or the
like. like.

Culture and Society: Gray orcs decide their leaders
through battles of mental fortitude and willpower. They take
turns lashing at each other's minds with powerful psionic
assaults, and whichever survives is made the ruler. This is
often followed by the half-orcs spawned of them as well, and
they tend to develop their minds to a great extent.

Gray orcs and half-orcs often believe that emotions are a
waste of good brain power, and tend to ignore them when
they are unnecessary, prefering to view things through a
logical scope. Due to this, they typically lack the bestial and
rageful nature of other orcs.

Chapter One | Races

16

Ichtlin Values and Taboos: The Ichtlin rely on their hive to help
each other survive, especially down in the deep parts of the
The ichtlin are an insectoid race dwelling deep underground, world where they dwell. Any Ichtlin found to be slacking in
further than many ungoulid or deep sylvarin even dare tread. their duties is punished heavily, but never killed as the loss of
Covered in a hardened carapace that even spreads over their a worker harms everyone.
bright blue eyes, the Ichtlin are suited well for the world
where anything could try to kill them. There are few things more valued in the Ichtlin
communities than strength of body and mind. One that can
The People: The Ichtlin are a tall standing, though lead well and help their neighbors is far more useful than
relatively light, race and live for a bit longer than many races, other citizens and others treat them far better.
helping their odd breeding process keep their people alive.
An Ichtlin is never alone, as they can share their thoughts No Ichtlin will stand by idly while another is in danger.
with others near them, or with others of their kind so long as Even workers and toilers will rise to the call if their
they are near enough to a focus for those thoughts - whether community is being attacked by sylvarin, wurms, or anything
their queen or another member of civilization who has taken in between. Ichtlin will never attack each other's
on the mantle. The Ichtlin are not an outwardly aggressive communities, even if they have gone rogue and left their own
people, unlike many others in the deep depths, but will community.
always protect their own over those of another race.
Chapter One | Races
Language: The language of the Ichtlin is an odd sounding
noise and relies largely on the clicking of their antenna and
using their second pair of arms to make certain signals or
rubbing them together to make certain noises in combination
with the words they speak. Due to these unique
circumstances, it is very difficult, if not impossible, for other
creatures to speak their language.

Culture and Society: Ichtlin live in their isolated cities and
towns, each led by one of their own that acts as a focus for
their telepathy and hive mind. These living areas have spots
for growing fungus and underground plants, but for the most
part, the Ichtlin are carnivorous. While they will not actively
hunt humanoids, the Ichtlin crave the flesh of deep sylvarin
and purple wurms.

No matter the group of Ichtlin, they have a hive mind and
will aid their society however they can, as the health of the
group comes before the health of the individual.

Religion: The Ichtlin often have a twisted view of the gods,
viewing some far differently than other races do. They favor
Cha'chtrin (Death Cycle - D'hurgen) and Arvik (Hunt -
Vilathera) above most other gods and despise Har'Valis
(Blinding Light - Solanis) for the light he creates. The Ichtlin
have their own names for the gods they follow or revere due
to their separation from the surface peoples. For example:

Alanus - Har'Vjor (Blinding Wealth)
Alvareon - Tel'Cinum (The Coming)
Bakloran and Therassor - D'klarum Etil (War Bringer)
D'hurgen - Cha'chtrin (Death Cycler)
Garghas - Lharis Haram (Plague Spreader)
Jusarin - Tel'Mjer Yhoris (The Keeper of Knowledge)
Kharox - Gharbo Intie (Grand Crafter)
Kith-Jora - Fugo Tel'Ghar (World Whisperer)
Lysora - Vhargi'Expe (Wound Banisher)
Rydor - Slr'rwi (True Speech)
Salerna - Felyi'Vhargi (Unavoidable Pains)
Sharlys - Helti'Vhargi (Suffering of the Mind)
Solanis - Har'Valis (Blinding Light)
Thadril Anskar - Yor'Shik Tel Ghar (Shaker of the World)
Thirkell - Mjek o'Hel (Master of the Darkness)
Tyrannis - Ekt'Nor Mjek'Talim (Unspoken Queen of
Hatred)
Valdorn - Hel Jhfar (Dark Walker)
Vilathera - Arvik'Mjek (Hunt Leader)

17

Ichtlin traits Scout
Your Ichtlin character has the following racial traits.


Ability Score Changes. Your Constitution score increases by Ability Score Improvement. Your Dexterity score increases
2, but your Charisma score decreases by 2.

by 1.


Age. Ichtlin live long lives compared to other races. They are Scout's Skills. You gain proficiency in the Acrobatics and
considered to be adults within 5 years of hatching and can Stealth skills.


live up to 150 years.

Winged. You have large insectile wings that sprout from your
Alignment. Ichtlin tend toward a strongly lawful alignment, back. They are fast but very noisy when you use them. You
relying on their hive to do their part and returning the favor in gain a fly speed of 60 feet. You take 5 radiant damage at the
kind. Most of them are morally neutral, but some are good. beginning of your turn while you have your wings open in
This is especially true for those who sacrifice themselves to bright light. You cannot fly while in sunlight.
become a focus for the hive mind.


Size. Most Ichtlin stand between 6 and a half feet to 7 feet Psychic
tall, with little to no difference between males and females.
They weigh only around 160 to 180 pounds on average. Your Ability Score Improvement. Your Intelligence score
size is Medium.

increases by 1.


Speed. Your base walking speed is 30 feet.

Naturally Psionic. You know the brainfog and send thoughts
Sunlight Sensitivity. The Ichtlin are extremely sensitive to talents. Intelligence is your manifesting ability for these
light to the point that it burns. Luckily, their hardened talents. In addition, you gain proficiency in the Psionics skill.
carapace is able to block much of it so it does not harm them.
You have disadvantage on attack rolls and on Wisdom
(Perception) checks that rely on sight when you, the target of
your attack, or whatever you are trying to perceive is in direct
sunlight.


Four-Armed. You have a shorter pair of arms coming right
under your normal arms. You can use these arms to take an
additional item interaction each round and hold objects.
These secondary arms can't be used to do anything that
requires manual precision such as attack, benefit from a
shield, or use an item, but they can perform the somatic
components of a spell.


Superior Darkvision. Living deep within the world has
adapted you to survive well and foresee your foes before they
can sense you. You can see in dim light within 120 feet of you
as if it were bright light and in darkness as if it were dim
light. You can't discern color in darkness, only shades of gray.


Exoskeleton. You have a very hard chitinous exoskeleton.
When you aren't wearing armor, your AC is 13 plus your
Dexterity modifier. You can use your natural armor to
determine your AC if the armor you wear would leave you
with a lower AC. A shield's benefits apply as normal while you
use your natural armor.


Naturally Telepathic. An Ichtlin can telepathically
communicate with any creature within 30 feet of it that it has
welcomed as part of its tribe - a small offshoot from its hive.
An Ichtlin can have up to 5 other individuals in its tribe and
must perform a 1 hour ceremony with each of them wherein
they consume parts of each other's flesh to bond with each
other.


Insectile Metabolism. Your body is able to metabolize things
much better than other races. You have resistance to poison
damage and advantage on saving throws against poisons.
Languages. You can speak, read, and write Ichtlin.

Warrior

Ability Score Improvement. Your Strength score increases
by 1.


Warrior's Skills. You gain proficiency in the Athletics and
Tumble skills.


Battle Charge. Your movement speed increases to 35 feet.

Chapter One | Races

18

Khordaldrum, Tourgaldrum Traits
Tourgaldrum Your tourgaldrum character has the following racial traits.


Ability Score Increase. Your Constitution score increases by
Tourgaldrum are deep-dwelling cousins to the Khordaldrum, 2 and your Intelligence score increases by 2, but your
split off from them long ago. Despite this, they remain Charisma score decreases by 2.


incredily hardy and resilient, trekking on in the face of the Age. Tourgaldrum mature at the same rate as humans, but
numerous dangers the Underground presents. Unlike most they’re considered young until they reach the age of 35. On
normal Khordaldrum, many Tourgaldrum have developed average, they live about 500 years.


innate psionic powers due to their constant battles against Alignment. Most Tourgs are lawful, believing firmly in the
abberations, particularly ilithids. These constant battles have benefits of a well-ordered society. They tend toward evil as
left the Tourgs gruff and uncaring, fighting for a reason long well, with a strong sense of personal gain and a belief that
lost from memory. everyone deserves only what they can take hold of and keep.


Size. Tourgaldrum rarely grow taller than 4 feet tall, but are
The People: Tourgaldrum have dark skin similar to the built strong and generally weigh above 130 pounds. Your size
Yugulmitz though some have skin in a more purplish shade, is Medium.


particularly those with stronger psionics. These people Speed. Your base walking speed is 25 feet.


typically have gray or black hair and beards, and keep the Superior Darkvision. Accustomed to life underground, you
tradition of braided beards from their Khordish ancestors, have superior vision in dark and dim conditions. You can see
even if they have lost much else from them. A strong and in dim light within 120 feet of you as if it were bright light,
hardy people, the Tourgs protect many of the other races of and in darkness as if it were dim light. You can’t discern color
the Underground from the deep-dwelling abberant threats in darkness, only shades of gray.


that so thoroughly suffuse the area, though they have a Stonecunning. Whenever you make an Intelligence (History)
particular hatred of Deep Sylvari as their haughty nature check related to the origin of stonework, you are considered
annoys them, and they see the Ghostlins as freeloading and proficient in the History skill and add double your proficiency
too carefree to be of any true use. Despite this, they continue bonus to the check, instead of your normal proficiency bonus.
their grim duty, protecting the other races as they would Sunlight Sensitivity. You have disadvantage on attack rolls
protect any of their own. Any time a tourgaldrum meets an and on Wisdom (Perception) checks that rely on sight when
ilithid, it is always a fight to the death. you, the target of your attack, or whatever you are trying to
perceive is in direct sunlight.


Culture and Society: Tourgs have a very rough lifestyle, Khord Resilience. You have advantage on saving throws
but keep the Khordish love of masonry and stonework. A against poison, and you have resistance against poison
tourg stronghold is a sight to behold, and can often be treated damage.


as a beacon of safety in the otherwise inhospitable lands, but Khordaldrum Armor Training. You gain proficiency with
only if the one seeking sactuary is proper and respectful to light and medium armor.


the tourgs as well. Tourgaldrum follow a caste-based system, Tourgaldrum Combat Training. You treat the Urgrosh as a
with warriors and their special psionicists known as gem martial weapon. In addition, you have proficiency with the
mages being at the top of the common people, but ruled over warpick.


by elders and, in larger societies, a king or queen. Psionically Suffused. Tourgaldrum gain 3 psi points. In
addition, you know the crowned in sorrow talent and
The tourgs are a highly war-oriented people due to their distracting figment power. You can manifest distracting
history with the ilithids, and have found many ways to figment once with this trait without expending psi points, and
continue augmenting their forces despite their slow cannot do so again until you finish a long rest.


reproduction. Some tourg socieities have managed to bend Tourgaldrum Resilience. You have advantage on saving
the wills of deep trolls, and occasionally even myconic throws against illusions, telepathy powers, and against being
dragons or other dragons that have gotten lost, though no charmed or paralyzed.


group has ever been known to be able to bend a deep dragon Languages. You can speak, read, and write Common and
though not for lack of trying. The great citadel of Namazir Khord.
holds a captive purple dragon, kept under constant mental
manipulation and physical restrains which the tours use to
power a mighty furnace. In this plasma furnace, some of the
greatest works of tourgaldrum craftsmanship are made.

Religion: Tourgaldrum have somewhat fallen from
religion, caring almost solely for Kharox now. They will still
respect the religions of travelers, but they typically have little
to no interest in worshipping other gods.

Chapter One | Races

19

Kobolds, Gemscale Most kobolds get along well with their own kind. While
squabbles and feuds do occur, the elders who rule kobold
Kobolds are weak, craven, and seethe with a festering communities tend to settle such conflicts swiftly.
resentment for the rest of the world, especially members of
races that seem stronger, smarter, or superior to them in any Religion: Gemscale kobolds tend toward neutrality and
way. They proudly claim kinship to dragons, but beneath all prefer deities that match that preference. Still being kobolds,
the bluster, the comparison to their glorious cousins leaves though, they often end up worshiping true dragons, and
kobolds with a profound sense of inadequacy. Though they especially gemstone dragons.
are hardworking, clever, and blessed with a natural talent for
mechanical devices and mining, they spend their days Values and Taboos. Gemstone kobolds see preservation of
nursing grudges and hatred instead of celebrating their own tradition and the protection of the tribe to be of utmost
gifts. Kobold tactics specialize in traps and ambushes, but priority. They value those that protect others of the tribe, but
kobolds enjoy anything that allows them to harm others do not particularly care for others outside of the tribe. Anyone
without putting themselves at risk. Often, they seek to who purposefully harms or kills one in the tribe is
capture rather than to kill, taking out their frustrations on the immediately branded an outsider if not killed first.
helpless victims they drag back to their claustrophobic lairs.
Gemscale Kobold Traits
Kobolds are small, bipedal reptilian humanoids. Most stand Your Gemscale Kobold character has the following racial
around 2 feet tall and weigh about 30 pounds. They have traits.


powerful jaws for creatures of their size and noticeable claws Ability Score Changes. Your Dexterity and Intelligence
on their hands and feet. Often kobolds' faces are curiously scores each increase by 2, but your Strength score decreases
devoid of expression, as they favor showing their emotions by by 2.


simply swishing their tails. Kobolds' thick hides vary in color, Age. Kobolds mature more quickly and can live to be "great
and most have scales that match the hue of one of the wyrms" more than a century old. However, many kobolds
varieties of chromatic dragons, with red scales being perish before they reach the end of their first decade.


predominant. A few kobolds, however, have more exotic Alignment. Gemscale kobolds are intelligent and cunning,
colors such as orange or yellow, which in some tribes raises and display extremes of devoted loyalty to themselves and
or lowers an individual's status in the eyes of his fellows. their small tribes, but highly respect roles and rules. They
Unlike goblins, due to kobolds’ intelligence, they often mate therefore tend towards Lawful Neutral.


for enjoyment similar to other intelligent races such as Size. Kobolds are between 1 and a half to 2 and a half feet
humans and sylvarin, rather than just for the carnal need to tall and weigh between 25 and 35 pounds. Your size is Small.


reproduce. Low-light Vision. You are used to life in dank and dim
places, granting improved vision in dark and dim conditions.
The People: A few kobolds claim descent from gemstone You can see in dim light within 60 feet as if it were bright
dragons, a race of powerful innately psionic creatures and light.


bastions of neutrality. Their scales are bright hues of purple, Dungeonborn. Whenever you make a Wisdom (Perception)
red, blue, white, or green and the oldest of them sometimes or Intelligence (Investigation) check to search for traps, you
form some amethyst, rubies, sapphires, crystals, or emeralds can add twice your proficiency bonus, instead of any
on them. These precious gemstones are seen as a mark of proficiency bonus you normally apply.


pride for them and they will not remove them without good Hold Breath. You can hold your breath for up to 10 minutes
reason. If the gems are removed, they begin shriveling and at a time.


turning to dark coals after a short time. Opportunism. You have advantage on an attack roll against a
creature if it has been hit with an attack from another
Unlike many other kobolds, gemscales tend away from creature since the end of your last turn.


keeping slaves and fostering hatred for larger races. They Sunlight Sensitivity. You have disadvantage on attack rolls
seek empathy with other creatures through a neutral stance. and on Wisdom (Perception) or Intelligence (Investigation)
checks that rely on sight when you, the target of your attack,
Both the kobolds and the brathunspar have an innate or whatever you are trying to perceive or investigate is in
knack for tinkering and creating objects and so, while they do direct sunlight.


not particularly get along with them, they hold a rival-like Psionic Mind. You have resistance to psychic damage. In
respect for them. They often inadvertently push each other to addition, you know one of the following talents of your
better themselves if they are forced to be around each other choice: crowned in sorrow, hungry lightning, lethal strike, or
to compete. scramble. Your manifesting ability for this talent is
Intelligence.


Language: Like other kobolds, gemscales speak draconic. Powerful Foresight. You have an innate knack for seeing the
Unlike others though, their awakened minds aid them in future and reading the slightest movements of your foes. As a
proper speech and they speak it as smoothly and fluently as reaction, when an attack hits you, you can force the target to
the true dragons they worship. reroll it, taking the new result. Once you use this feature, you
cannot use it again until you finish a long rest.


Culture and Society: Due to the scarcity of gemscales, Languages. You can speak, read, and write Draconic.
many go their entire lifetimes without seeing another of their Kobolds pass down the tongue of dragons through their
kind. These creatures are sometimes born when a tribe of genes.
normal kobolds is blessed by a gemstone dragon. When this
happens, the newly hatched gemscale often becomes a leader
in the tribe, using their intelligence to guide them down
proper paths and gain them great riches.

Chapter One | Races

20

Sylvarin The term "empire" is quite fitting, as Sylvaria is actually
composed of three separate kingdoms - Alloryen in the north,
The elves of Audalis are a magical people of otherworldly Maelamin in the south, and Londelirenen, the central
grace, living in the world but not entirely part of it. They live kingdom. Each kingdom is led by a king or queen.
in places of ethereal beauty, in the midst of ancient forests or
in silvery spires glittering with faerie light, where soft music The government itself is an interesting mix of monarchy
drifts through the air and gentle fragrances waft on the and republic - each land, for instance, has a large say in its
breeze. Sylvari love nature and magic, art and artistry, music own government while still remaining subservient to imperial
and poetry, and the good things of the world. rule. The day to day governing of the empire falls to the High
Council, which consists of representatives from each of the
With their unearthly grace and fine features, sylvari appear kingdoms. The councilors, who serve terms that usually last
hauntingly beautiful to humans and members of many other a few hundred years (the terms are voluntary), make laws,
races. They are slightly shorter than humans on average, hear grievances, and the like. Final word on all matters,
ranging from well under 5 feet tall to just over 6 feet. They however, rests with the Speaker.
are more slender than humans, weighing only 100 to 145
pounds. Males and females are about the same height, and The Quenda tel'gilrim (Speaker of the Stars), as the elven
males are only marginally heavier than females. emperor is formally called, is perhaps the most powerful
political figure in Antaron. While the nobility and the council
Sylvarin’s coloration encompasses the normal human certainly have a strong say, the Speaker can order armies to
range and also includes skin in shades of copper, bronze, and war, treaties to be signed, and cities to be built. Most elves,
almost bluish-white, hair of dark earthy tones, and eyes like regardless of nationality or heritage, view the Speaker of the
pools of liquid gold, silver, sapphire, emerald or obsidian. Stars with a respect that borders on reverence. The position
Sylvari have no facial hair and little body hair. They favor of Speaker is hereditary, as one of the three kings always fills
elegant clothing in bright colors, so long as it is still able to be the role of Speaker, and is held for life. As with the monarchs
moved effectively in while worn in the case they must fight in of the three kingdoms, the position is not limited by gender,
it.. A Sylvarin's horns are broad and strong, and seen as a though there have only been two female Speakers in elven
sign of power and status. If a Sylvarin is exiled, their horns history. The major difference, however, is what happens if the
are cut off, only able to be restored with the grace of the king Speaker does not have a direct heir. If this occurs in the case
or queen who exiled them. Sylvarin also have hooves with fur of a king or queen of any of the three lands, there is a large
covering the lower quarter of their legs. hierarchy in place that dictates where the crown will go. The
office of Speaker, however, dictates that only a direct heir
Sylvari can live well over 700 years, giving them a broad (child) of the Speaker may assume the office. In the event
perspective on events that might trouble the shorter-lived that a Speaker dies childless, the High Council is called upon
races more deeply. They are more often amused than excited, to perform their most important duty - they alone have the
and more likely to be curious than greedy. They tend to authority to choose the new Speaker, which must be a sitting
remain aloof and unfazed by petty happenstance. When monarch from one of the other two lands. While this was
pursuing a goal, however, whether adventuring on a mission designed to ensure that fresh blood would be introduced to
or learning a new skill or art, sylvari can be focused and the imperial crown, it naturally leads to a wealth of
relentless. They are slow to make friends and enemies, and politicking and infighting.
even slower to forget them. They reply to petty insults with
disdain and to serious insults with vengeance. Among the Sylvari, there are two large peoples that are
innately psionic. The surface dwelling willweavers of Sylvaria
Like the branches of a young tree, sylvari are flexible in the and the dark exiles, the deep sylvarin who dwell in the vast
face of danger. They trust in diplomacy and compromise to underground competing with Ungoulids and other vermin for
resolve differences before they escalate to violence. They food and the privilege to live.
have been known to retreat from intrusions into their
woodland homes, confident that they can simply wait the
invaders out. But when the need arises, Sylvari reveal a stern
martial side, demonstrating skill with sword, bow, and
strategy.

Most sylvari live within their grand forest kingdoms, each
filling their own specific role in society.. They are talented
artisans, crafting finely worked clothes and art objects. Their
contact with outsiders is usually limited, though a few
Sylvarin make a good living by trading crafted items for
metals (which they have no interest in mining). Sylvarin
smiths are famous across the land for their incredibly
durable and beautiful work, but they do not typically travel
from their lands to sell it, aside from one highly famed smith
by the name of Varielis who has opened shop in Pardinal.

The Syls, according to their own records, were the first
inhabitants of Antaron. Though their domain has been
whittled away a bit by humanity, the Sylvarian Empire is
easily still the largest nation on the face of the continent.

Chapter One | Races

21

Sylvarin Traits Deep Sylvarin
Your Sylvarin character has the following racial traits.


Ability Score Changes. Your Dexterity score increases by 1.

Deep Sylvarin have pale white skin, lacking color to protect
Age. Although sylvarin reach physical maturity at about the them from the harsh sun above due to having adapted to the
same age as humans, the sylvarian understanding of dark underground. Their hair is often still black, but just as
adulthood goes beyond physical growth to encompass often is stark white, matching their skin. Most deep sylvarin
worldly experience. A sylvarin typically claims adulthood have red or purple eyes.
around the age of 100 and can live to be 750 years old.

Alignment. Sylvarin have a tough society with countless laws

and societal requirements and as such are extremely lawful. Ability Score Changes. Your Intelligence score increases by
They have a mostly selfish outlook and typically are evil.

2 and your Strength score increases by 1, but your Dexterity
Size. Sylvarin range from under 5 to over 6 feet tall and have score decreases by 2.


slender builds. Your size is Medium.

Alignment. Unlike their surface dwelling cousins, the deep
Speed. Your base walking speed is 30 feet.

sylvarin have devolved greatly and become less civilized. Most
Low-Light Vision. You can see twice as far as a human in deep sylvari are Neutral Evil.


starlight, moonlight, torchlight, and similar conditions of Sunlight Sensitivity. You have disadvantage on attack rolls
shadowy illumination. It retains the ability to distinguish and on Wisdom (Perception) or Intelligence (Investigation)
color and detail under these conditions. A spellcaster with checks that rely on sight when you, the target of your attack,
low-light vision can read a scroll as long as even the tiniest or whatever you are trying to perceive or investigate is in
candle flame is next to her as a source of light.

direct sunlight.


Trance. Sylvarin don’t need to sleep. Instead, they meditate Darkvision. You can see in darkness within 60 feet as though
deeply, remaining semiconscious, for 4 hours a day. (The it were dim light, and can see color as normal. When in bright
Common word for such meditation is “trance.”) While light, colors appear blanched and washed out to you.


meditating, you can dream after a fashion; such dreams are Superior Infravision. You can see light on the infrared
actually mental exercises that have become reflexive through spectrum, allowing you to note differences in heat up to 150
years of practice. After resting in this way, you gain the same feet away. Strong sources of heat such as fires and torches
benefit that a human does from 8 hours of sleep.

may blind or cast significant shadows, just as intense light
Sylvari Combat Training. You treat the Thinblade and does with normal vision, causing infravision to not function
Razorwing Bow as martial weapons.

with such heat sources nearby. Infravision cannot detect
Languages. You can speak, read, and write Common and invisible creatures.


Sylvari. Sylvari is fluid, with subtle intonations and intricate Underground Menace. You have resistance to psychic and
grammar. Sylvarian literature is rich and varied, and their poison damage.


songs and poems are famous among other races. Many bards Naturally Psionic. You know the memory hole and send
learn their language so they can add Sylvarian ballads to thoughts talents. Intelligence is your manifesting ability for
their repertoires. these talents. In addition, you gain proficiency in the Psionics
skill.
Willweaver Sylvarin

Willweaver sylvain have odd twisting and curling horns
Ability Score Changes. Your Intelligence score increases by
2, but your Strength score decreases by 1.


Acquired Talent. You gain proficiency in Psionics and one of
the following skills of your choice: Persuasion,Deception,
Arcana, or Intimidate


Powerful Mind. You have resistance to Psychic damage.


Willweaver's Power. You know the spike of lethargy talent.
When you reach 3rd level, you can manifest the charming
presence power as a 2nd-level power once with this trait and
regain the ability to do so when you finish a long rest. When
you reach 5th level, you can manifest the manipulation power
once with this trait and regain the ability to do so when you
finish a long rest. Intelligence is your manifesting ability for
these powers.

Chapter One | Races

22

Classesvery sentient creature produces psychic
energy that generates consciousness. This
psychic energy has many facets:
Intelligence, Wisdom, and Charisma are

Edirect elements of consciousness, but
Strength, Dexterity, and Constitution also
contribute. Each element of consciousness
is like a color split out of pure white.

Psionic characters tap the power of the mind and body.
The psionic character classes embrace the total energy of
consciousness directly, utilizing this inner reservoir of power
to effect and change the real world. The thoughts and dreams
of normal beings churn impotently within the gray confines of
their minds, but a psionic character's mental desires are
made manifest.

The Classes

The five psionic classes, in the order they're presented in this
chapter, are as follows:

Ardent: A warrior of pure emotional energy that can
channel it to demoralize or inspire any they choose.

Battlemind: A powerful warrior of steel and mind whose
own arrogance fuels their powers.

Metamind: A mental warrior that knows that accumulating
the most power in the shortest time is the key to psionic
superiority.

Psion: A seeker after psionic secrets; a master of the mind
and thoughts of themselves and others.

The Power Point Reserve
Psionic characters fuel their abilities through a pool, or
reserve, of power points. Your power point reserve is
determined by your class, though some outside factors such
as your race or psionic items you may be attuned to can
change it.

Multiclass Psionic Characters

If you have levels in more than one psionic class, you
combine your power points from each class to make up that
reserve. You can use these power points to manifest powers
from any psionic class you have rather than only from the
class you gained the power points from.

While you maintain a single reserve of power points from
your class, race, and feat selections, you are still limited by
the manifester level you have achieved with each power you
know. For example, a 10th-level psion/5th-level metamind can
manifest up to 5th-level psion powers, but can only manifest
up to 3rd-level metamind powers. In addition, you can never
go above your psi limit for the class you gained the power
from.

Chapter Two | Classes

23

Ardent Alignment: For an ardent, psionics is a form of self
expression. Ardents look both inward and outward, sensing
A sylvarian in beautifully crafted plate holds her blade in both the emotions of all around them, so they tend to fluctuate a
hands, focusing her mind and soothing her allies’ pain with lot when they do not have a solid base. Many tend toward
the power of her raw emotions. The power from her mind lawfulness to keep their morals their own, but just as many
manifesting into energy and giving them a stronger will to are chaotic and prefer to flow with the crowds they are
fight. surrounded by but they are rarely if ever neutral. Ardents can
range between any morality with just as many using emotions
A human wields raises his spear and shield, blasting out for evil manipulation as there are those pure of heart.
mental terror and anguish at his foes, debilitating them and
forcing them to give up hope, as his sister races behind them, Religion: Most ardents follow the gods, believing them to
slashing each one down as she empowers her own blade to be the original source of emotions, but it is not a
cut true and clean. requirement. Some ardents refuse to follow the gods as they,
themselves, do not have emotions the ardent can ever truly
A shardmind unleashes their latent emotional energy, understand and thus they are untrustworthy.
hitting an orc back and stunning them as their mind is
overloaded, before rushing in to chop him down with a Background: Ardents typically develop their powers at
crystalline blade fixed to their arm. young ages but are entirely unaware of it, holding them as a
spark within their own body. Only through intense mental
All these heroes are ardents, a psionic leader with the training or through something breaking their mind and
ability to manifest the power of their raw emotions. They opening it to let these emotional forces flood out are they
crush foes under the powerful waves of guilt and make allies truly awakened.
stand tall with waves of hope and happiness. All ardents are
skilled with their blades and armor, but they truly excel when Races: While any race is capable of becoming an ardent if
infiltrating the minds of foes to debilitate and demoralize they have an inborn spark within them, they are most
them, ending a fight before it has even started. prevalent among races who let their emotions show more
easily such as the sylvarin and the humans. Due to this,
Adventurers: An ardent adventures to uncover and khordaldrum, half-orcs, and the ever elusive shardminds are
understand their own emotions and those of other beings, very rarely ardents.
believing that only through the full understanding of all
emotions can one truly become enlightened. Other Classes: Ardents enjoy the company of bards and
sorcerers, sharing their powerful self-expression and love of
Characteristics: Ardents use their emotions to fuel their freedom. They often have a hard time getting along with
manifestations, often leading them to have over-the-top or monks and psions who typically see emotions as extra
highly dynamic personalities that make it easy to pick them baggage and something to tuck away rather than embrace. Of
out. They have emotions mostly in extremes, meaning the any classes, they prefer other ardents and wilder sorcerers
smallest things can make them ecstatically overjoyed, terribly the most.
sad, or furious, but they will rarely just be happy or mad. Due
to the way ardents experience their emotions, they can have a Role: An ardent's powers and abilities make him a good
very hard time thinking through things purely logically, and addition to most parties, though he will struggle in a party
will almost always fall back on their emotions as a reasoning where no other people have strong emotions. Ardents are
for why something should be the way it is. largely supportive but can also help defend their allies due to
their training with armor and weapons.
Ardents are first and foremost warriors, capable of tearing
apart the fiercest monsters from the mind outward. Ardents Creating an Ardent
stride into battle confident they will win, with that belief Creating an ardent demands a backstory explaining why they
backed up by their own overwhelming surge of emotions. are so in touch with their emotions, and how said emotions
Ardents will never consider the possibility of failure unless it grew so powerful. Did your character have a traumatic event,
is beyond obvious, and will walk towards danger all the while bring them to the edge but then someone snapped them
making their allies confident enough to do exactly the same. back? How did your character learn of their innate psionics,
and where did they train? Do you just have a vast amount of
When an ardent succeeds in a vicious battle, they will act powerful innate talent, or did you have to study and learn
as though there was never any doubt that they would come your emotions to properly control them? Is your teacher an
out fine. If an ardent does lose a battle, it can do a great deal ardent themselves, or perhaps just someone with a good
of damage to them. Due to their emotions fueling their understanding of the emotions of sentient creatures and how
powers, if their confidence is damaged, they start to doubt to correctly manage them?
themselves, sometimes weakening or even disabling their
powers until they can start believing in themselves and their What drew you into the path of an ardent? Did the control
allies again. give you a sense of well-being? Do you like to let your
emotions run wild and have powerful effects? Do you have
In a good party though, an ardent is a bastion of resolution someone you could have saved but didn't, and the guilt
and mental fortitude. They overcome seemingly unnatural threatens to crush you if you don't properly manage it?
odds and keep cool over it the entire time. When an ardent
feels they are relied on, their powers grow as their confidence
and self worth does. When they learn to lean on their party,
as well, they can feel at ease and bounce back from even the
harshest defeats with relative ease.

Chapter Two | Classes

24

The Ardent

Level Proficiency Features Empathic Powers Psi Psi
1st Bonus Empathic Range, Invoke Mysticism, Bastion of Range Known Points Limit
+2 Resolution 30 ft.
Expertise, Fighting Style, Psionic Manifesting — — —
Intuitive Mind, Mantle 30 ft.
2nd +2 Ability Score Improvement 40 ft. 4 21
3rd +2 Extra Attack 40 ft. 5 31
4th +2 Invoke Mysticism Improvement, Mantle feature 50 ft. 5 31
5th +3 Expertise 50 ft. 6 82
6th +3 Ability Score Improvement 60 ft. 7 82
7th +3 — 60 ft. 7 10 2
8th +3 Aura of Lucidity 70 ft. 8 10 2
9th +4 Mantle feature 70 ft. 9 16 3
10th +4 Ability Score Improvement 80 ft. 10 16 3
11th +4 ─ 80 ft. 10 19 3
12th +4 Mantle Feature 90 ft. 11 19 3
13th +5 Heightened Empath 90 ft. 12 23 4
14th +5 Ability Score Improvement 100 ft. 13 23 4
15th +5 Intuitive Mind 100 ft. 13 27 4
16th +5 Mantle Feature, Invoke Mysticism Improvement 110 ft. 14 27 4
17th +6 Ability Score Improvement 110 ft. 15 36 5
18th +6 Mindflower 120 ft. 16 36 5
19th +6 1 mile 16 41 5
20th +6 17 41 5

Class Features Equipment

As an ardent, you gain the following class features. You start with the following equipment, in addition to the
equipment granted by your background:
Hit Points
(a) a martial weapon and a shield or (b) two martial
Hit Dice: 1d6 per ardent level weapons
Hit Points at 1st Level: 6 + your Constitution modifier (a) five javelins or (b) any simple melee weapon
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution (a) leather armor or (b) chainmail
(a) an explorer's pack or (b) a diplomat's pack or (c) a
modifier per ardent level after 1st scholar's pack

Proficiencies

Armor: All armor, Shields
Weapons: Simple Weapons, Martial Weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose three from Animal Handling, Athletics,

Arcana, Deception, Endurance, Gather Information,
Intimidation, Leadership, Perception, Performance,
Persuasion, Psionics, or Seduction

Chapter Two | Classes

25

Empathic Range This healing increases to 2d6 at 6th level, 3d6 at 12th level,
As an ardent, you can sense the feelings of others. You have 4d6 at 15th level, and 5d6 at 18th level.
proficiency in the Insight skill. For all creatures within 30 feet
of you, you know their surface feelings—what they are feeling Invoke Mysticism: Spatial Affect
most forefront in their mind at the moment. This 30 feet is
your empathic range, and increases as you level up in this You meld and switch the minds and bodies of yourself and a
class, as shown on the Ardent class table. Unless their friend. As a bonus action, you can exchange places with one
emotions are particularly strong, you can't sense them behind willing ally within your empathic range, and they are
walls or other notable obstructions. If an invisible creature is teleported to where you previously were.
near you, you would be able to sense its basic emotional
state, but not its precise location. Expertise
At 2nd level, you gain expertise with Insight and one of the
Similarly, your emotions spread and catch on to those following skills of your choice : Animal Handling, Deception,
around you. Creatures within 30 feet of you know your basic Intimidation, Performance, or Persuasion. Your proficiency
emotional state, unless you wish to hide it. If you are bonus is doubled for any ability check you make that uses
attempting to hide your emotions, your passive Charisma either of these skills.
(Deception) is used, which must be contested by a successful
Wisdom (Insight) check to discover. This will influence them At 7th level, you can choose another two skills from the list
in varying ways — a creature with lower Wisdom would likely above to gain this benefit.
share your emotional state, while a creature with higher
Wisdom (than your Charisma) would retain theirs. This can Fighting Style
also depend on the strength of your current emotions and At 2nd level, you adopt a particular style of fighting as your
how emotional any given character is. Talk with your DM specialty. Choose a fighting style from the list of the following
about your character's normal emotional state (if they have options. You can't take the same Fighting Style option more
one) and how it may change, thus changing the state of those than once, even if you get to choose again.
surrounding your character.
Defensive
Bastion of Resolution
Because of this abundant affective sense and substance While you are wearing armor, you gain a +1 bonus to AC.
within you at 1st level, you resist the strikes of foes not only While wielding a shield, when a creature you can see attacks
with your physical body, but with your mind in the majority. a target other than you that is within 5 feet of you, you can
Your hit points increase by your Wisdom modifier and use your reaction to impose disadvantage on the attack roll.
increases by the same amount again whenever you gain a
level in this class. When you spend Ardent hit dice to recover Dueling
hit points at the end of a short rest, you can roll the die and
add either your Wisdom modifier or your Constitution When you are wielding a melee weapon in one hand and no
modifier to the roll. other weapons, you gain a +2 bonus to damage rolls with that
weapon.
Invoke Mysticism
The ability of this empathy grants you certain powers. You Great Weapon Fighting
start with two powers, Inspiring Grasp and Spatial Affect,
and gain an effect determined by your Mantle at level 3. When When you roll a 1 or 2 on a damage die for an attack you
you use your Invoke Mysticism, you choose which effect to make with a melee weapon that you are wielding with two
create. You have a number of uses of Invoke Mysticisms equal hands, you can reroll the die and must use the new roll, even
to your Charisma modifier, and regain all expended uses if the new roll is a 1 or a 2. The weapon must have the two-
when you finish a long rest. handed or versatile property for you to gain this benefit.

Some Invoke Mysticisms require saving throws or attack Psychic Warrior
rolls. When you use such an effect from this class, the DC
equals 8 + your Proficiency bonus + your Charisma modifier, You learn two talents of your choice from the psion power
and the attack your Proficiency bonus + your Charisma list. They count as ardent powers for you, and Charisma is
modifier, the same as your Psionic Save DC and your Psionic your spellcasting ability for them. Whenever you gain a level
attack modifier, which are detailed later in the class in this class, you can replace one of these talents with
description. If an Invoke Mysticism option targets a creature, another talent from the psion power list.
that creature must be in your empathic range and you must
be able to see that creature. Two-Weapon Fighting

Invoke Mysticism: Inspiring Grasp When you engage in two-weapon fighting, you can add your
ability modifier to the damage of the second attack.
You call a creature's basic instincts of survival and recovery to
their mind. As a bonus action, you can heal a creature within Psionic Manifesting
your empathic range 1d6 hit points. Also at 2nd level, you learn powers that allow you to apply
your mental powers onto the world. All powers require that
Chapter Two | Classes you spend psi points to use them, which is the same as the
power's level. For example, to cast bane, a 1st-level power, you
26 would need to spend 1 psi point.

You learn four powers of your choice, detailed in the Ardent Your choice grants you features at 3rd level and again at
power list section at the end of this document. You learn 6th, 11th, 14th, and 18th level. Those features include the
more powers at higher levels, as shown on the Ardent class Invoke Mysticism feature.
table. Additionally, when you level up in this class, you can Ability Score Improvement
choose one of the powers you know and replace it with When you reach 4th level, and again at 7th, 10th, 12th, 16th,
another psionic powers, which also must be of a level you can and 19th level, you can increase one ability score of your
cast. choice by 2, or you can increase two ability scores of your
choice by 1. As normal, you can't increase an ability score
Psi Points and Psi Limit above 20 using this feature.
Extra Attack
You have a pool of psionic power that you use to manifest Beginning at 5th level, you can attack twice, instead of once,
your abilities represented as the Psi Points column of the whenever you take the Attack action on your turn.
Ardent table. You can use these points to fuel the psionic Aura of Lucidity
powers you know. The maximum number of psi points (its Starting at 10th level, you and friendly creatures within your
base psi point cost plus any additional points) that you can empathic range can't be charmed or be driven to madness
spend on a discipline's power is 1. This maximum increases while you are conscious unless you allow it. Any friendly
to 2 at 5th level, 3 at 9th level, 4 at 13th level, and 5 at 17th creature that enters your empathic range who is charmed,
level. insane, or both loses it while in your range if you wish.

When you spend a psi point, it is unavailable to you until Chapter Two | Classes
you finish a long rest, at the end of which you regain all your
expended psi points.

Once you reach 5th level in this class, you can spend
additional psi points to increase the level of a power that you
manifest, provided that the power has an enhanced effect at a
higher level, as bane does. The power’s level increases by 1
for each additional psi point you spend. For example, if you
are 5th level and cast bane, you can spend 2 psi points to cast
it as a 2nd-level power (the power's base cost of 1 psi point
plus 1).

Psionic Manifesting Ability

Charisma is your psionic casting ability for your powers, so
you use your Charisma modifier whenever a power refers to
your
manifesting ability. In addition, you use your Charisma
modifier when setting the saving throw DC for an ardent
power
you cast and when making an attack roll with one.


Psionic Save DC = 8 + your proficiency bonus +


your Charisma modifier


Psionic attack modifier = your proficiency bonus +


your Charisma modifier

Resolute Concentration

If any of your powers require concentration, you follow all the
normal rules of concentration except that you can choose to
make Wisdom saving throws to maintain your concentration,
instead of Constitution saving throws.

Intuitive Mind
Starting at 3rd level, you can add your Wisdom modifier
when you deal damage with a weapon once per turn. When
you reach 17th level, you can add half of your Wisdom score
instead.

Mantle
At 3rd level, you create for yourself a mantle, which is a state
of mind you keep consistent as a way of practice for your
psionic abilities. Some characters mimic behaviors, thoughts,
and feelings of mantles for a while, and choosing that mantle
at 3rd level is only a finalization of your process. You choose
from the Mantle of Clarity, the Mantle of Elation, or the
Mantle of Dread, detailed at the end of the class description.

27

Heightened Empath Invoke Mysticism: Clear Psyche
Starting at 15th level, you gain a number of improvements to
your empath range: At 6th level, as an action, you can remove any spells, powers
or effects from one ally in your empathic range that they
You can sense the exact location of creatures, invisible or obtained from failing an Intelligence, Wisdom, or Charisma
otherwise, within your empathic range. saving throw, and remove any incapacitated, charmed, or
You know if a creature succeeds against your passive frightened conditions they may have, using your Invoke
Charisma (Deception) to determine your basic emotional Mysticism.
state.
Whenever you make an Insight check or another skill you Flow of Weapon and Mind
gained expertise with from this class against a creature
within your empathic range, the result is raised to 20 if it Starting at 11th level, if you manifest a power or begin your
would be lower. turn concentrating on a power, you can immediately make
As an action, you can attempt to probe deeper into the one weapon attack. You can't use this ability again until the
emotions of a creature's mind within your empathic range. beginning of your next turn.
The target must make a Wisdom saving throw, and on a
success, you can't use this feature on that creature again Psychometric
until you finish a long rest. On a failure, you learn its
complex emotional state—such as what emotions At 14th level, your mind doesn't allow for physical ailments on
consistently drive it—and you learn the source of it, if any you. You can't be blinded, deafened, or frightened, and you
(such as abuse or undeserved success leading to have advantage on saving throws against enchantment spells
narcissism). Either way, the target knows that you are and telepathy powers.
probing into its mind, and unless you shift your attention
to another creature’s emotions, the creature can use its Facet of Clarity
action on its turn to make a Charisma check contested by
your Charisma check; if it succeeds, the effect ends. Beginning at 18th level, you and allies within your empathic
Mindflower range are immune to enchantment spells, telepathy powers,
At 20th level, your soul expands to fill those around you. Your and other mind controlling effects unless they choose to let
Wisdom and Charisma scores increase by 4. Your maximum them affect them.
for those scores also increases by 4. Additionally, any Mantle of Dread
creatures within your empathic range of a CR or level half or Yours is a mantle of anguish, fear, and sorrow, letting joy flee
less of yours always shares your basic emotional state. from your foes and vanquishing their hopes for success.
Their fear inspires you and your allies to crush them outright.
Mantles
Dread's Affect
At 3rd level, you choose for yourself a mantle, a set of mental
pathways and schematas with which you operate. At 3rd level when you choose this mantle, you and allies
within your empathic range can add your Charisma modifier
Mantle of Clarity to intimidate checks, and half your proficiency modifier
Yours is the mantle of pragmatism, holding your emotions of rounded down to damage rolls.
those of others as a tool to be put in check and used as
appropriate. You are not necessarily unemotional, but you Invoke Mysticism: Crippling Fear
recognize the uncontrollability of your emotions, and keep
them in check. Also at 3rd level, as an action, you bring a creature within
your empathic range's greatest fears to the surface and make
Clarity's Affect them seem all too real. They must make a Wisdom saving
throw, taking 2d6 psychic damage and being knocked prone,
At 3rd level when you choose this mantle, you and allies and being blinded and frightened of you until the end of your
within your empathic range add half of your Charisma next turn on a failure, or half as much damage on a success.
modifier to initiative rolls and can't be surprised. A creature already frightened of you makes the roll with
disadvantage.
Invoke Mysticism: Clutter Psyche
Invoke Mysticism: Empowering Fear
Also at 3rd level, as an action, you can attempt to clutter the
mind of a creature within your empathic range. You can use At 6th level, as an action, you fill yourself or an ally within
your Invoke Mysticism to require that creature make a your empathic range with an aura of fear. They gain
Wisdom saving throw. On a failure, it is poisoned until the advantage on attack rolls and score a critical hit on a roll of
end of your next turn. an 18-20 against a creature frightened of them for the next 1
minute.

Shadows and Steel

Starting at 11th level, whenever a creature starts its turn
frightened of you or an ally within your empathic range, you
may immediately make a weapon attack against them.

Chapter Two | Classes

28

Pain and Fear Mantle of Lust
Yours is the mantle of raw carnal desire that flows through all
Beginning at 14th level, enemies in your empathic range get living things like a virulent scourge. You control the force that
disadvantage on saving throws caused by spells or powers of attracts a man and woman together or repels them apart as
you or allies within your empathic range. An enemy that fails though they had a plague.
a saving throw by 5 or more is frightened of its source until
the end of its next turn. This bypasses immunity to the Lust's Affect
frightened condition.
Starting at 3rd level when you choose this mantle, you and
Facet of Dread allies within your empathic range have advantage on saving
throws against being charmed unless they choose to allow it.
Beginning at 18th level, you and allies within your empathic
range are immune to being frightened, and enemies within Invoke Mysticism: Impulsive Infatuation
your empathic range have disadvantage on saving throws
against being frightened. Any enemy in your empathic range Also at 3rd level, you can use your Invoke Mysticism to
that starts its turn frightened of you or an ally immediately overwhelm a creature with a flash of short-lived but intense
takes 2d10 psychic damage. admiration for you, driving them to rash action in your
Mantle of Elation defense.
Yours is a mantle of peace, joy, and happiness, letting failure
and sorrows pass through you for the joy of life itself - its As an action, you choose one creature you can see within
mundanity as well as its supernatural beauty. Your joy 30 feet of you. That creature must make a Wisdom saving
inspires others, often unable to stop a smile breaking or at throw. On a success, the creature is unaffected. On a failure,
least a momentary piece of happiness. This creates energy in the creature must use its reaction to make a weapon attack
you and those around you, it overflowing and uncontainable. against a target you designate or heal a creature you choose,
if possible. If there are no valid targets, the creature uses its
Elation's Affect reaction to move towards you.

At 3rd level when you choose this mantle, opportunity attacks Invoke Mysticism: Counter Seduction
against you and your allies have disadvantage.
Starting at 6th level, as a reaction, if an ally within your
Invoke Mysticism: Remove Purpose empathic range would be charmed by a creature within your
empathic range, you may instead have that creature be
Also at 3rd level, as an action, you attempt to void a creature's charmed by you as per the same effect and amount of time as
motivations and rewards for continuing its current behavior, the original ability.
coaxing it to you for the only way to obtain happiness. The
creature must make a Wisdom saving throw. On a failure, it is Charming Manifesting
incapacitated and its speed becomes 0 until the end of its
turn. Beginning when you reach 11th level, you may add your
Charisma modifier to the damage roll of any power you use.
Invoke Mysticism: Addended Purpose If that power deals damage to multiple creatures, you only
dead this bonus damage to one creature. Additionally, you
At 6th level, as a bonus action, you can provide a waterfall of may add your Charisma modifier to the amount of hit points
purpose and energy to one ally you touch. On their turn, they restored by a power of 1st level or higher that you use.
can take one additional action on top of their regular action
and possible bonus action. Nymphomania

Martial Mania Starting at 14th level, your mind exudes a powerful mental
aphrodisiac, causing creatures to have a hard time focusing.
Starting at 11th level, whenever a creature within your
empathic range regains hit points, you can make one weapon Creatures you choose within your empathic range are
attack as a reaction. immune to being charmed by any creature other than you.
Creature you do not choose instead have disadvantage on
Happiness Unfaltered saving throws against charming effects. If a creature is
normally immune to the charmed condition, it instead has
At 14th level, your joy minimizes the failures and maximizes advantage on its saving throw but can still be affected.
the successes of you and your friends. When a creature
within your empathic range rolls a 1 on a d20 roll, you can Facet of Lust
choose to let them roll again once for that attempt.
Additionally, when a creature within your empathic range Beginning when you reach 18th level, each willing creature in
rolls a 20 on a d20 roll, they can choose to either gain 1d10 your empathic range is considered charmed by you.
temporary hit points, regain 1d10 hit points, or add 1d10 to
their next immediate damage roll within 1 minute. At the beginning of your turn, each creature of your choice
that is charmed by you gains temporary hit points equal to
Facet of Elation your Charisma modifier. Each creature charmed by you that
you did not choose instead takes 2d10 psychic damage at the
Beginning at 18th level, you and allies within your empathic start of each of your turns. This damage does not give the
range gain a flying speed of 60 feet. If they exit your range, creature an additional saving throw even if damage would
they float gently to the ground, taking no fall damage. normally give one.

Chapter Two | Classes

29

Mantle of Wrath
Yours is a mantle of unbridled fury, anger, and hatred, pouring
out your wrath upon your foes in a tidal wave of pain and
eradicating any calmness that once stood.

Wrath's Affect

At 3rd level when you choose this mantle, you and creatures
of your choice within your empathic range have advantage on
attacks of opportunity against other creatures.

Invoke Mysticism: Rising Rage

Also at 3rd level, as an action, you attempt to enrage a
creature by pulling on their emotional strings. The creature
must make a Charisma saving throw. On a failure, the
creature must move toward the nearest hostile creature and
use its action to to make melee weapon attacks during its
next turn. Attacks that creature makes have disadvantage.

Invoke Mysticism: Propelling Rage

At 6th level, as a bonus action, you can allow the fury within
one creature you touch. On their turn, they score a critical hit
with weapon attacks on a roll of 19-20.

Wrathful Retribution

Starting at 11th level, whenever a creature hits you with two
or more attacks in a turn, you can make one weapon attack
as a reaction.

Eruption

Beginning at 14th level, you constantly ooze a subtle rage
toward everyone around. Creatures of your choice treat all
weapons and psionic talents as though they have the high crit
property. Whenever a creature scores a critical hit with a
weapon or talent, you may give that creature advantage on its
next attack roll.

Facet of Wrath

Starting when you reach 18th level, you spill out an infectious
wrath in combat that eats creatures from the inside.
Whenever a creature in your empathic range makes two or
more attacks in a turn or casts a spell or manifests a power of
4th level or higher that deals damage, you may have that
creature take 1d8 necrotic damage.

Chapter Two | Classes

30

Battlemind Among all other races, little opportunity for battlemind
training is available.
One who turns the mind's potential to the warrior's art is
known as a battlemind. Where psions devote themselves Other Classes: Battleminds get on well with anyone,
wholly to the development of mind-engendered abilities, regardless of class, who appreciates their unique
battleminds give emphasis to the development of the body. contributions and do not hold themselves above the
With mental and physical energy working in union, the battlemind. Battleminds make powerful comrades in combat,
battlemind strives toward martial perfection. so most adventurers are happy to have one in their group.

The sword, axe, and bow are physical tools that Role: A battlemind's powerful defenses and psionic
battleminds embrace along with their psionic abilities. Well reinforcement make him a powerful member of the party on
trained in both physical and psionic matters, the battlemind the front lines, trading blows with the most powerful of
is a formidable adversary. creatures.

Adventurers: Battleminds know that only through conflict Creating a Battlemind
will their skills grow. Prone to showing off their flamboyant As you create your battlemind, think about how your
abilities, they claim to fear nothing. Battleminds are eager to character unlocked their psionic capabilities. Was it through
accumulate the treasure that adventuring brings and the some chance event, or forged through continued discipline?
power it buys. Battleminds are bold and arrogant, an attitude earned
through both their physical and mental aptitude. How do you
Characteristics: The defining trait of the battlemind is his focus your innate abilities of altering reality?
ability to supplement his physical attacks with psionic feats
and powers. A combination of strength, martial skill, and Space will warp, time will dilate, and the very matter of
psionic ability allows the battlemind to surpass a normal reality will reform in the pursuit of victory: physical and
fighter of equal experience. As the battlemind gains psychic violence in a single perfect whole.
experience and power, his fighting skills and psionic abilities
grow in concert. Class Features

One thing shared amongst all battleminds is their As a battlemind, you gain the following class features
unwavering self-confidence. So great is the confidence and
arrogance of a battlemind that they believe none, not even the Hit Points
gods above, can truly match them. Due to this, they
sometimes have a tendency to rush into combat or refuse to Hit Dice: 1d8 per battlemind level
back down. Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your
Alignment: A battlemind's training requires the ability to Constitution modifier per battlemind level after 1st
give equal shrift to what others consider polar opposites of
physical and mental ability. Battleminds tend toward chaotic Proficiencies
alignments, but a chaotic outlook is not a requirement.
Many's arrogance pushes them toward neutral or evil Armor: Light Armor, Medium Armor, Shields
morality. Weapons: Simple Weapons, Martial Weapons
Tools: None
Religion: A battlemind's self-confidence and arrogance Saving Throws: Intelligence, Wisdom
rarely allows them to follow the gods, whether with true Skills: Choose two from Acrobatics, Arcana, Athletics,
loyalty or simply lip service. They typically feel such worship Forgery, History, Insight, Investigation, Leadership,
is below them. They instead put their reliance on their will Perception or Psionics
and internal fortitude much the same as psions. Rare
battleminds who do follow a god exist, but it is rarely true Equipment
worship, and they dislike associating with the likes of truly
divine followers such as clerics or paladins. You start with the following equipment, in addition to the
equipment granted by your background:
Background: A battlemind typically grows up among a
society or small community of "the like-minded", founded by (a) a martial weapon and a shield or (b) two martial
psions who wished to develop their powers in seclusion. weapons
Such communes are rare, but their existence provides some (a) five javelins or (b) any simple melee weapon
protection in a world often hostile to those with powerful (a) leather armor or (b) a chain shirt
mental abilities. Battleminds are often the children of psions, (a) an explorer's pack or (b) a scholar's pack
and just as often grow up dissatisfied with the regimen of Aethershield
commune life. You have a replenishing well of psionic energy that constantly
protects you from harm.
Although many adopt the class out of this sense of Starting at 1st level, at the start of your turn, as long as you
rebellion, most battleminds still feel a deep connection to the have at least 1 hit point remaining, you gain temporary hit
commune or society in which they were raised and trained. A points equal to your Intelligence modifier.
few have no such connection, their only ties being to their
own paths of personal development.

Races: The inborn gift for psionics is unpredictable, and it
can show up in any of the common races. Titanforged are
particularly drawn to this class, admiring the battlemind's
mixture of mental might and physical prowess.

Chapter Two | Classes

31

The Battlemind Powers Known Psi Points Psi Limit
— ——
Level Proficiency Bonus Features 4 21
1st +2 Aethershield, Premonitive Defense, Battlemind's Demand 5 31
2nd +2 Fighting Style, Psionic Manifesting, Psionic Smite 5 31
3rd +2 Psionic Discipline Feature, Ardentious Adaptivity 6 82
4th +2 Ability Score Improvement 7 82
5th +3 Extra Attack, Empty Mind 7 10 2
6th +3 Mind over Matter 8 10 2
7th +3 Psionic Discipline Feature 9 16 3
8th +3 Ability Score Improvement 10 16 3
9th +4 Mind Vault 10 19 3
10th +4 Cerebral Fortification 11 19 3
11th +4 Keen Edge 12 23 4
12th +4 Ability Score Improvement 13 23 4
13th +5 Applied Precognition 13 27 4
14th +5 Phantom Pain 14 27 4
15th +5 Psionic Discipline 15 36 5
16th +5 Ability Score Improvement 16 36 5
17th +6 Overchannel 16 41 5
18th +6 Aura Improvements 17 41 5
19th +6 Ability Score Improvement
20th +6 Psionic Discipline Feature

Battlemind's Demand Fighting Style
At 1st Level, you gain some limited influence on the minds of You adopt a particular style of fighting as your specialty.
your enemies, drawing on their harmful or killing intent. As a Choose one of the following options. You can't take the same
bonus action, an enemy you can see must make a wisdom Fighting Style option more than once.
saving throw equal to your psi save DC or be beckoned to
attack you, and only you. This effect lasts for up to one Archery
minute. At the end of each of the affected creature’s turns,
they can make another saving throw ending the effect on a You gain a +2 bonus to attack rolls you make with ranged
success. You can use this ability again after finishing a short weapons.
or long rest.
Defensive
Premonitive Defense
You excel in anticipating your opponent's movements and While you are wearing armor, you gain a +1 bonus to AC.
adapting the flow of combat to your own rhythm. While wielding a shield, when a creature you can see attacks
a target other than you that is within 5 feet of you, you can
While wearing light or medium armor, you may use your use your reaction to impose disadvantage on the attack roll.
Intelligence modifier instead of your Dexterity modifier for
the purposes of determining your AC. If you aren't wielding a Dueling
shield, the maximum ability modifier you may add towards
calculating your AC while in medium armor is doubled. When you are wielding a melee weapon in one hand and no
other weapons, you gain a +2 bonus to damage rolls with that
weapon.

Chapter Two | Classes

32

Great Weapon Fighting Psionic Save DC = 8 + your proficiency bonus + your
Intelligence modifier
When you roll a 1 or 2 on a damage die for an attack you
make with a melee weapon that you are wielding with two Psionic attack modifier = your proficiency bonus + your
hands, you can reroll the die and must use the new roll. The Intelligence modifier
weapon must have the two-handed or versatile property for
you to gain this benefit. Psionic Smite
Beginning when you reach 2nd level, when you hit a creature
Psychic Warrior with a weapon attack, you can expend Psi points to deal
additional Force damage to the target. The extra Force
You learn two talents of your choice from the psion power damage is 1d10 per Psi point spent when activating this
list. They count as battlemind powers for you, and feature.
Intelligence is your spellcasting ability for them. Whenever
you gain a level in this class, you can replace one of these Ardentious Adaptivity
talents with another talent from the psion power list. Starting at 3rd level, when you put your mind to something,
you master it in record time.
Two-Weapon Fighting
At the end of a long rest, choose a skill, tool or language
When you engage in two-weapon fighting, you can add your proficiency. You gain proficiency with your desired choice if
ability modifier to the damage of the second attack. you don't already have it, or expertise if you do. The benefits
Psionic Manifesting of this feature last until your next long rest, at which point
Also at 2nd level, you learn powers that allow you to apply you may choose a new proficiency, or remain trained in the
your mental powers onto the world. All powers require that same choice of preference.
you spend psi points to use them, which is the same as the
power's level. For example, to manifest psidarts, a 1st-level Psionic Discipline Feature
power, you would need to spend 1 psi point. When you reach 3rd level, your dedication to a certain
method of manifesting your powers grants you new abilities.
You learn four powers of your choice, detailed in the You may choose between the disciplines of the Eternal Blade,
Battlemind power list section at the end of this document. Iron Guardian, Steel Ego and Quicksilver Demon.
You learn more powers at higher levels, as shown on the
Battlemind class table. Additionally, when you level up in this Ability Score Improvement
class, you can choose one of the powers you know and When you reach 4th level, and again at 8th, 12th, 16th, and
replace it with another psionic powers, which also must be of 19th level, you can increase one ability score of your choice
a level you can cast. by 2, or you can increase two ability scores of your choice by
1. As normal, you can’t increase an ability score above 20
Psi Points and Psi Limit using this feature.

You have a pool of psionic power that you use to manifest Extra Attack
your abilities represented as the Psi Points column of the Beginning at 5th level, you can attack twice, instead of once,
Battlemind table. You can use these points to fuel the psionic whenever you take the Attack action on your turn.
powers you know. The maximum number of psi points (its
base psi point cost plus any additional points) that you can Empty Mind
spend on a discipline's power is 1. This maximum increases By 5th level, you have learned to sharpen your focus when
to 2 at 5th level, 3 at 9th level, 4 at 13th level, and 5 at 17th you deplete your inner psionic reservoir.
level.
Once per round, while you have no Psi points remaining,
When you spend a psi point, it is unavailable to you until you may give yourself a bonus on a single weapon attack roll.
you finish a long rest, at the end of which you regain all your The bonus equals your Intelligence modifier and must be
expended psi points. applied before you know if the attack hits or misses.

Once you reach 5th level in this class, you can spend If your strike hits, the attack deals additional damage equal
additional psi points to increase the level of a power that you half your Battlemind level.
manifest, provided that the power has an enhanced effect at a
higher level, as bane does. The power’s level increases by 1 Mind over Matter
for each additional psi point you spend. For example, if you Subtly manipulating the physical realm with your mental
are 5th level and cast bane, you can spend 2 psi points to cast aura is second nature to you.
it as a 2nd-level power (the power's base cost of 1 psi point
plus 1). Starting at 6th level, you and all creatures of your choice
within 10 feet of you may add your Intelligence modifier on
Psionic Manifesting Ability any Strength, Dexterity or Constitution ability check they
make, as long as they don't already add their proficiency
Intelligence is your psionic casting ability for your powers, so modifier to the check in question.
you use your Intelligence modifier whenever a power refers
to your manifesting ability. In addition, you use your
Intelligence modifier when setting the saving throw DC for an
battlemind power you cast and when making an attack roll
with one.

Chapter Two | Classes

33

The range of this ability increases to 30 feet once you reach Psionic Disciplines
level 18 in this class.
At 3rd level, you can choose between the Eternal Blade, Iron
Mind Vault Guardian, Steel Ego and Quicksilver Demon archetypes for
Starting at 9th level, your conscience may escape to a pocket the Battlemind class.
realm, shaped purely by the power of your mind.
Your choice grants you various feature as you reach the
As an action, you may spend 1 Psi points to end an effect 3rd, 7th, 15th and 20th level in this class.
on yourself that is causing you to be Charmed or Frightened.
Furthermore, your thoughts can't be read against your will. Blackstone Behemoth
Strange dreams are common among those who wield
Cerebral Fortification psionics. Your dreams, however, are different. You dream of a
Starting at 10th level, your mind and body operate flawlessly black monolith set within a cavern rimed with ice. This vision
in a level of equilibrium that is hard to fathom. has haunted you for as long as you can remember, but until
now, you have struggled in vain to discover its meaning.
You gain resistance to psychic damage and the number of
temporary hit points you gain from your Aethershield class The blackstone monolith has chosen you as its champion.
feature is increased by an amount equal to half your In another age, noble champions of a distant land fought to
proficiency bonus. contain a breach caused by creatures beyond this world. They
sealed the rift with powerful psionic wards behind elemental
Keen Edge stone imbued with their own consciousness. Each
By 11th level, each of your strikes is infused with intense generation, the wards they forged must be resealed by new
psychic energy, severing your foe from their cognitive shadow. champions. Will you be bound to the fate of the guardians
that have chosen you, or will you forge your own path using
Whenever you hit a creature with a melee weapon, the their strength?
creature takes extra psychic damage equal to your
Intelligence modifier. Monolithic Vision

If the target is currently concentrating on a spell, power, or Starting when you are chosen by the monolith at 3rd level,
effect, it has disadvantage on on any Constitution saving you gain tremorsense to a distance of 30 feet.
throw it has to make in order to keep concentrating on the
effect. Monolithic Blessing

Applied Precognition Beginning at 7th level you can channel the power of the
By 13th level, always a step ahead, your ability to predict and guardians within the blackstone monolith to empower your
analyze any situation is second to none. body. As a bonus action, you take 10 less damage from all
sources for 1 minute or until you are incapacitated.
You can act normally when you are surprised and you have
advantage on Dexterity (Initiative) checks. Once you use this feature, you cannot use it again until you
finish a long rest.
Furthermore, at the start of each of your turns you may
select one creature you can see within 30 feet of you. That Forged in Blackstone
creature cannot use it's reaction during your turn.
Starting at 15th level, whenever you take damage, unless it is
Phantom Pain cold damage or from a critical hit, roll a d20. On a 16 or
Starting at 14th level, your mental fortitude is so strong that higher, you gain resistance to all damage of that attack.
your threshold for pain is increased beyond mortal means.
Aspect of the Blackstone Gaoler
You gain may add your Intelligence modifier as a bonus on
all Constitution and Death saving throws you have to make. At 20th level, you can call upon the powerful strength of the
guardians before you, becoming a true behemoth. You
Additionally, while you aren't incapacitated, you may reduce transform into a creature of blackstone, letting your attacks
any damage you take by an amount equal to your Intelligence wrack your foe's minds and bind their body in stone. For 1
modifier. minute, you gain the following effects:

Overchannel Any time you deal damage with a melee weapon to a
Beginning at 17th level, you have developed the ability to creature, you may push that creature up to 5 feet.
strain your mind to extreme levels in moments of peril. Any time you push a creature, you may move up to 5 feet
to follow the creature without provoking opportunity
When you roll for initiative and have no Psi points attacks.
remaining, you regain a number of Psi points equal to your You score a critical hit on a roll of an 18 to a 20.
Intelligence modifier. You gain a +1 bonus to all attack rolls.

Furthermore, the maximum number of Psi points you may
spend in a single turn increases to an amount equal to your
proficiency modifier.

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34

Eternal Blade
The Order of the Eternal Blade is a secretive group, but you
sought out its masters and gained entry. Whatever drove you
to the order, you knew you made the right choice when the
masters first instructed you. On that day, you first learned to
communicate with your blade guide, the psychic resonance of
generations of eternal blades that came before you.

The order's first members foresaw the emergence of
psionics. When those members died, they cast their minds
forward in time in search of worthy heirs to their cause. You
are one such heir. Your blade guide lingers near you, teaching
you the fighting arts of the eternal blades. Even if you fall in
battle, your experience shall not be lost, for you too shall cast
your mind forward in search of a new champion to guide.

Blade Guide's Sight

Beginning at 3rd level, you gain the ability to see invisible
creature out to a range of 10 feet as though affected by the
see invisibility spell

Guided Action

Beginning at 7th level, if you miss with an attack using a
melee weapon, you may immediately reroll that attack with
advantage. You can use this ability again after you finish a
short or long rest.

Eternal Vigilance

Beginning at 15th level, you may use your reaction to gain a
bonus to your AC equal to your Intelligence modifier when
you are hit by an attack, potentially causing the attack to
miss. You can use this ability even if you are unconscious. You
can use this ability a number of times equal to 1 + your
Intelligence modifier.

Blade Guide's Counsel

At 20th level, the blade guides that have been teaching you
allow you to borrow from their immense wisdom. You gain
advantage on Charisma, Intelligence, and Wisdom saving
throws. You only take half damage from a failure using any of
these saving throws, and none on a success. You also become
immune to the charmed and frightened conditions.

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35

Iron Guardian
The mind is more powerful than the body, and none
demonstrate this principle better than you. As an iron
guardian, you have learned to channel psionic energy into
your flesh and bones. With a thought, your skin becomes
hard as iron and your bones unbreakable as stone. In battle
you're a juggernaut, capable of withstanding the fiercest
attacks and replying with shattering strikes of your own.

Your unmatched endurance allows you to stand at the
forefront of any battle. You exult in the look of despair that
crosses your enemy's face as blade, arrow, and claw rebound
harmlessly off you. With this confidence, you move to the
center of any fight, daring your foes to match themselves
against you.

Guardian's Might

Beginning at 3rd level, you may use a bonus action to mark a
  foe you can see. That creature has disadvantage to attack
    any creature other than you, and you gain a +1 bonus to
    attack rolls against that creature. This ability lasts until the
  creature dies or you attack a different target. You can use
this ability a number of times equal to your Constitution
modifier between long rests.

Unbreakable Hide

Starting at 7th level, while wearing light armor, your AC
increases by 2, and while wearing medium armor your AC
increases by 1.

Impenetrable Iron

Beginning at 15th level, if a critical hit is scored against you,
roll a d20. On a 10 or higher, it becomes a normal hit.

Aspect of the Iron Guardian

At 20th level, you may use a bonus action to assume the
aspect of the iron guardian. You transform into a creature of
iron, scattering foes and crushing those foolish enough to
resist your advance. For 1 minute you gain the following
effects:

Your AC increases by 1.
Any critical hit against you becomes a normal hit.
Any time you take damage from an attack, roll a d20. On a
10 or higher, reduce the damage to 0, otherwise the
damage is halved.
All creatures of your choice within 30 feet of you are
considered to be under the effect of your Guardian's Might
ability.
Once you use this feature you suffer from 1 point of
exhaustion and can't use it again until you finish a long rest.

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36

Steel Ego Lightning Strikes Twice
Confidence is why you always win. Even when you are faced
with a setback, your resolve never wavers, and you're certain Starting at 7th level, you can make living lightning wrap
you will overcome adversity no matter how severe. Some around your body, letting you surge from one target to the
people mistake your confidence for arrogance or foolishness, next. Whenever you deal lightning damage to a creature, you
but you prove the truth of your words time and again, may have another target within 10 feet of the original
showing your detractors your might. creature take lightning damage equal to your Intelligence
modifier.
You backup your confidence with your psionic mastery,
wrapping your soul, body, and mind in a barrier of willpower Rouse the Storm
to deflect any attack you face, whether it strikes your body or
your mind. With this unwavering resolve, you can dismiss a Beginning when you reach 15th level, any time you deal
foe's strikes, standing undaunted before its best efforts to thunder or lightning damage, you may teleport up to 15 feet
hurt you. And with this security, you project your personality to a space you can see.
onto those you fight, flooding their mind with the imminence
of their defeat. Whenever you teleport, any creature that deals damage to
you before the end of your next turn from within 15 feet of
Psionic Cascade you takes lightning damage equal to your Intelligence
modifier.
Starting at 3rd level, whenever you score a critical hit, you
regain 1 psi point. Stormwalker

Mind Smash At 20th level, you unlock the true power of the storm. You
gain a fly speed equal to your walk speed and can hover.
Beginning at 7th level, any time you deal psychic damage, the
target takes additional psychic damage equal to your In addition, the first time you move on your turn, you may
Charisma modifier. teleport, using movement speed as normal. You can teleport
no more than once per turn in this way.
Forceful Contempt Quicksilver Demon
Your mind rejects all notions of what is possible and
Beginning at 15th level, any time you are hit by an attack, you impossible on the battlefield. Psionic energy flows through
gain +2 AC until the end of your next turn, stacking up to 2 you, imbuing you with an irrepressible need to move. You
times. flow around your enemies, blurring past them before they can
land a blow. As you move, your attacks slip through your
Fear and Loathing enemies’ defenses with deadly effect. You goad a foe into
following you, then wrack its mind and body as it gives futile
At 20th level, as a bonus action, you can apply the full force of chase.
your personality against your foes. For 1 minute, your
weapon attacks deal an additional 2d6 psychic damage and You are quicksilver in living form, moving with such speed
enemies have disadvantage to hit you. If a creature misses and grace that your enemies have no hope of pinning you
you with an attack, you can immediately make an attack down. Whether you fight alone or in the company of others
against it as a reaction. who also race through the heat of battle, your enemies name
you the quicksilver demon, never knowing where you will
Storm Disciple strike next.
Your philosophy of life and battle is shaped by your belief in
the infinite storm. In every corner of the world and every part Quicksilver Dance
of the planes, order and chaos contend for domination.
Violent storms of elemental fury are the most potent sign of Beginning at 3rd level, you have a +4 bonus to AC against
this struggle. At no time is all the cosmos ever at peace. opportunity attacks, and if an opponent misses you with an
Through study and diligence, you draw power from these opportunity attack, you gain advantage against them until the
infinite and endless storms, channeling their destructive fury. end of your next turn.
You represent the infinite storm in your travels, welcoming
the violence that is a constant part of life. Like the power of Rebounding Dance
the storm, you are everywhere.
Starting at 7th level, as a bonus action, you can move up to
Lightning's Path twice your speed without triggering attacks of opportunity.
During this movement, you can move through spaces
Beginning at 3rd level, you may teleport up to 30 feet as a occupied by other creatures and move through spaces as
bonus action. You may teleport this way a number of times small as 1 inch. You must end your movement in an
equal to half your proficiency bonus, regaining all expended unoccupied space. You can use this ability again after you
uses when you finish a short or long rest. complete a short or long rest.

Any time you teleport, each creature adjacent to the space
you end the teleport in takes thunder damage equal to your
Intelligence modifier.

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37

Absorb Momentum

Beginning at 15th level, if an enemy misses you with an
attack, you can use a reaction to gain a +4 bonus to attack
rolls and gain 20 feet of walking speed until the end of your
next turn. You can use this ability again after you finish a
short or long rest.

Aspect of the Quicksilver Strides

As a bonus action, you enter an intense focus, prioritizing
evasion and punishing your foes. For one minute you gain the
following benefits:

All creatures of your choice within 30 feet of you take
1d12 psychic damage any time they miss with an attack.
You gain a +2 bonus to AC and Dexterity saving throws.
Any time a creature misses you with an attack, you may
make an attack against them at disadvantage as a free
action.
Once you use this feature you suffer from 1 point of
exhaustion and can't use it again until you finish a long rest.

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38

Metamind Other Classes: Metaminds have a hard time seeing any
other as an equal and will need to learn to do so once they
A half-sylvarin faces down an approaching hoard before he join a group. They do have more respect for other psionic
smiles, his eyes and fingers beginning to glow before an classes, but also see any willing to put in work for personal
overwhelming amount of darts of pure psionic force launch gain to be worthy of some consideration.
out from his body in every direction, striking numerous foes
dead in an instant. Role: The metamind is a psionic powerhouse that deals
out mass amounts of damage. They are not great at
A slaa'kar in the robes of a simple scholar looks over a                   supporting other characters and are unable to heal
battlefield, pointing toward a priority target. A moment later, a                          them, but they have the firm belief that the best
small crystal appears beside the target and launches a                             defense is a good offense.
barrage of barely visible psionic energy, wracking the target's
brain and overloading it with information until the target               Class Features
collapses, unable to comprehend anything.
                        As a metamind, you gain the following class
Metaminds know that accumulating the most power in the                            features


shortest time is the key to psionic superiority. All

metaminds strive for "power to burn" - they are

unconcerned with glamor or flashy






behavior, but rather are single-mindedly determined to                              Hit Points
amass as much psychic power as possible. Metaminds are
sometimes colloquially referred to as a "head" by other                                      Hit Dice: 1d4 per metamind level
psionic characters.                                     Hit Points at 1st Level: 4 + your

Adventurers: A metamind often adventures to gain more                                Constitution modifier
knowledge in order to obtain personal power. Every bit of                                     Hit Points at Higher Levels: 1d4 (or 3)
knowledge opens a pathway to learn a new way to defeat the
enemy, and a new way for the metamind to prove                               + your Constitution modifier per
themselves more powerful than any other.                                   metamind level after 1st

Characteristics: The metamind draws power from                                      Proficiencies
the conscious thoughts of everything around them and
even the dormant world itself. Their power is                                            Armor: None
extraordinary at the cost of weakening their own                                              Weapons: Daggers, quarterstaffs
physical form to allow for better mental functions. The                                                    Tools: None
metamind often has a bad habit of believing all others to be                                                     Saving Throws: Intelligence,
below them due to their immense mental power and it can
take a good deal of time to correct this if they join a                                                 Wisdom
new group.                                                    Skills: Psionics and any other

Alignment: Metaminds simply wish for personal                                             three
power, but how they obtain it is a personal choice. Most
metaminds tend toward neutrality over law or chaos, but                                     Equipment
can span any morality. Many are evil, as they see the
fastest path to more power is trampling those below                                                  You start with the following
you.                                                   equipment, in addition to the
                                                   equipment granted by your
Religion: Metaminds are not particularly drawn to                                                    background:
any deity and many choose not to follow any at all.                                                      (a) a dagger or (b) a
When they do follow one, they tend toward a deity that
matches their thirst for knowledge or power. Common ones                                                   quarterstaff
include Bakloran, Jusarin, Therassor, or Tyrannis.                                                       (a) a scholar’s pack or (b) an

Background: Metaminds begin their lives much as a                                                explorer’s pack
psion does, showing signs of power from the time they are
just a few years old. Their initial signs of psionic awakening
are far more devastating though, and often show up in the
form of bursts of destruction. This causes many a potential
metamind to shy away from this dangerous would-be gift,
but the few who do embrace it will quickly learn to
harvest as much as they can from it.

Races: The inborn gift of psionics is unpredictable,
and it can show up in any of the common races. Races
that are naturally drawn to accumulating more power such as
humans and sylvarin are a natural fit for the metamind.

Chapter Two | Classes

39

The Metamind

Proficiency Features Mental Surge Talents Psi Psi Manifestation Level
Level Bonus Psionic Calling, Psionic Surges Damage Known Points Limit Limit
1st +2 Manifesting
— — 4 22 1st

2nd +2 Mental Surge 2 +2 4 33 1st
3rd +2 Unarmored Defense 2 +2 4 83 2nd
2 +2 4 10 4 2nd
4th +2 Ability Score Improvement 2 +2 5 16 4 3rd
5th +3 — 3 +2 5 19 5 3rd
3 +2 5 23 5 4th
6th +3 Mind Barrage 3 +2 5 27 6 4th
7th +3 Psionic Calling Feature 3 +3 5 36 6 5th
3 +3 6 41 6 5th
8th +3 Ability Score Improvement 3 +4 6 47 7 6th
9th +4 — 3 +4 6 47 7 6th
3 +4 6 54 7 7th
10th +4 Critical Mind 3 +4 7 54 8 7th
11th +4 — 3 +4 7 62 8 8th
4 +5 7 62 8 8th
12th +4 Ability Score Improvement 4 +5 7 71 9 9th
13th +5 — 4 +5 8 76 9 9th
4 +5 8 82 9 9th
14th +5 Resistant Surge 4 +5 8 89 9 9th
15th +5 Psionic Calling Feature

16th +5 Ability Score Improvement
17th +6 —

18th +6 Psionic Calling Feature
19th +6 Ability Score Improvement

20th +6 Unending Well

Psionic Calling Psi Points and Psi Limit
Each metamind finds one source of power or another far
more important than all others, making it their psionic You have a pool of psionic power that you use to manifest
calling. This allows them to control and improve their powers your abilities represented as the Psi Points column of the
through this intense single-minded focus. Your choice Psion table. You can use these points to fuel the psionic
determines which kind of metamind you become and where powers you know. The maximum number of psi points (its
the source of your power is drawn from. base psi point cost plus any additional points) that you can
spend on a discipline's power is 2. This maximum increases
Your calling grants you features when you choose it at 1st as shown in the Psi Limit column of the Metamind table.
level and additional features at 7th, 15th, and 18th level.
When you spend a psi point, it is unavailable to you until
Psionic Manifesting you finish a long rest, at the end of which you regain all your
Also at 1st level, you learn powers that allow you to apply expended psi points.
your mental powers onto the world. All powers require that
you spend psi points to use them, which is the same as the You can spend additional psi points to increase the level of
power's level. For example, to manifest psidarts, a 1st-level a power that you manifest, provided that the power has an
power, you would need to spend 1 psi point. enhanced effect at a higher level, as psidarts does. The
power’s level increases by 1 for each additional psi point you
Psionic Talents spend. For example, if you are 5th level and cast bane, you
can spend 2 psi points to cast it as a 2nd-level power (the
You learn four talents of your choice, detailed in the power's base cost of 1 psi point plus 1).
Metamind power list section at the end of this document. You
learn more talents at higher levels, as shown on the
Metamind class table. These talents cannot be changed later.

Chapter Two | Classes

40

Powers Known of 1st Level and Higher Your mental surge lasts for 1 minute. It ends early if you
are knocked unconscious or if your turn ends and you haven't
You know four 1st-level powers of your choice from the manifested a metamind power of 1st level or higher. You can
metamind power list. end your mental surge on your turn as a bonus action.

The Powers Known column of the Metamind table shows Once you have entered the number of mental surges
when you learn more metamind powers of your choice. Each shown for your metamind level in the Mental Surges column
of these powers must be of a level equal to or below your of the Metamind table, you must finish a long rest before you
Manifestation Level Limit as shown in the Metamind class can enter another.
table.
Unarmored Defense
Psionic Manifesting Ability Starting when you reach 3rd level, you are able to use the
latent psionic energy in the environment around you to
Wisdom is your psionic casting ability for your powers, so you defend yourself. While you are not wearing any armor, your
use your Wisdom modifier whenever a power refers to your Armor Class equals 10 + your Dexterity modifier + your
manifesting ability. In addition, you use your Wisdom Wisdom modifier.
modifier when setting the saving throw DC for a metamind
power you manifest and when making an attack roll with one. Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and
Psionic Save DC = 8 + your proficiency bonus + your 19th level, you can increase one ability score of your choice
Wisdom modifier by 2, or you can increase two ability scores of your choice by
1. As normal, you can’t increase an ability score above 20
Psionic attack modifier = your proficiency bonus + your using this feature.
Wisdom modifier
Mind Barrage
Learning Powers of 1st Level and Higher Beginning when you reach 6th level, while surging, if you
manifest a talent as an action, you can manifest a power of
Each time you gain a metamind level, you may learn one 1st level or higher as a bonus action, so long as that power
metamind power for free. Each of these must be of a level has a normal manifesting time of 1 action. If you manifest a
equal to or lower than your manifestation level limit. power of 1st level or higher in this way, it costs twice as many
psi points as normal.
On your adventures, you may find additional powers
whether from long lost civilizations, other metaminds, in Critical Mind
mind gems, or wherever else. Whenever you do, you may Starting when you reach 10th level, you can reinforce the
imprint the power to memory. This process takes 8 hours for power you have.
each level of the power. If the power is not in a mind gem, you
need to provide a gem corresponding to the power's Whenever you score a critical hit with a metamind power,
discipline worth at least 50gp for each level of the power so it you cannot roll lower than half the maximum on each die.
can be properly imprinted. Imprinting a power from a mind
gem destroys the gemstone afterward. Resistant Surge
Beginning at 14th level, while you are surging, you have
Psionic Discipline Gemstone advantage on Intelligence, Wisdom, and Charisma saving
throws against spells, psionic powers, and other magic or
Clairsentience Diamond psionic effects.

Metacreativity Amethyst In addition, you gain resistance to psychic and force
damage.
Psychokinesis Ruby
Unending Well
Psychometabolism Topaz When you reach 20th level, you learn to act as a living
cognizance crystal. You may enter this form as an action to
Psychoportation Emerald produce seemingly endless power for up to 1 minute. During
this time, your eyes shine like tiny stars and faint illumination
Telepathy Sapphire seems to beam out of your mouth and the end of each of your
fingers. Being in this state requires concentration as though
Mental Surge on a power and follows all the same rules as concentration
In battle, you are a whirl of mental prowess controlling every except that you may use your Wisdom modifier rather than
minute thing around you with precision. On your turn, you your Constitution for saving throws to keep concentration.
can begin a mental surge as a bonus action.
While in this form, you may manifest any known power of
While in a surge, you gain the following benefits if you are up to 4th level without drawing from your psi point reserve.
able to psionically manifest: When this form ends, you lose all your remaining psi points.

Whenever you manifest a metamind power, you gain
temporary hit points equal to half your metamind level
plus the power's level, rounded up.
You have advantage on Concentration saving throws made
to continue concentrating on a metamind power.
When you manifest a metamind power of 1st level or
higher, you gain a bonus to the damage roll that increases
as you gain levels as a metamind, as shown in the Surge
Damage column of the Metamind table.

Chapter Two | Classes

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Psionic Callings Overwhelming Capacity

Psionic callings are your natural inclination toward a Starting at 15th level, the effects of your Strengthening Surge
particular path of power. These callings are individual and are applied even when you are not surging. While you are
may have some drawbacks to them alongside their vast surging, the effects of your Strengthening Surge are doubled
benefits, and each tends to focus on one school of psionics. and you may choose two benefits rather than just one. In
addition, you gain access to the following additional effects:
Calling of the Bodymelder
Metaminds in the Calling of the Bodymelder focus on the The target gains a +1 bonus to Strength saving throws.
manipulation of physical forms through their own mental The target gains a +1 bonus to Dexterity saving throws.
prowess. These metaminds have learned to empower the The target gains a +1 bonus to Constitution saving throws.
strength of the body of themselves and their allies, increasing The target gains a +1 bonus to ranged weapon attack
their strength to a great maximum. rolls.
The target gains a +1 bonus to ranged weapon damage
Manifestation Restrictions rolls.

Bodymelder Metaminds specialize in psychometabolism Shape the Flesh
powers to empower everyone around them. Due to this
hyperfocus on the physical body, bodymelders have trouble Beginning when you reach 18th level, you become the master
interacting with the minds of others. These metaminds of the body of yourself and others. Whenever you target a
cannot learn telepathy powers. creature with a psychometabolism power of 4th level or
higher, they gain temporary hit points equal to the level of the
Bodymelder's Expertise power. While a creature has any temporary hit points granted
by this feature, weapon attacks against them have
Beginning when you accept this calling at 1st level, the time it disadvantage.
takes you to imprint a psychometabolism power from a mind
gem is halved. In addition, you may use a topaz worth as little Calling of the Diviner
as 25 gp for each level of the power, rather than 50 gp. Metaminds in the Calling of the Diviner glimpse parts of the
future in order to foresee dangerous or beneficial events.
Harden Flesh These metaminds have honed their powers in order to find
the best route for themselves and their allies to continue.
Also at 1st level, you learn to harden the skin and muscles of
creatures. A creature you touch gains AC equal to 12 plus Manifestation Restrictions
your Wisdom modifier and their unarmed strikes deal 1d6
plus their Strength modifier for 8 hours. You may have this Diviner Metaminds specialize in clairsentience powers to
effect active on a number of creatures equal to your Wisdom foresee and predict the future, though this hyperfocus on
modifier at a time. If you use it on another creature while you what is to come comes at the cost of their ability to use
are at your limit, it fails instead. unpredictability. These metaminds cannot use
psychoportation powers.
Strengthening Surge
Diviner's Expertise
Beginning at 7th level, whenever you manifest a
psychometabolism power while you are surging, you may Beginning when you accept this calling at 1st level, the time it
have the target gain an additional effect of your choice from takes you to imprint a clairsentience power from a mind gem
below. This benefit lasts for the duration of the spell, or until is halved. In addition, you may use a diamond worth as little
the beginning of your next turn, whichever is longer. If the as 25 gp for each level of the power, rather than 50 gp.
power targets multiple creatures, all creatures gain the same
benefit: Timeless Paradox

The target gains a +1 bonus to AC. Also at 1st level, you gain the ability to see multiple glimpses
The target gains a +1 bonus to melee weapon attack rolls. of realities that could have been. Whenever you finish a long
The target gains a +2 bonus to melee weapon damage rest, roll a number of d4s equal to your Wisdom modifier and
rolls. record the number given. Whenever a creature you can see
The target takes 2 less bludgeoning, piercing, and slashing makes an ability check, saving throw, attack roll, or damage
damage from all sources. roll, you may choose to either add or subtract one of your
The target takes 2 less acid, cold, fire, lightning, and recorded paradox numbers from the result.
thunder damage from all sources.
The target takes 2 less force, necrotic, psychic, and The die size of your paradox increases at 7th level (d6),
radiant damage from all sources. 15th level (d8), and 18th level (d10).

Chapter Two | Classes

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Temporal Aggression Cognitive Burst

Beginning at 7th level, you can use the flow of time actively Beginning at 7th level, while you are surging, telepathy
against your foes to a much higher extent. Whenever you add powers you manifest are more wide-ranging. Whenever you
or subtract a paradox die from a damage roll while you are manifest a telepathy power of 1st level or higher that targets
surging, treat any amount of less than half the maximum on only one creature, you may instead target two adjacent
that die as half. For example, a roll of a 2 on a d6 paradox creatures. Both creatures are affected by Mental Infiltrator if
instead adds or subtracts 3 from the damage roll. If the they fail their saving throw. In addition, any creature that fails
damage roll is for a clairsentience power of 1st level or higher its saving throw against a telepathy power of 1st level or
you are manifesting, it is instead treated as its maximum higher that you manifest while surging has their movement
value. speed reduced by 10 feet until the start of your next turn.

Timeless Renewal Abstract Thought

Starting when you reach 15th level, whenever you roll a 20 on Starting when you reach 15th level, you become able to shape
an attack roll for a clairsentience power or a creature rolls a your telepathy to target the weaknesses of the mind. While
1 on its saving throw against a single target clairsentience you are surging, your telepathy powers that normally require
power you manifest, you roll one additional paradox. You can either an Intelligence, Wisdom, or Charisma saving throw
never have more paradoxes than your Wisdom modifier. instead require your choice of an Intelligence, Wisdom, or
Charisma saving throw.
All-Seeing
Phrenic Scourge
Beginning at 18th level, you become a master of
clairsentience powers. While you are surging, creatures have Beginning at 18th level, whenever a creature fails its saving
disadvantage on saving throws against your clairsentience throw against a telepathy power of 1st level or higher that you
powers, and you have advantage on attack rolls with manifest, it has disadvantage on all attack rolls and ability
clairsentience powers. Whenever you add a paradox die to checks until the start of your next turn.
the damage roll of a clairsentience power you manifest, you
treat the result as a 12. Calling of the Phaser
Metaminds that have chosen the Calling of the Phaser are
Calling of the Mindwhisperer experts at manipulating time and space through their mental
Metaminds in the Calling of the Mindwhisperer are able to energy to displace themselves or others through both axes.
subtly inject themselves into the thoughts of others, reading These metaminds push themselves to be able to teleport
them like a book or placing dangerous intrusive thoughts themselves and anyone or anything else to get the best
within their head. advantage.

Manifestation Restrictions Manifestation Restrictions

Mindwhisperer Metaminds specialize in telepathy powers to Phaser Metaminds specialize in psychoportation powers to
learn the deepest secrets of others, but due to overreliance on move targets through time and space. Due to their efforts in
knowing the thoughts of others, they lack in the skills of the bending and changing the bounds of time and space, phasers
body. These metaminds cannot use psychometabolism have difficulty predicting the natural flow of things. These
powers. metaminds cannot use clairsentience powers.

Mindwhisperer's Expertise Phaser's Expertise

Beginning when you accept this calling at 1st level, the time it Beginning when you accept this calling at 1st level, the time it
takes you to imprint a telepathy power from a mind gem is takes you to imprint a psychoportation power from a mind
halved. In addition, you may use a sapphire worth as little as gem is halved. In addition, you may use a emerald worth as
25 gp for each level of the power, rather than 50 gp. little as 25 gp for each level of the power, rather than 50 gp.

Mental Infiltrator Here or There

Also starting at 1st level, you are able to stealthily infiltrate Also beginning at 1st level, you are able to trick the mind into
and manipulate the minds of creatures around you. percieving an after image of you. Whenever you use a
Whenever a creature fails a saving throw against a telepathy psychoportation power to teleport yourself 5 or more feet,
power of 1st level or higher than you manifest that targets you leave behind a duplicate of yourself until the end of your
only that creature, you may give it a -1 penalty to AC until the next turn or until it would be dealt damage. This duplicate
start of your next turn. copies anything you physically do, and shows any display for
manifesting powers, but cannot actually cause results of
those powers. A creature can discern which of the two is the
true you as an action with a successful Intelligence
(Investigation) check against your psi save DC.

Chapter Two | Classes

43

Infinite Possibilities Surging Force

Starting at 7th level, you can cause your psionic teleportation Beginning at 7th level, while you are surging, you can ensure
to become more unstable, overlapping itself. Whenever you that creatures feel the true force of your mind. When a
teleport yourself or another creature 5 feet or more using a creature succeeds on a saving throw or you miss a creature
psychoportation power while you are surging, you may with a psionic attack using a psychokinesis power of 1st level
choose to teleport half that distance against at the start of or higher while surging, that creature takes half the power's
your next turn. damage (if any) but suffers no additional effects from the
power.
In addition, whenever you teleport a creature using a
psychoportation power of 1st level or higher, you may choose Bottomless Power
to have the first attack roll they make before the end of their
next turn be made at either advantage or disadvantage. Starting at 15th level, 1st level or higher metamind powers of
the psychokinesis discipline are treated as having high crit 1.
Scrambled Teleportation While you are surging, those powers have high crit 2 and
score a critical hit on a roll of 19 to 20.
Beginning at 15th level, you may choose to only partially
teleport a creature, causing their molecules to become Mind's Strength
scrambled. You may do this in a beneficial or detrimental way
whenever you target a creature with a psychoportation power Beginning when you reach 18th level, you learn to fully
of 1st level or higher or using your Infinite Possibilities overpower the strength of your own mind. When you manifest
feature. a metamind power of the psychokinesis discipline of 1st
through 7th level, you can deal maximum damage with that
If you beneficially scramble a creature, its movement speed power.
is increased by 5 feet and it has a +2 bonus to AC and attack
rolls until end end of your next turn. You may use this feature twice, regaining all expended uses
when you finish a long rest.
If you detrimentally scramble a creature, its movement Calling of the Synthesizer
speed is reduced by 5 feet and it has a -2 penalty to AC and Metaminds in the Calling of the Synthesizer are able to
attack rolls until the end of your next turn. weave together great items through their mental energy and
astral matter. These metaminds have refined the art of
Here and There creation to a perfect art, allowing them to weave them
together in just a short amount of time.
Starting when you reach 18th level, your duplicate becomes
far more real. Whenever you manifest a psychoportation Manifestation Restrictions
power of 5th level or lower while you have a duplicate from
Here or There, you may manifest a copy of that power for half Synthesizer Metaminds specialize in metacreativity powers
its cost, rounded up. This copy originates from your to weave together the fabric of the universe with their own
duplicate. mental energy. Due to this powerful focus on the creation of
matter, synthesizers have difficulty destroying it. These
Calling of the Stormhead metaminds cannot learn psychokinesis powers.
Metaminds that find the Stormhead calling to be their path
are often destructive and hone their mental powers in order Synthesizer's Expertise
to destroy all that stands in their path. These metaminds
specialize in psychokinetic powers, using them to lash out Beginning when you accept this calling at 1st level, the time it
against anything they see unfit of surviving. takes you to imprint a metacreativity power from a mind gem
is halved. In addition, you may use a amethyst worth as little
Manifestation Restrictions as 25 gp for each level of the power, rather than 50 gp.

Stormhead Metaminds specialize in psychokinetic Create Senses
manifestations, but as a result of their incredible focus on
destruction, they are unable to create well. These metaminds Also at 1st level, you gain the ability to create temporary body
cannot learn metacreativity powers. parts on a creature. When you touch a creature, you may use
an action to create your choice of an eye, an ear, a nose, or a
Stormhead's Expertise mouth on that creature where you touch them. This body part
is linked to you and you may use an action to see, hear, smell,
Beginning when you accept this calling at 1st level, the time it or speak through it respective to the body part created. The
takes you to imprint a psychokinesis power from a mind gem body part disappears if the creature is ever more than 1 mile
is halved. In addition, you may use a ruby worth as little as 25 away from you or when you call it back as a bonus action.
gp for each level of the power, rather than 50 gp. While you are percieving or speaking through the body part,
you cannot use the same body part on your own body. For
Kinetic Defenses example, if you are seeing through a created eye, your own
body is considered blind for the time. You may have a number
Also at 1st level, you gain the ability to strengthen your of body parts created equal to your Wisdom modifier. These
defenses when you emit energy. When you manifest a body parts last for 1 day if not called back beforehand.
psychokinesis power as an action, you gain a bonus to your
AC equal to half that power's level (minimum 1) until the
beginning of your next turn.

Chapter Two | Classes

44

Surge of Creation

Starting at 7th level, while you are surging, you can percieve
and speak through all created body parts with Create Senses
simultaneously. During this time, you may manifest
metacreativity powers of 1st level or higher as though you
were in the space of the body part. If this would put it out of
range from your normal body, the power instead has a range
of 30 feet if it is not already shorter.

Extreme Creativity

Beginning at 15th level, you are able to create much more
efficiently. While you are surging, if you manifest a
metacreativity power of 1st level or higher that targets a
single creature, you may manifest a copy of that power from
one of the body parts you created with Create Senses.

Unending Creation

Starting when you reach 18th level, you become the chief on
matters of metacreativity. When you Create Senses, you are
able to create arms and legs as well. If you create an arm, it is
able to hold objects and make attacks as any arm of the target
creature could. If you create a leg, it increases the walk speed
of the target creature by 5 feet.

Alternatively, you may use Create Senses to make the
creature they are attached to more powerful. If you give a
creature an arm, its reach is extended by 5 feet. If you give a
creature an eye, it gains darkvision to a distance of 60 feet. If
you give a creature a nose, it gains blindsense to a range of
10 feet so long as it can smell. If you give a creature a ear, it
gains blindsense to a range of 10 feet so long as it can hear.

Chapter Two | Classes

45

Psion Sometimes, psions find others with similar abilities and
form informal networks, small societies, or even tiny
A human clad in simple robes walks along a forest path. A communes populated with individuals who all possess some
gang of goblins emerges from the brush, arrows trained on psionic ability.
him, their smiles wide at their good fortune of finding such
easy prey for the legion’s slave pens. Their smiles turn to Races: The inborn gift of psionics is unpredictable, and it
shrieks of terror as the traveler grows to giant size and leaps can show up in any of the common races. Races who are
at them, his staff now a deadly cudgel. naturally psionic are often drawn to the mantle of the psion.

The militia forms in ranks to prepare for the orcs’ charge. Other Classes: Psions enjoy the company of monks and
The growling brutes howl their battle cries and surge fighters, sharing those characters' dedication to self-mastery.
forward. To their surprise, the human rabble holds its ground Psions sometimes get off on the wrong foot with members of
and fights with surprising ferocity. Suddenly, mindless fear spellcasting classes such as sorcerers and wizards, because
clings to the orcs’ minds and they, despite facing a far inferior some psions feel that magic is a crutch for the mind. They are
foe, turn and run, never noticing the calm half-elf standing very suspicious of wilder sorcerers, since the uncontained
amid the militia and directing its efforts. raw emotion of the wilder is anathema to the psion's
disciplined path.
The striking fist or flashing sword pales beside a psion's
focused stare. Psionic powers arise from a regimen of strict Role: A psion's powers make him a good addition to any
mental discipline developed over months and years of self- party. Psions take on differing roles within a party, depending
scrutiny and subconscious discovery. Those who overcome on the discipline each one selects.
their personal demons, fears, and other pitfalls of intense
self-reflection learn to call upon an internal reservoir of Creating an Psion
psionic power. Although the rigorous path of the psion most commonly
appeals to those who seek order and answers in their lives,
Psions depend on a continual study of their own minds to your motivations are entirely your own. Did you start down
discover an even wider range of mental powers. They this path for the knowledge and power it would bring? Did
meditate on memories and the nature of memory itself, you have a natural talent that you could never fully master
debate with their own fragment personalities, and delve into until you stumbled on the legends and teachings of the psions
the dark recesses of their minds' convoluted corridors. who came before you?
"Know thyself" is not just a saying for a psion - it's the road to
power. Some are drawn to the art of the psion because it fits their
personality, aptitudes, and ambitions. You might have heard
Adventurers: A psion adventures to stimulate his mind. tales of the psion colleges while engaged in other scholarly
New experiences translate to new avenues of thought, and pursuits and become intrigued by this mysterious path. You
eventually to the discovery of previously latent abilities. A might have been actively learning the techniques of wizardry
psion's powers are innate but not effortlessly attained. or some other class, discovering in the process that you
carried the rare psionics potential within you.
Good psionics seek what is best in the world and attempt
to preserve those elements with their mastery of mental Regardless of your background, one thing you almost
powers. Evil psionic seek to mold others to their own desires, certainly shared with other psions even before you began
whether using their powers openly or in secret. your instruction is a strong sense of order and logic. Such a
mind set is a must to master the rigid disciplines of the psion.
Characteristics: The psion draws real power from his
mind. His power is a logical expression of lore attained Class Features
through ongoing self-study. His aggressive powers do not
freely scale as do the spells of arcane, divine, and primal As a psion, you gain the following class features
casters, but he enjoys supreme flexibility in accessing those
powers. Hit Points

Alignment: For a psion, psionics is a personal art. Psions Hit Dice: 1d6 per psion level
look always inward, so they tend slightly toward neutrality Hit Points at 1st Level: 6 + your Constitution modifier
over both chaos and law, but being neutral is not a Hit Points at Higher Levels: 1d6 (or 4) + your Constitution
requirement. Psions can fall under any alignment.
modifier per psion level after 1st
Religion: Psions are not particularly drawn to any deity
due to their exceptional focus on their own personal Proficiencies
potential. Psions who do revere a deity do not conform to any
general choice. Armor: Light armor
Weapons: Daggers, darts, slings, quarterstaffs, light
Background: Those destined to be psions show signs of
mental powers from the time they are just a few years old, but crossbows
manifestations become especially noticeable at puberty. Tools: none
Unexplained noises and lights, crockery flying through the air Saving Throws: Intelligence, Wisdom
of its own accord, and the appearance of small items out of Skills: Psionics and any other two
thin air are common occurrences. Many who have the gift EqYouuisptmartewnitth the following equipment, in addition to the
grow out of it, turning away from their potential. However, a
few embrace their newfound special powers. Psions are often equipment granted by your background:
on their own, misunderstood and feared by friends and (a) two daggers or (b) a quarterstaff
family. (a) a scholar's pack or (b) an explorer's pack
Leather armor, a light crossbow and 20 bolts
Chapter Two | Classes

46

The Psion

Level Proficiency Features Talents Psi Psi Manifestation Level
1st Bonus Mental Discipline, Psionic Manifesting Known Points Limit Limit
+2 Psicrystal, Telepathic Link 1st
Consumptive Power 4 2 2 1st
2nd +2 Ability Score Improvement 4 3 3 2nd
3rd +2 — 4 8 3 2nd
Mental Discipline Feature 4 10 4 3rd
4th +2 ─ 5 16 4 3rd
5th +3 Ability Score Improvement 5 19 5 4th
— 5 23 5 4th
6th +3 Mental Discipline Feature 5 27 6 5th
7th +3 — 5 36 6 5th
Ability Score Improvement 6 41 6 6th
8th +3 ─ 6 47 7 6th
9th +4 Mental Discipline Feature 6 47 7 7th
— 6 54 7 7th
10th +4 Ability Score Improvement 6 54 8 8th
11th +4 — 6 62 8 8th
Mental Discipline Feature, Psionic Body 6 62 8 9th
12th +4 Ability Score Improvement 6 71 9 9th
13th +5 Mental Discipline Feature, Psionic 6 76 9 9th
Enlightenment 6 82 9 9th
14th +5 6 89 9
15th +5

16th +5
17th +6

18th +6
19th +6

20th +6

Mental Discipline Psionic Manifesting
Each psion focuses on a certain discipline of psionics, At 1st level, you learn powers that allow you to apply your
becoming a disciple of that discipline. This allows them to mental powers onto the world. All powers require that you
control and improve their psionic abilities, and with enough spend psi points to use them, which is the same as the
training, grants unique, greater manifestations. power's level. For example, to manifest psidarts, a 1st-level
power, you would need to spend 1 psi point.
Your choice of discipline determines which kind of disciple
you become: Disciple of the Seer, Disciple of the Shaper, Psionic Talents
Disciple of the Kineticist, Disciple of the Egoist, Disciple of
the Nomad, or Disciple of the Telepath, detailed at the end of You learn four talents of your choice, detailed in the Psion
the class description. Your discipline gives you features when power list section at the end of this document. You learn
you choose it at 1st level and additional features at 6th, 10th, more talents at higher levels, as shown on the Psion class
14th, and 18th level. table. Additionally, when you level up in this class, you can
choose one of the talents you know and replace it with
Due to your focus on a specific discipline, you can learn another psionic talent.
specialized psionic manifestations as well as general ones.
You can choose from the manifestations list specified by your Psi Points and Psi Limit
discipline when preparing manifestations and learning
talents. You have a pool of psionic power that you use to manifest
your abilities represented as the Psi Points column of the
Some of your mental discipline features require an attack Psion table. You can use these points to fuel the psionic
roll or saving throw. Use your Psionics feature to set the powers you know. The maximum number of psi points (its
attack modifier and save DC for those rolls. base psi point cost plus any additional points) that you can
spend on a discipline's power is 2. This maximum increases
as shown in the Psi Limit column of the Psion table.

Chapter Two | Classes

47

When you spend a psi point, it is unavailable to you until you d10+d20 Personality Skill
finish a long rest, at the end of which you regain all your 9 Coward Sleight of Hand
expended psi points. 10 Empathetic Insight
11 Friendly Persuasion
You can spend additional psi points to augment powers you 12 Heroic Athletics
manifest, provided that the power has an enhanced effect 13 Lecherous Seduction
when augmented. 14 Liar Deception
15 Meticulous Investigation
Preparing and Using manifestations 16 Mystical Arcana
17 Nervous Disguise
At the end of each long rest you take, you prepare the psionic 18 Nimble Acrobatics
manifestations available for your use. To do so, choose a 19 Observant Perception
number of
manifestations equal to your Intelligence modifier 20 Poised Survival
+ your psion level
from the psion manifestation list. You 21 Precise Medicine
cannot prepare or invoke
manifestations at levels above the 22 Punctilious Forgery
Manifestation Level Limit column
of the psion table. 23 Resolved Religion
24 Sage History
Psionic Manifesting Ability 25 Sharp-Eyed Carving
26 Shifty Tumble
Intelligence is your psionic casting ability for your powers, so 27 Shrewd Streetwise
you use your Intelligence modifier whenever a power refers 28 Sneaky Stealth
to your manifesting ability. In addition, you use your 29 Studious Nature
Intelligence modifier when setting the saving throw DC for a 30 Tireless Endurance
psion power you cast and when making an attack roll with
one.


Psionic Save DC = 8 + your proficiency bonus +


your Intelligence modifier


Psionic attack modifier = your proficiency bonus +


your Intelligence modifier

Psicrystal Your psicrystal acts independently of you, but it always
At 2nd level, you become able to create a fragment of psionic obeys your commands. In combat, it rolls its own initiative
energy which contains an imprint of personality and acts as a and acts on its own turn. A psicrystal can only take the
channel for your powers. actions listed in its stat block.

You gain a psicrystal, a quasi-living crystal which enhances When the psicrystal drops to 0 hit points, it crumbles to
your abilities and acts on your behalf. You can't have more dust and the psionic energy contained within it dissipates.
than one psicrystal at a time. You can create a new psicrystal with 8 hours of uninterrupted
work.
Your psicrystal has a unique personality and its own subset
of knowledge, determined by rolling a d10 and a d20 or While your psicrystal is within 100 feet of you, you can
choosing one of the options from the Psicrystal Personalities communicate with it telepathically. Additionally, as an action,
table. If using this class with the standard 5e system, remove you can see and hear as if you were in the psicrystal's space
the excess skills and roll a d20, rerolling 19s and 20s. This until the start of your next turn. During this time, you are deaf
personality and knowledge can be applied through a and blind with regard to your own senses.
subconscious link, allowing you to add your proficiency
bonus (or double your proficiency bonus if you are already As an action, you can temporarily sequester your psicrystal.
proficient) to ability checks using the skill associated with its It disappears into a pocket dimension where it awaits your
personality. This benefit is only conferred while the psicrystal summons. Alternatively, you can destroy it and reabsorb its
is within 100 feet of you. energy. As an action while it is sequestered, you can cause it
to reappear in any unoccupied space within 30 feet of you.
Psicrystal Personalities

d10+d20 Personality Skill

2 Accurate Appraise

3 Artiste Performance Telepathic Link
Also at 2nd level, you can establish direct links with the
4 Astute Psionics minds of others, allowing you to communicate intrinsically.

5 Bully Intimidate You can communicate telepathically with any creature you
can see within 60 feet of you. It automatically understands
6 Caring Animal Handling you and can respond in a way you understand as long as it
speaks at least one language.
7 Collector Gather Information

8 Courageous Leadership

Chapter Two | Classes

48

Consumptive Power As an action, you manifest long claws in a free hand and
Starting at 3rd level, you gain the ability to sacrifice your strike with them. You are proficient with these claws, which
physical durability in exchange for psionic power. count as a melee weapon that deals 1d8 damage. As part of
the action, make a melee weapon attack with the claws
When activating a psionic manifestation, you can pay its against one creature within your reach. This damage
psionic power cost with your hit points instead. Your current increases by 1d8 when you reach certain levels in this class:
hit points and hit point maximum are both reduced by double 5th level (2d8), 11th level (3d8), and 17th level (4d8).
the psionic power cost of the manifestation. This reduction
can’t be lessened in any way, and the reduction to your hit At 6th level, your claws' damage becomes magical and they
point maximum lasts until you finish a long rest. score a critical hit on a roll of 19 or 20 on the d20.

Once you use this feature, you can’t use it again until you You can also use Bestial Fury as a reaction when you take
finish a short or long rest. damage from a creature within 5 feet of you that you can see,
targeting the creature that damaged you. Doing so costs 1
Psionic Body point of psionic power. If you hit, some of its mental energy is
At 18th level, the sheer extent of psionic energy within you sapped into you, and you can choose any level of psionic
causes it to suffuse your entire body. You no longer age manifestation to reduce your mental fatigue for that level by
naturally, and you are immune to disease, poison damage, 1, to a minimum of 0.
and the poisoned condition.
Energy Barrier
Psionic Enlightenment
At 20th level, your honed psionics have enlightened your Starting at 6th level, you automatically absorb and convert
mind, reaching heights unimaginable by others. certain energies into psionic power for yourself.

Your Intelligence score increases by 4. Your maximum Once per turn, when you take acid, cold, fire, force, or
Intelligence score is now 24. lightning damage, you can reduce that damage by up to 3, to a
minimum of 0, and regain the same amount of psionic power.
Mental Disciplines
You can regain a total amount of psionic power equal to
Mental disciplines are a regiment of training that psions your psion level with this feature. This limit resets when you
undertake in order to develop and nurture their power. These finish a long rest.
disciplines often require personal sacrifice from a psion,
changing their behaviors in small, but noticeable ways. A Adaptive Body
psion's choice of mental discipline shapes that psion's
abilities, based on their personality. Starting at 10th level, your psionics have permanently
replaced some of your biological processes.
Disciple of the Egoist
Disciples of the egoist see physical forms as nothing more You don’t need to eat, breathe, or sleep. To benefit from a
than putty housing the mind and soul, and they can manifest long rest, you can spend 8 hours engaged in light activity
abilities which allow them to easily alter those forms. instead of sleeping.
Psychometabolism powers change the physical properties of
creatures. Life force is essential to psychometabolism, and Fission
those who choose it as their discipline know that the essence
of life provides the basis of every conceivable power. At 14th level, you can create a copy of yourself out of psionic
energy.
Disciple of the Egoist Manifestations
As an action, you shape an illusory duplicate of yourself in
You can choose from the list of egoist manifestations, as well an unoccupied space within 5 feet of you. Your duplicate
as psion manifestations, when you prepare manifestations. thinks and acts exactly as you do and follows your orders,
although it will not do anything you wouldn't do yourself.
Armor Training After 1 hour or when the duplicate reaches 0 hit points, it
crumbles away. Your duplicate has statistics matching yours
At 1st level, you gain proficiency with medium armor and and duplicates of your equipment, but duplicated equipment
shields. loses any magical properties its original has. If your duplicate
ever loses physical contact with a duplicated piece of
Bestial Fury equipment, it crumbles and disappears. In combat, you roll
initiative for the duplicate and control it on its turns.
Also at 1st level, you can manifest psionic claws which drain
foes' mental energy and invigorate you with bestial fervor. Your duplicate has half of your hit points, the same amount
of psionic power as you (after spending the psionic power for
this manifestation) and other physical traits you had at the
time it was manifested. Spells and other effects affecting you
when you activate this manifestation are not duplicated.

Once you have used this feature, you can't use it again until
you finish a long rest.

Energy Conversion

Starting at 18th level, you can convert energy absorbed by
your barrier into offensive power.

Chapter Two | Classes

49

When your Energy Barrier absorbs damage, the same While at least one of your hands are free and you are not
amount of points are added to your energy conversion pool. wearing a shield, you can use your reaction when you are
The pool has a maximum of 30 points, and you can use your attacked to gain a +2 bonus to your AC until the start of your
bonus action and expend all the points in the pool to cause next turn. You can use this feature after the attack roll is
your next attack that hits before the end of your turn to deal made, but before determining if the attack hits or misses.
extra cold, fire or lightning damage (your choice) equal to the
number of points spent. Kinetic Field

Perfect Transformation Starting at 6th level, you can form a kinetic field around
yourself which catches and deflects projectiles.
At 20th level, you can use psionic energy to transform
yourself into other creatures. As a reaction, you can deflect a missile when you're hit by a
ranged attack. When you do so, the damage you take is
You can replicate the shapechange spell as a 9th-level reduced by 10 + your Intelligence modifier + your Psion level.
psionic manifestation.
Disciple of the Kineticist If the damage is reduced to 0 by this feature, you can catch
Destructive minds tend to focus their powers into the shape the missile in the air. If caught this way, you can make a
of the kineticist, an explosive user of kinetic force. ranged psionic attack with it as part of the same reaction. You
Psychokinesis powers manipulate energy or tap the power of make this attack with proficiency. The type and damage are
the mind to produce a desired end. Many of these powers the same as the original attack.
produce interesting visual effects above and beyond the
standard secondary display, such as moving, melting, Invisible Might
transforming, or blasting a target.
Starting at 10th level, your telekinesis acts as an augment to
Disciple of the Kineticist Manifestations your physical strength.

You can choose from the list of kineticist manifestations, as You gain proficiency in Strength saving throws, and when a
well as psion manifestations, when you prepare Strength check or saving throw is required, you can add your
manifestations. Intelligence modifier to the result.

Telekinetic Mind Telekinetic Flight

At 1st level, you can use your mind to move and manipulate Starting at 14th level, your telekinetic control has become
objects as if you were touching them. precise enough to allow you to carry yourself through the air.

You can attack with kinetic energy as an action, at a range You can use your action to grant yourself a flying speed of
of 60 feet. Make a ranged psionic attack against a creature or 30 feet for 1 hour. You, as well as everything you are carrying,
object within range that you can see. On a hit, it takes force count towards your Telekinetic Mind's weight limit while
damage equal to 1d8 plus your Intelligence modifier, and you flying in this manner.
can move it up to 10 feet in a straight line if it is Huge or
smaller. This damage increases by 1d8 when you reach 5th Once you have used this feature, you can't use it again until
level (2d8), 11th level (3d8), and 17th level (4d8). you finish a long rest.

You can also use your action and spend 1 point of psionic Safe Fall
power to lift, hold, catch or throw willing creatures or objects,
other than you, that you are not in physical contact with. Starting at 18th level, your mind instinctively activates your
While you are concentrating (as if on a spell), creatures and telekinetic powers, even when you are in danger.
objects remain held in place for up to 1 minute. As a bonus
action, you can move one held creature or object up to 30 If you are falling, even while unconscious, you safely
feet. descend at a rate of 60 feet per round.

Ending a turn with an object in a creature's space forces Unfettered Mind
you to let go of the item. Alternatively, you can drop any
number of creatures or objects on your turn (no action At 20th level, your telekinetic power has become so great that
required by you). it has become second nature.

A creature attempting to move something you are holding Your Telekinetic Mind no longer requires concentration,
must make a Strength check against your discipline save DC. and its weight limit is doubled. Additionally, your Telekinetic
Flight's speed is now 60 feet, and it has a duration of 8 hours.
Other uses of this feature are limited mostly by your Disciple of Mending
imagination, but your mental prowess limits you as well. The Disciples of mending take the ideas of mind over body to the
maximum combined weight you can hold at once with this extreme, stitching the physical forms of others and
feature equals 15 lbs times your Intelligence score. themselves back together with pure mental energy.

Inertial Shield Disciple of Mending Manifestations

Also at 1st level, your kinetic abilities allow you to interrupt You can choose from the list of mending manifestations, as
and deflect blows against you. well as psion manifestations, when you prepare
manifestations
Chapter Two | Classes
Soothing Psionics
50
At 1st level, you can force a creature's wounds to disappear
with calming psionic energy.


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