Marvel: 5E

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PLAYER'S HANDBOOK

PLAYER'S HANDBOOK

TABLE OF CONTENTS

PREFACE

CREDITS

This overhaul is made in accordance with Copyright and Fair Use laws in mind. This is unofficial content and though some imagery and names were used, this is not my work nor my property. I make no claim otherwise. I make no profit or financial gain from materials used and take no credit for my bastardization of them.

INTRODUCTION

The Dungeons and Dragons roleplaying game is about storytelling in worlds of swords and sorcery. It shares elements with childhood games of makebelieve. Like those games, D&D is driven by imagination. It's about picturing the towering castle beneath the stormy night sky and imagining how a fantasy adventurer might react to the challenges that scene presents.

This overhaul of D&D is designed to give a table-top D&D experience with a thematic reskinning to a Marvel Multiverse experience. The core rules are mostly the same in an attempt to keep the simplistic feel of the 5E d20 system, but there are a few changes that may disorient some players familiar with D&D 5th Edition -- however you will quickly figure it out! For players new to D&D 5E, this section will help them navigate the world of table-top role-playing and this overhauled theme for Marvel superheroes and villains.

Marvel Master (MM): After traveling the streets of New York, you find yourself at the entrance to the Hellfire compound. You can easily see the security cameras moving to see you as you approach the entrance. Two big guards block the entrance of the elite-looking building. They have fashionable, black suits on with black sun glasses that hide their eyes. They face forward even as you approach.


Derek (playing Mindwave): I try and use the friends power to make them think that I am one of the Hellfire!


Sarah (playing Deathstar): Good idea! If that doesn't work, we'll have to fight our way through.

Unlike a game of make-believe, D&D gives structure to the stories, a way of determining the consequences of the adventurers' action. Players roll dice to resolve whether their attacks hit or miss or whether their attacks hit or miss or whether their adventurers can scale a cliff, roll away from the strike of a flame-throwing mutant, or pull off some other dangerous task. Anything is possible, but the dice make some outcomes more probable than others

In the Marvel Multiversie D u n g e o n s & D r a g o n s game, each player creates an adventurer (also called a character) and teams up with other adventurers (played by friends). Working together, the group might explore a unique dimension, a sprawling city with an underground gang, a lost temple deep in a jungle, or a lava-filled cavern beneath a mysterious mountain. The adventurers can solve puzzles, talk with other characters, battle super-powered foes, and discover powerful items and other treasure.

Marvel Master (GM): OK, Derek, tell me what you do as you walk up to the guards.


Derek (playing Mindwave): I woke up and offer them a polite, "Afternoon" and then use friends, a basic power.


Marvel Master (rolled a 19 on a d20!): Unfortunately, as you try to pierce the mind of the guard, you can feel that their mind is strong enough to keep you out of it. Fortunately, they don't know you tried to get in their head.


Derek (playing Mindwave): Dang, ok! Let's take them out, Sarah!


Sarah (playing Deathstar): All right... I walk up behind Derek and just lash out with my dark energy blasts!


Marvel Master (MM): Ok -- everyone roll initiative. Combat starts.

One player, however, takes on the role of the Marvel Master (MM), the game's lead storyteller and referee. The MM creates adventures for the characters, who navigate its hazards and decide which paths to explore. The MM might describe the entrance to the Hellfire compound, and the players decide what they want their adventurers to do. Will they charge in, powers ready? Convince the guards they belong there? Or use other means to find an entrance? Then the MM determines the results of the adventurers' actions and narrates what they experience. Because the MM can improvise to react to anything the players attempt, D&D is infinitely flexible, and each adventure can be exciting and unexpected.

The game has no real end; when one story or quest wraps up, another one can begin, creating an ongoing story called a campaign. Many people who play the game keep their campaigns going for months or years, meeting with their friends every week or so to pick up the story where they left off. The adventurers grow in might as the campaign continues. Each force defeated, each adventure completed, and each relic recovered not only adds to the continuing story, but also earns the adventurers new capabilities. This increase in power is reflected by an adventurer's character level.

Together, the MM and the players create an exciting story of bold adventurers who confront deadly perils. Sometimes an adventurer might come to a grisly end, torn apart by ferocious opponents or done in by a nefarious

villain. Even so, the other adventurers can beseech some super power to revive their fallen comrade, or the player might choose to create a new character to carry on. The group might fail to complete an adventure successfully, but if everyone had a good time and created a memorable story, they all win.

WORLDS OF ADVENTURE

The many worlds of the Marvel Multiverse game are places of mysticism and opponents, of brave warriors and spectacular adventures. They begin with a foundation of fiction and fantasy and then add the creatures, places, and mystery that make these worlds unique.

Campaigns, or even just a game or a one-shot game, can exist in a variety of universes, such as Earth-616 or Ultimate universe, or even the MCU (Marvel Cinematic Universe). Each universe has its own history and "rules" for magic, mutation, etc. -- so those concepts may be important to hammer out. Otherwise, your MM may consider making their own universe and simply borrow from other universe lore loosely to create their own. Ultimately, it's important to remember that the MM is the determiner for the universe's rules, history, and lore -- even if a player or two comes to the game table with a hefty amount of knowledge of their own!

USING THIS BOOK

The Player's Handbook is divided into twelve chapters.

Chapters 1-7 are about creating a character, providing the rules and guidance you need to make the character you'll play in the game. It includes information on the various species, classes, powersets, origins, equipment, and other customization options that you can choose from. Many of the rules in these chapters rely on material found later in the book. If you come across a game concept that you don't understand, consult the book's table of contents.

Chapters 8-10 details the rules of how to play the game, beyond the basics described in this introduction. It covers the kinds of die rolls you make to determine success or failure at the tasks your character attempts, and describes the three broad categories of activity in the game: exploration, interaction, and combat.

Chapter 11 is all about the use of powers and "magic". It covers the nature of manifesting powers in the Multiverse, the rules for them, and the huge variety of powers available to characters in the game.

HOW TO PLAY

The play of the D u n g e o n s & D r a g o n s game unfolds according to this basic pattern.

1. The MM describes the environment. The MM tells the players where their characters are and what's around them, presenting the basic scope of options that present themselves (how many doors lead out of a room, what's on a table, how busy the interstate is, and so on).

2. The players describe what they want to do. Sometimes one player speaks for the whole party, saying, "We'll take the east door," for example. Other times, different adventurers do different things: one adventurer might search a container while a second examines a symbol engraved on a wall and a third keeps watch for enemies. The players don't need to take turns, but the MM listens to every player and decides how to resolve those actions.

Sometimes, resolving a task is easy. If an adventurer wants to walk across a room and open a door, the MM might just say that the door opens and describe what lies beyond. But the door might be locked, the floor might hide a deadly trap, or some other circumstance might make it challenging for an adventurer to complete a task. In those cases, the MM decides what happens, often relying on the roll of a die to determine the results of an action.

3. The MM narrates the results of the characters’ actions. Describing the results often leads to another decision point, which brings the flow of the game right back to step 1. This pattern holds whether the adventurers are cautiously exploring a ruin, talking to a devious politician, or locked in mortal combat against a supervillain. In certain situations, particularly combat, the action is more structured and the players (and MM) do take turns choosing and resolving actions. But most of the time, play is fluid and flexible, adapting to the circumstances of the adventure.

GAME DICE

The game uses polyhedral dice with different numbers of sides. You can find dice like these in game stores and in many bookstores.

In these rules, the different dice are referred to by the letter d followed by the number of sides: d4, d6, d8, d 10, d12, and d20. For instance, a d6 is a six-sided die (the typical cube that many games use).

Percentile dice, or d100, work a little differently. You generate a number between 1 and 100 by rolling two different ten-sided dice numbered from 0 to 9. One die (designated before you roll) gives the tens digit, and the other gives the ones digit. If you roll a 7 and a 1, for example, the number rolled is 71. Two 0s represent 100. Some ten-sided dice are numbered in tens (00, 10, 20, and so on), making it easier to distinguish the tens digit from the ones digit. In this case, a roll of 70 and 1 is 71, and 00 and 0 is 100.

When you need to roll dice, the rules tell you how many dice to roll of a certain type, as well as what modifiers to add. For example, "3d8 + 5" means you roll three eight-sided dice, add them together, and add 5 to the total.

The same d notation appears in the expressions "1d5", "1d3" and "1d2." To simulate the roll of a d5 or d3, roll a d10 or d6, respectively, and divide the number rolled by 2 (round up). To simulate the roll of 1d2, roll any die and assign a 1 or 2 to the roll depending on whether it was odd or even. (Alternatively, if the number rolled is more than half the number of sides on the die, it's a 2.)

THE D20

Does a character's psychic blade swing hurt a stone-skinned mutant or just bounce off? Will the guard believe an outrageous bluff? Can a character swim across a raging river? Can a character avoid the lightning bolt of an evil villain, or does he or she take full damage from the blast? The game of D u n g e o n s & D r a g o n s relies on rolls of a 20-sided die, a d20, to determine success or failure in cases where the outcome of an action is uncertain,

Every character and NPC (Non-Player Character) in the game has capabilities defined by six ability scores. The abilities are Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma, and they typically range from 3 to 18 for most adventurers. (NPCs might have scores as low as 1 or as high as 30.) These ability scores, and the ability modifiers derived from them, are the basis for almost every d20 roll that a player makes on a character's or NPC's behalf.

Ability checks, attack rolls, and saving throws are the three main kinds of d20 rolls, forming the core of the rules of the game. All three follow these simple steps.

1. Roll the die and add a modifier. Roll a d20 and add the relevant modifier. This is typically the modifier derived from one of the six ability scores, and it sometimes includes a proficiency bonus to reflect a character's particular skill. (See chapter 1 for details on each ability and how to determine an ability's modifier.)

2. Apply circumstantial bonuses and penalties. A class or powerset feature, a power, a particular circumstance, or some other effect might give a bonus or penalty to the check.

3. Compare the total to a target number. If the total equals or exceeds the target number, the ability check, attack roll, or saving throw is a success. Otherwise, it's a failure. The MM is usually the one who determines target numbers and tells players whether their ability checks, attack rolls, and saving throws succeed or fail.

The target number for an ability check or a saving throw is called a Difficulty Class (DC). The target number for an attack roll is called a Defense. This simple rule governs the resolution of most tasks in this game. Chapter 8 provides more detailed rules for using the d20 in the game.

ADVANTAGE AND DISADVANTAGE

Sometimes an ability check, attack roll, or saving throw is modified by special situations called advantage and disadvantage. Advantage reflects the positive circumstances surrounding a die roll, while disadvantage reflects the opposite. When you have either advantage or disadvantage, you roll a second die when you make the roll. Use the higher of the two rolls if you have advantage, and use the lower roll if you have disadvantage. For example, if you have disadvantage on a d20 roll, roll a 17 and a 5, you use the 5. If you instead have advantage and roll those numbers, you use the 17. More detailed rules for advantage and disadvantage are presented in chapter 8.

SPECIFIC BEATS GENERAL

This book contains rules, especially in parts 2 and 3, that govern how the game plays. That said, many special traits, class/powerset features, powers, unique items, NPC abilities, and other game elements break the general rules in some way, creating an exception to how the rest of the game works. Remember this: If a specific rule contradicts a general rule, the specific rule wins.

Exceptions to the rules are often minor. For instance, many adventurers can't shapeshisft, but every skrull can because of a special trait. That trait creates a minor exception in the game. Other examples of rule-breaking are more conspicuous. For instance, an adventurer can't normally leap 30 feet, but some powers make that possible, such as superhuman strength.

ROUND APPROPRIATELY

Follow standard rules for rounding; if a number ends in one-half or greater, round up, while if a number ends in less than one-half, round down.

TARGETS

Many features and powers include specific language on what is a valid target, typically citing ally, friendly creature or hostile creature. The definition of each is included below.

ALLY

An ally is any creature that would be considered friendly or neutral to you, but does not include you.

FRIENDLY CREATURE

A friendly creature is any creature that could be considered an ally to you, as well as you.

HOSTILE CREATURE

A hostile creature is any creature that is antagonistic towards you.

ADVENTURES

The D u n g e o n s & D r a g o n s game consists of a group of characters embarking on an adventure that the Marvel Master presents to them. Each character brings particular capabilities to the adventure in the form of ability scores and skills, class & powerset features, special traits, equipment, and special items. Every character is different, with various strengths and weaknesses, so the best party of adventurers is one in which the characters complement each other and cover the weaknesses of their companions. The adventurers must cooperate to successfully complete the adventure.

The adventure is the heart of the game, a story with a beginning, a middle, and an end. An adventure might be created by the Marvel Master or purchased off the shelf, tweaked and modified to suit the MM's needs and desires. In either case, an adventure features a wonderous setting, whether it's an underground enclave, a crumbling temple, a stretch of wilderness, or a bustling city. It features a rich cast of characters: the adventurers created and played by the other players at the table, as well as nonplayer characters (NPCs).

Those characters might be patrons, allies, enemies, hirelings, or just background extras in an adventure. Often, one of the NPCs is a villain whose agenda drives much of an adventure's action. Over the course of their adventures, the characters are confronted by a variety of creatures, objects, and situations that they must deal with in some way.

Sometimes the adventurers and other creatures do their best to kill or capture each other in combat. At other times, the adventurers talk to another creature (or even a mystical object) with a goal in mind. And often, the adventurers spend time trying to solve a puzzle, bypass an obstacle, find something hidden, or unravel the current situation. Meanwhile, the adventurers explore the world, making decisions about which way to travel and what they'll try to do next.

Adventures vary in length and complexity. A short adventure might present only a few challenges, and it might take no more than a single game session to complete. A long adventure can involve hundreds of combats, interactions, and other challenges, and take dozens of sessions to play through, stretching over weeks or months of real time. Usually, the end of an adventure is marked by the adventurers heading back to safety to rest and enjoy the spoils of their labors.

But that's not the end of the story. You can think of an adventure as a single episode of a TV series, made up of multiple exciting scenes. A campaign is the whole series—-a string of adventures joined together, with a consistent group of adventurers following the narrative from start to finish.

THE THREE PILLARS OF ADVENTURING

Adventurers can try to do anything their players can imagine, but it can be helpful to talk about their activities in three broad categories: exploration, social interaction, and combat.

EXPLORATION

Exploration includes both the adventurers' movement through the world and their interaction with objects and situations that require their attention. Exploration is the give-and-take of the players describing what they want their characters to do, and the Marvel Master telling the players what happens as a result. On a large scale, that might involve the characters spending a day crossing the deserts of Sahara or an hour making their way through the winding passages of an abandoned base. On the smallest scale, it could mean one character flipping a switch in a room to see what happens.

SOCIAL INTERACTION

Social interaction features the adventurers talking to someone (or something) else. It might mean demanding that a captured scout reveal the least well guarded entrance to the mercenary base, getting information from a rescued prisoner, pleading for mercy from the leader of a group of criminals, or persuading an informant to garner information about a distant location.

The rules in chapters 8 and 9 support exploration and social interaction, as do many class & powerset features in chapter 3 & 4 and personality traits in chapter 5.

COMBAT

Combat, the focus of chapter 10, involves characters and other creatures swinging weapons, casting powers, maneuvering for position, and so on—all in an effort to defeat their opponents, whether that means killing every enemy, taking captives, or forcing a rout.

Combat is the most structured element of a D&D session, with creatures taking turns to make sure that everyone gets a chance to act. Even in the context of a pitched battle, there's still plenty of opportunity for adventurers to attempt wacky stunts like surfing down a flight of stairs on a shield, to examine the environment (perhaps by flipping a mysterious switch), and to interact with other creatures, including allies, enemies, and neutral parties.

POWERS, MAGIC, & TECHNOLOGY

Few Marvel adventures end without interacting with powers and/or magic. Whether helpful or harmful, powers appear frequently in the life of an adventurer, and it is the focus of chapter 11.

In the worlds of the Marvel Multiverse, heroes and villains are set apart from the masses of people by their talent, access to technology, and, of course, their super powers.

For adventurers, though, the powers and technology are key to their survival. Without the restoration of powers, technology, or magicm adventurers would quickly succumb to their wounds. Without the uplifting support of a hero, soldiers might be overwhelmed by powerful foes. Without the sheer power and versatility of a controller, every threat would be magnified tenfold.

CHAPTER 1: STEP-BY-STEP CHARACTERS

Your first step in playing an adventurer in the game is to imagine and create a character of your own. Your character is a combination of game statistics, roleplaying hooks, and your imagination. You choose a species (such as human or mutant) and a class (such as controller or specialist). You also invent the personality, appearance, and backstory of your character. Once completed, your character serves as your representative in the game, your avatar in the Marvel Multiverse.

Before you dive into step 1 below, think about the kind of adventurer you want to play. You might be a courageous hero, a skulking anti-hero, a reformed villain, or a bitter mutant. Or you might be more interested in an unconventional character, such as a brawny mystic who likes hand-to-hand combat, or a sharpshooter specialist who picks off enemies from afar. Do you like non-Human species like Skrull or Shi'ar? Try building a character of one of those species. Do you want your character to be the toughest adventurer at the table? Consider the stalwart class and powersets of Superhuman Strength and Durability. If you don't know where else to begin, take a look at the illustrations in any Marvel comic book to see what catches your interest.

Once you have a character in mind, follow these steps in order, making decisions that reflect the character you want. Your conception of your character might evolve with each choice you make. What's important is you come to the table with a character you're excited to play.

Throughout this section, we use the term character sheet to mean whatever you use to track your character, whether it's a formal character sheet, some form of digital record, or a piece of notebook paper. An official M5E character sheet is a fine place to start until you know what information you need and how you use it during the game.

BUILDING JUBILEE

Each step of character creation includes an example of that step, with a player named Garth building his mutant character, Jubilee.

1. CHOOSE A SPECIES

Every character belongs to a species, one of the many intelligent humanoid species in the Marvel Multiverse. The most common species in the galaxy is human, but there are a myriad of species available for play, including the empowered Mutants, the shapeshifting Skrull, the strong Kree, and the noble Shi'ar. The Species chapter provides more information about these species.

The species you choose contributes to your character's identity by establishing a general appearance and the natural talents gained from culture and ancestry. Your character's species grants particular special traits, such as special senses, proficiency with certain weapons or tools, proficiency in one tools, proficiency in one or more skills, or powers.

These traits sometimes dovetail with the capabilities of certain classes (see step 2). For example, the special traits of mutants make them exceptional controllers, and Shi'ar tend to be powerful stalwarts and specialists. Sometimes playing against type can be fun, too. Mutant mystics and human controllers, for example, can be unusual but memorable characters in that how they arrive at their powersets can provide interesting and unique storytelling.

Your species also increases one or more of your ability scores, which you determine in step 3. Note these increases and remember to apply them later. Record the traits granted by your species on your character sheet. Be sure to note your starting languages and your base speed as well.

BUILDING JUBILEE, STEP 1

Since Jubilee is a mutant, we record all the special traits of humans on our character, including her speed of 30 feet and the languages she knows: English and Japanese.

2. CHOOSE A CLASS & POWERSET

Every adventurer is a member of a class. Class broadly describes how a character interacts with powersets. Powersets, however, more broadly describe a character's vocation, what special talents he or she possesses, and the tactics he or she is most likely to employ when exploring a city, fighting enemies, or engaging in a tense negotiation. The character classes are described in the Classes chapter and powersets in the following chapter.

Your character receives a number of benefits from your choice of class and powerset(s). Many of these benefits are class features — capabilities (including manifesting powers) that set your character apart from members of other classes. You also gain a number of proficiencies: armor, weapons, skills, saving throws, and sometimes tools. Your proficiencies define many of the things your character can do particularly well, from using certain weapons to telling a convincing lie.

On your character sheet, record all the features that your class and powerset(s) gives you at 1st level.

LEVEL

Typically, a character starts at 1st level and advances in level by adventuring and gaining experience points (XP). A 1st-level character is relatively inexperienced in the larger world beyond their origin, such as having been a spy or a soldier and done dangerous things before.

Starting off at 1st level marks your character's entry into the adventuring life. If you're already familiar with the game, or if you are joining an existing campaign, your MM might decide to have you begin at a higher level, on the assumption that your character has already survived a few harrowing adventures.

Record your level on your character sheet. If you're starting at a higher level, record the additional elements your class gives you for your levels past 1st. Also record your experience points. A 1st-level character has 0 XP. A higher

level character typically begins with the minimum amount of XP required to reach that level (see "Beyond 1st Level" later in this section).

HIT POINTS AND HIT DICE

Your character's hit points define how tough your character is in combat and other dangerous situations. Your hit points are determined by your Hit Dice (short for Hit Point Dice).

At 1st level, your character has 1 Hit Die, and the die type is determined by your class. You start with hit points equal to the highest roll of that die, as indicated in your class description. (You also add your Constitution modifier, which you'll determine in step 3.)

This is also your hit point maximum. Record your character's hit points on your character sheet. Also record the type of Hit Die your character uses and the number of Hit Dice you have. After you rest, you can spend Hit Dice to regain hit points (see "Resting" in the Adventuring section). Whenever you roll a Hit Die to regain hit points, you add your Constitution modifier to the roll.

PROFICIENCY BONUS

The table that appears in your class description shows your proficiency bonus, which is +2 for a 1st-level character. Your proficiency bonus applies to many of the numbers you'll be recording on your character sheet:

  • Attack rolls using weapons you're proficient with
  • Attack rolls with powers you manifest
  • Ability checks using skills you're proficient in
  • Ability checks using tools you're proficient with
  • Saving throws you're proficient in
  • Saving throw DCs for powers you manifest (explained in each class / powerset)

Your class determines your weapon proficiencies, your saving throw proficiencies, and some of your skill and tool proficiencies. (Skills are described in "Using Ability Scores", tools in "Equipment.") Your background gives you additional skill and tool proficiencies, and some species and powersets give you more proficiencies. Be sure to note all of these proficiencies, as well as your proficiency bonus, on your character sheet.

Your proficiency bonus can't be added to a single die roll or other number more than once. Occasionally, your proficiency bonus might be modified (doubled or halved, for example) before you apply it. If a circumstance suggests that your proficiency bonus applies more than once to the same roll or that it should be multiplied more than once, you nevertheless add it only once, multiply it only once, and halve it only once.

BUILDING JUBILEEE, STEP 2

Jiblee is best depicted as an controller, so we make a note of the controller's proficiencies and 1st-level class features on the character sheet. As a 1st-level controller, Jiblee has 1 Hit Die—a d6— and starts with hit points equal to 6 + her Constitution modifier. Make a note of this; we will record the final number after we determine Jubilee's Constitution score (see step 3). Also make note of the proficiency bonus for a 1st-level character, which is +2.

3. DETERMINE ABILITY SCORES

Much of what your character does in the game depends on his or her six abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Each ability has a score, which is a number you record on your character sheet.

The six abilities and their use in the game are described in the Using Ability Scores chapter. You generate your character's six ability scores randomly. Roll four 6-sided dice and record the total of the highest three dice on a piece of scratch paper. Do this five more times, so that you have six numbers. If you want to save time or don't like the idea of randomly determining ability scores, you can use the following scores instead: 15, 14, 13, 12, 10, 8.

Now take your six numbers and write each number beside one of your character's six abilities to assign scores to Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Afterward, make any changes to your ability scores as a result of your species choice.

After assigning your ability scores, determine your ability modifiers using the Ability Scores and Modifiers table. To determine an ability modifier without consulting the table, subtract 10 from the ability score and then divide the result by 2 (round down). Write the modifier next to each of your scores.

BUILDING JUBILEEE, STEP 3

We will use the standard set of scores for Jubilee's abilities. Jubilee is personable and agile, so we'll put her highest score, 15, in Cha. Her next-highest, 14, goes in Dex. She then applies the 13 to Wis, the 12 to Con, the 10 to Int and the 8 to Str. After applying her special benefits (increasing her Cha by 1, and her Wis and Dex by 1), Han's ability scores and modifiers look like this: Str 8 (-1), Dex 17 (+3), Co 12 (+1), Int 14 (+2), Wis 10 (+0), Cha 15 (+2). We then fill in her final hit points: 8 + her Con modifier of +1, for a total of 9 hit points.

VARIANT: CUSTOMIZING ABILITY SCORES

At your Marvel Master's option, you can use this variant for determining your ability scores. The method described here allows you to build a character with a set of ability scores you choose individually.

You have 27 points to spend on your ability scores. The cost of each score is shown on the Ability Score Point Cost table. For example, a score of 14 costs 7 points. Using this method, 15 is the highest ability score you can end up with, before applying special increases. You can't have a score lower than 8.

This method of determining ability scores enables you to create a set of three high numbers and three low ones (15, 15, 15, 8, 8, 8), a set of numbers that are above average and nearly equal (13, 13, 13, 12, 12, 12), or any set of numbers between those extremes.

ABILITY SCORE POINT COST
Score Cost
8 0
9 1
10 2
11 3
12 4
13 5
14 7
15 9

4. DESCRIBE YOUR CHARACTER

Once you know the basic game aspects of your character, it's time to flesh him or her out as a person. Your character needs a name. Spend a few minutes thinking about what he or she looks like and how he or she behaves in general terms.

Using the information in the Origins chapter, you can flesh out your character's physical appearance and personality traits. Choose your character's alignment (the moral compass that guides his or her decisions) and ideals.

The Origins chapter also helps you identify the things your character holds most dear, called bonds, and the flaws that could one day undermine him or her.

Your character's background describes where he or she came from, his or her original occupation, and the character's place in the Marvel world. Your MM might offer additional backgrounds beyond the ones included in the Origins section, and might be willing to work with you to craft a background that's a more precise fit for your character concept.

A background gives your character a background feature (a general benefit) and proficiency in two skills, and it might also give you additional languages or proficiency with certain kinds of tools. Record this information, along with the personality information you develop, on your character sheet.

ABILITY SCORE AND MODIFIERS
Score Cost
1 -5
2-3 -4
4-5 -3
6-7 -2
8-9 -1
10-11 +0
12-13 +1
14-15 +2
16-17 +3
18-19 +4
20-21 +5
22-23 +6
24-25 +7
26-27 +8
28-29 +9
30 +10

BUILDING JUBILEE, STEP 4

We then fill in some of Jubilee's basic details: her name, her sex (female), her height and weight, and her alignment (chaotic good). Her high Dexterity and Charisma represent her capability and power of presence, and her low Strength and Constitution represents an unexceptional physicality.

Jubilee lost her two parents at a young age from a car accident, so we choose the orphaned origin. Make a note of the proficiencies and special feature this background gives.

We know that Jubilee is both youthful and exuberant, and has a propensity to not trust authority, so we choose the personality traits of an orphan that reflects that. We choose the ideal of independence from the list in the background, noting that Jubilee is reluctant to recognize others as a family, but when she does she's bonded for life.

Jubilee's bond is her recent joining of a superhero group, so we choose the first option. Her flaw is that she often chooses herself over others when she's scared.

YOUR CHARACTER'S ABILITIES

Take your character's ability scores and species into account as you flesh out his or her appearance and personality. A very strong character with low Intelligence might think and behave very differently from a very smart character with low Strength.

For example, high Strength usually corresponds with a burly or athletic body, while a character with low Strength might be scrawny or plump.

A character with high Dexterity is probably lithe and slim, while a character with low Dexterity might be either gangly and awkward or heavy and thick-fingered.

A character with high Constitution usually looks healthy, with bright eyes and abundant energy. A character with low Constitution might be sickly or frail.

A character with high Intelligence might be highly inquisitive and studious, while a character with low Intelligence might speak simply or easily forget details.

A character with high Wisdom has good judgment, empathy, and a general awareness of what's going on.

A character with low Wisdom might be absent-minded, foolhardy, or oblivious.

A character with high Charisma exudes confidence, which is usually mixed with a graceful or intimidating presence. A character with a low Charisma might come across as abrasive, inarticulate, or timid.

5. CHOOSE EQUIPMENT

Your origin determines your character's starting equipment, including weapons, armor, and other adventuring gear. Record this equipment on your character sheet. All such items are detailed in the Equipment section. Instead of taking the gear given to you by your origin, you can purchase your starting equipment. You have a number of dollars to spend based on your class, as shown in the Equipment section. Extensive lists of equipment, with prices, also appear in that section.

Your Strength score limits the amount of gear you can carry. Try not to purchase equipment with a total weight (in pounds) exceeding your Strength score times 15. Using Ability Scores has more information on carrying capacity.

DEFENSE

Your Defense represents how well your character avoids being wounded in battle. Things that contribute to your defense could include the armor you wear, the shield you carry, and your Dexterity modifier. Not all characters wear armor or carry shields, however.

Everyone has a "default" defense of 10 + your Dexterity modifier whether they have any equipment on or not. You can acquire additional defenses based on your class, powersets, or feats. If you acquire an additional defense, you can choose to set it based on any requirements of it as an action or bonus action (your choice). If your character wears armor, carries a shield, or both, it could provide a bonus to a certain defense or all defenses as described in the Equipment section. Record your Defense on your character sheet.

If you have multiple features that give you different ways to calculate your defense, you choose which one to use.

WEAPONS

For each weapon your character wields, calculate the modifier you use when you attack with the weapon and the damage you deal when you hit.

When you make an attack with a weapon, you roll a d20 and add your proficiency bonus (but only if you are proficient with the weapon) and the appropriate ability modifier.

  • For attacks with melee weapons, use your Strength modifier for attack and damage rolls. A weapon that has the finesse property, such as a rapier, can use your Dexterity modifier instead.

  • For attacks with ranged weapons, use your Dexterity modifier for attack and damage rolls. A weapon that has the thrown property, such as a chakram, can use your Strength modifier instead.

BUILDING JUBILEE, STEP 5

We now write down the starting equipment from the orphan background. Her starting equipment includes a flavorful street outfit. Because of Jubilee's controller class, she has a Light Defense that she uses, so she has a Defense equal to 15.

For Jubilee's weapons, we choose a knife. Her knife is a melee weapon, and the knife has the finesse property, so Jubilee uses her Dexterity modifier for her attacks and damage. Her attack bonus is her Dexterity modifier (+3) plus her proficiency bonus (+2), for a total of +5. The knife deals 1d4 piercing damage, and Jubilee adds her Dexterity modifier to the damage when she hits, for a total of 1d4+3 piercing damage.

6. COME TOGETHER

Most Marvel characters don't work alone. Each character plays a role within a party, a group of adventurers working together for a common purpose. Teamwork and cooperation greatly improve your party's chances to survive the many perils in the worlds of Marvel. Talk to your fellow players and your MM to decide whether your characters know one another, how they met, and what sorts of quests the group might undertake.

BEYOND 1ST LEVEL

As your character goes on adventures and overcomes challenges, he or she gains experience, represented by experience points. A character who reaches a specified experience point total advances in capability. This advancement is called gaining a level.

CLASS FEATURES AND HIT DICE

When your character gains a level, his or her class often grants additional features, as detailed in the class description. Some of these features allow you to increase your ability scores, either increasing two scores by 1 each or increasing one score by 2. You can't increase an ability score above 20. In addition, every character's proficiency bonus increases at certain levels.

Each time you gain a level, you gain 1 additional Hit Die. Roll that Hit Die, add your Constitution modifier to the roll, and add the total to your hit point maximum (minimum of 1 hit point). Alternatively, you can use the fixed value shown in your class entry, which is the average result of the die roll (rounded up).

When your Constitution modifier increases by 1, your hit point maximum increases by 1 for each level you have attained. For example, if your 7th-level stalwart has a Constitution score of 17, when he reaches 8th level, he increases his Constitution score from 17 to 18, thus increasing his Constitution modifier from +3 to +4. His hit point maximum then increases by 8.

XP AND PROFICIENCY BONUS PROGRESSION

The Character Advancement table summarizes the XP you need to advance in levels from level 1 through level 20, and the proficiency bonus for a character of that level. Consult the information in your character's class description to see what other improvements you gain at each level.

CHARACTER ADVANCEMENT
Experience Points Level Proficiency Bonus
0 1 +2
300 2 +2
900 3 +2
2,700 4 +2
6,500 5 +3
14,000 6 +3
23,000 7 +3
34,000 8 +3
48,000 9 +4
64,000 10 +4
85,000 11 +4
100,000 12 +4
120,000 13 +5
140,000 14 +5
165,000 15 +5
195,000 16 +5
225,000 17 +6
265,000 18 +6
305,000 19 +6
355,000 20 +6

CHAPTER 2: SPECIES

The Marvel Multiverse is a vast and expansive multiplicity of worlds, universes, and species. A species, not to be confused with individuals, are a generic stamp of uniform biology and physiology. What is true for mutants in one universe may not be true for another, for example. Species described here are the staple for a Marvel-616 Universe.

CHOOSING A SPECIES

Homo sapiens, or humans, are the most common species depicted in the universes of Marvel, but they are not alone in the multiverse. Kree, Shi-ar, Skrull, and many other, nearly countless, species exist in the Marvel Multiverse. Your character is either a human or one of the many other species that inhabit the multiverse.

Your character species not only affects your ability scores and traits but also provides the cues for building your character's story. Each species' description in this chapter includes information to help you roleplay a character of that species, including personality, physical appearance, features of society, and special alignment tendencies. These details are suggestions to help you think about your character; adventurers can deviate widely from the norm for their species. It's worthwhile to consider why your character is different, as a helpful way to think about your character's background and personality.

SPECIAL TRAITS

The description of each species includes special traits that are common to members of that species. The following entries appear among the traits of most species.

ABILITY SCORE INCREASE

Every species increases one or more of a character's ability scores.

AGE

The age entry notes the age when a member of the species is considered an adult, as well as the species' expected lifespan. This information can help you decide how old your character is at the start of the game. You can choose any age for your character, which could provide an explanation for some of your ability scores. For example, if you play a young or very old character, your age could explain a particularly low Strength or Constitution score, while advanced age could account for a high Intelligence or Wisdom. A particularly young character with a high Wisdom score, however, suggests a 'wise-beyond-their-years' trope.

ALIGNMENT

Most species have tendencies toward certain alignments, described in this entry. These are not binding for player characters, but considering why your mutant is neutral, for example, could help determine if they are more easily persuadeable to do 'evil acts' against people that may hate mutants.

SIZE

Characters of most species are Medium, a size category including creatures that are roughly 4 to 8 feet tall. Members of a few species are Small (between 2 and 4 feet tall), which means that certain rules of the game affect them differently. The most important of these rules is that Small characters have trouble wielding heavy weapons and heavy shields, as explained in chapter 6.

SPEED

Your speed determines how far you can move when traveling (chapter 8) and fighting (chapter 9).

LANGUAGES

By virtue of your species, your character can speak, read, and write certain languages. Each species typically speaks, or at least understands, English as well as having a unique language of their own. Chapter 5 lists the most common languages of the Marvel Multiverse.

HUMAN

Humans are, perhaps, the most simple of species yet also the most diverse. Residing on planet Earth, humans have taken to dominating the globe as a species and pushing their civilization to new highs and lows.

HUMAN DIVERSITY

Human beings are not a monolithic group or civilization. A brief survey of Earth reveals the great diversity and cultural exploration of the different tribes, nations, and groupings.

To play a human one must capture the essence of not only a time period but that of a culture within that time period.

HUMAN HISTORY

The entire branching off of the species Humans came with the arrival at Earth of the Celestials, the Space Gods of genetic engineering; the Celestials as a race have their origins shrouded in mystery, and are beings of phenomenal cosmic power and knowledge, but are definitely known to visit planets across the universe, enhancing the local sentient fauna, returning periodically to monitor the progress of their charges.

"Humanity" developed generally ignorant of its genetic relatives the Eternals and Deviants, and even of the few isolated cases of mutation to, on the whole, develop identical cultures to those of the real world, parallel in almost every way; at least until World War II, when the appearance of superbeings became proliferated, and unable to avoid.

Changes between human cultures in the typical Marvel Universe and the real world since that point have entirely reflected the greater presences of superbeings, notably Homo superior ("mutants"), although in recent times all metahumans have been targeted by certain bodies; this can be seen in such governmental legislation as the weakly-backed Mutant Registration Act, and the more popular Superhuman Registration Act, and traditional prejudices against mutants and certain other superbeings.

HUMAN TRAITS

While it is hard to make generalizations about humans, you have the following traits as a human.

Ability Score Increase. Your ability scores each increase by 1.

Age. Humans reach adulthood in their late teens and live less than a century.

Alignment. Humans are not of any particular alignment. The best and worst are found among them.

Size. While humans vary widely in height and weight, they are usually from 5 to 6 feet tall. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Human Expertise. You gain one feat of your choice and proficiency in one skill of your choice.

Languages. You can read, write, and speak two Earth languages of your choice.

KREE

The Kree are a blue-skinned humanoid race of extraterrestrial beings that hail from the planet Hala, in the Pama System located in the Large Magellanic Cloud. They are technologically advanced and extremely militaristic, conquering every world in their galaxy, which formed the Kree Empire.

THE KREE EMPIRE

As the Kree prize science and rational thought, they created a living God to those ideals: the Supreme Intelligence. The worship of that creature was made into the Kree official state religion. The Kree Empire also has an important judicial and legal system that emphasizes "Kree Law" as determined by the Tablets of Koth.

Accusers, as they are known, are officials who represent and enforce Kree Law. Krees are known to embody their edicts and laws wherever they go. In fact, the Tablets of Koth state "wheresoever Kree sets foot so shall Kree Law hold sway". Some of the laws that the Kree believe hold their civilization together are: showing the slightest distrust to leaders is punishable, female kree should have their psychic powers removed or disabled, pink-skinned kree should not hold positions of power, and technology must be entirely regulated by leaders.

THE PINK KREE

The Blue Kree believe that the "pink-skinned" Kree (commonly known as "Pinks") who are similar in appearance to Caucasian humans are the result of breeding with members of other, genetically-compatible humanoid races who were conquered by the empire. Over time, the numbers of the Pink Kree have increased so that (relatively) few "full-blooded" Blue Kree remain. A few Inhumans have learned that the alien Progenitors used a catalyst called Primagen to engineer the Kree but it is not known who (if any) are aware that the pink-skinned Kree were created as a result of those ancient experiments.

KREE TRAITS

While it is hard to make generalizations about kree, you have the following traits as a human.

Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.

Age. Kree reach adulthood in their late teens and live less than a century.

Alignment. Kree are almost always Lawful, though their moral compass is quite diverse.

Size. While kree vary widely in height and weight, they are usually from 5 to 6 feet tall, with males usually being above 6 feet. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Kree Endurance You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.

Male Strength. If you are a male Kree, you gain 1 level in the Superhuman Strength powerset.

Seventh Sense. If you are a female Kree, you possess the potential for psychic abilities of various kinds, collectively referred to as a "seventh sense". You know the mind strike basic power. Once your character level is 3rd level, you can manifest the dissonant whispers power once with this trait and regain the ability to do so when you finish a long rest. Once your character level is 5th, you can manifest the detect thoughts power once with this trait and regain the ability to do so when you finish a long rest. Charisma is your power ability score for manifesting these powers.

Languages. You can read, write, and speak Kree and four languages of your choice. The Kree are a highly educated species full of knowledge of other species and their languages.

MUTANT

An off-shoot of homo-sapiens, or humans, mutants, or homo-superiors as they sometimes refer to themselves, are those with the X-Gene. This powerful gene, a result of evolution and Celestial interference with the biology of humans, grants mutants various powers, appearances, and energy levels that make them distinct from human beings.

THE X-GENE

Mutation is caused by the X-Gene in the mutants' DNA. Mutations normally manifest themselves during puberty, often as a result of a traumatic event. Some mutants exhibit their mutations at birth, however, while others do not manifest their powers until adulthood. Secondary Mutation is a phenomenon in which an existing mutant gains additional powers, or a change in their appearance.

OUTCASTS & ISOLATION

Throughout history, mutants have largely been met with fear and anxiety from humanity. Many mutants, born with physical abnormalities as much and as often as energy-based power manifestations, have experienced isolation and ostracism. Some may prefer to live with humans and among them, keeping their powers secret from the rest of the world -- and some adopt a secret identity for their personal life and then a villainous or heroic life that uses their powers for good or evil. Many identify with a new name that relates to their powers or mutant existence and eschew their "human" name.

MUTANT TRAITS

While it is hard to make generalizations about mutants, you have the following traits as a human.

Ability Score Increase. Your Charisma score increases by 1, and two other Abilities of your choice increase by 1.

Age. Mutants, like humans, reach adulthood in their late teens and live less than a century.

Alignment. Mutants have no typical alignment. The best and worst are found among them.

Size. Mutants vary widely in height and weight, however they are usually from 5 to 6 feet tall. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Primary Mutation. Choose an Energy, Physical, or Travel powerset. You gain 1 level in that powerset to begin with.

Additionally, you could choose to have some physical abnormality, such as different skin color and tone, hair color, eye color, or shape to your body. This has no mechanical effect, advantage, or disadvantage but could help distinguish some unique aspect of your character from other mutants and humans. Consider rolling on the Mutant Variation table, or choose one or two of those selections, to determine how unique you, as a mutant, truly are.

Languages. You can read, write, and speak two Earth languages of your choice.

MUTANT VARIATION
d8 Variation
1 Whenever you manifest or use a powerset feature from your Primary Mutation, your skin color, eye color, or hair color changes to reflect that power.
2 Your skin and/or hair is green, blue, pink, or purple.
3 You have small, vestigial wings that are not functional, but highly sensitive.
4 You have thick tendrils instead of hair. If you concentrate, you can move them subtly.
5 You have the subtle appearance of an animal, beast, or insect, such as large eyes, two slits for a nose, or fur.
6 Your skin feels like unpleasant vibrations to others, though you feel nothing
7 You have a tail.
8 Your voice has a strangeness to it, like you are part animal or its higher pitch than normal and you sound like a bird.

SHI'AR

The Shi'ar are an avian-descended humanoid race of extraterrestrial beings that hail from the planet Chandilar, located in the large Shi'ar Galaxy. They are technologically advanced and extremely militaristic, conquering every world in their galaxy and forming the Shi'ar Empire.

SHI-AR BODY

The Shi'ar are humanoids of avian descent who resembled humans with feathered crests atop their heads in lieu of hair. Two different styles were common; most Shi'ar had feathers sprouting in a triangular shape away from the face, one peak on the top of the head and one peak on each side slightly over the shoulder. The other commonly seen "hair" style was bushy on both sides and very flat on the top.

Some Shi'ar are known as Supershi'ar, which are members of the species with superhuman powers and abilities -- though they are not considered a separate species as mutants are to humans. Supershi'ar are often found in the Imperial Guard.

ROLE IN THE UNIVERSE

The Shi'ar Empire is one of the most advanced and expansive civilizations in the universe, spanning entire galaxies. It is mainly economic co-operative, where trade with other galactic powers is its driving force.

The leader of the empire is protected by his or her own personal guard, the Imperial Guard, which is made up of the most powerful and elite soldiers from throughout the Empire, and led by a praetor. The military itself (outside of the Imperial Guard) consists almost exclusively of Shi'ar personnel, at least in most of the command positions.

SHI'AR TRAITS

While it is hard to make generalizations about humans, you have the following traits as a human.

Ability Score Increase. Your Strength, Constitution, and Wisdom score increase by 1.

Age. Shi'ar, like humans, reach adulthood in their late teens and live less than a century.

Alignment. Shi'ar have no typical alignment. The best and worst are found among them.

Size. Shi'ar vary widely in height and weight, however they are usually from 5 to 6 feet tall. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Superhuman Species. You gain 1 level in either the Superhuman Strength powerset, the Superhuman Stamina powerset, or the Wings powerset.

Heatless. Shi'ar cannot generate their own heat internally from their phsyiology. You have vulnerability to cold damage.

Technological. You gain proficiency in the Technology skill.

Languages. You can read, write, and speak Shi'ar and two other languages of your choice.

SKRULL

The Skrulls are a race of green-skinned, humanoid shapeshifters from the Andromeda Galaxy. They are a ferocious warrior race, one which may also be the most devious race in the cosmos and yet in their own way they are also a noble warrior race who has carved for themselves one of the oldest interstellar empire in the universe's history. The Skrulls conquered or colonized every suitable world in the Andromeda Galaxy, dominating a galaxy with millions of inhabited worlds. In the last 100 years, the Skrulls have waged interstellar warfare with the Kree, Badoon, Dire Wraiths, Brood, Xartans, Majesdanians, Xandarians the Annihilation Wave, and the Builders.

A HISTORY OF DEVIANCE

The ancestors of the Skrulls were allegedly created by the Xorrians (along with all humanoid life-forms, such as Kree and Humans) from their own DNA. These Skrull ancestors resided on Skrullos, a planet in the Drox system. The Skrulls were once a peaceful race, until the Celestials arrived at Skrullos over a 100 million years ago. The Celestials went on to split the Skrulls into three races: the baseline Skrulls, with no special abilities but the potential to evolve, the Deviant Skrulls, with shapeshifting abilities, and the Eternal Skrulls, who were given longevity and super powers. Almost immediately, this led to war, in which the Deviant Skrulls exterminated the other two races.

Thus all modern Skrulls are descendants of the Deviant branch. At some point, the Skrulls became genetically frozen in place, unable to evolve further, as punishment for a single Skrull abusing the power of the Crystal of Ultimate Vision, located within the Citadel of Light and Shadow. It no longer appears to be the case as an increasing number of Skrulls are born as mutants, possessing the K-gene which gives them mutations and/or superhumans powers resulting in Skrull Mutants.

SKRULL TRAITS

While it is hard to make generalizations about skrulls, you have the following traits as a human.

Ability Score Increase. Your Charisma score increases by 2 and one other ability score of your choice increases by 1.

Age. Skrulls, like humans, reach adulthood in their late teens and live less than a century.

Alignment. Skrulls have no typical alignment. The best and worst are found among them.

Size. Skrulls vary widely in height and weight, however they are usually from 5 to 6 feet tall. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Shapeshifter. You gain 1 level in the Shapeshifting powerset and you must select the Metamorph option from the level 1 feature of that powerset.

Duplicitious. You gain proficiency in the Deception skill.

Languages. You can read, write, and speak Skrull and two other languages of your choice.

CHAPTER 3: CLASSES

Whether hero, villain, or something else, characters in the multiverse focus their powers and talents in the form of classes. Only through progressing in these categories can they further grow and develop their capabilities.

Class is the primary definition of what your character can do. It's not a profession: it's your character's calling. Class shapes the way you think about the world and interact with it and your relationship with other people and powers in the multiverse. A specialist, for example, might view the world in pragmatic terms of strategy and maneuvering, and see herself as just a pawn in a much larger game. A mystic, by contrast, might see himself as part of something greater, connecting the reality altering power of arcane magic to the philosophy of life and interconnectivity.

Your class gives you a variety of special features, such as a specialist's expertise and a mystic's spells. At low levels, your class gives you only two or three features, but as you advance in level you gain more and your existing features often improve. Each class entry in this chapter includes a table summarizing the benefits you gain at every level, and a details explanation of each one.

Adventurer's sometimes advance in more than one class. A mutant controller, once mastering a powerset such as Empathy or Telekinesis, might switch direction in life and choose to use their energy powers in combination with a certain weapon and take up the specialist class. Or perhaps a secondary mutation occurs and the mutant controlling psychic can now manifest a psychic energy field around her skin, a flavor of the Force Field powerset. A stalwart might decide he wants to complement his robust fortitude with mystical spells and take up the mystic class. Optional rules for combining classes in this way, called multiclassing, appear in Chapter 6.

POWERS, TALENTS, AND ENERGY

Each class has a Powers / Feat column in their class table. Whenever you a gain a level in that class, you gain access to a powerset or feat. Sometimes this will be limited and other levels you can choose what you want (as long as you meet the prerequisites, if any, of a powerset or feat). Some powersets and feats can be chosen more than once, further enhancing the specialization of those features.

For example, at 1st level, a controller gains a level in a powerset that is within the Energy category of powersets, such as Aerokinesis or Pyrokinesis. At 2nd level, controllers gain access to one again and may choose a new Energy powerset or a choose the same one they picked at 1st level in order to further specialize their use of those powers. At 3rd level, however, a controller can choose any powerset or feat they meet the prerequisites for, including those outside the Energy category.

CLASSES
Class Description Hit Die Primary Ability Powers Energy
Controller Perhaps the most diverse class; they are a master of their own energy powers who tries to learn how to control and push their abilities to new heights d6 Wisdom Energy Heavy
Mystic A talented magic-user who, through study, can use invocations and spells to manifest their powers d6 Intelligence Mystical Heavy
Stalwart A strong and mighty being who trains to develop the raw force of their physicality d12 Constitution Physicality Light
Specialist A diverse class who uses a variety of agility, combat techniques, and specializations to accomplish their goals d8 Dexterity Specialization None

VARIANT: POWER ORIGIN

All powersets have some origin or source of which the power is derived. Whether this be casting spells after intense study, tapping into one's innate mutant powers, or the ability to manipulate fire after exposure to a strange chemical, the origin of the power can determine the manifesting ability score of the powerset. Your class determines the manifesting ability score for a powerset, but work with your MM to determine if there is some other rule or concept that is more appropriate. Generally, it helps to look at Intelligence as study, Wisdom as intuition, and Charisma as ego.

BESTOWED

Whether you acquire power by some supreme, abstract entity or you are bestowed some power from some other source, you are the chosen one. This may be for some organization, sect, or cause. Work with your MM to determine the nature of you being "chosen" and what that means for your role in the story and what is expected of you by others.

Energy and Mystical powersets with this origin use Charisma as the manifesting ability score, as the origin of your powers relate directly to your sense of self. Consider this power origin for powers that relate to using the 'self' and trusting one's own capabilities through the confidence of their own being.

ENHANCED / MUTATION

You have been biologically re-engingeered, mutated, or your powers manifest as a process of some evolutionary reality or chemical interaction with your physiology.

Energy and Mystical powersets with this origin use Wisdom as the manifesting ability score, as the origin of your powers relate directly to your intuition and willpower. Consider this power origin for powers that exert one's own willpower and intuition.

MYSTICAL TRAINING

Sometimes magic is not innate -- sometimes it is just well studied. Mystical training requires a great deal of time in training, study, and practice. Only Mystical powersets can have this power origin.

Mystical powersets with this origin use Intelligence as the manifesting ability score, as the origin of your spells are a result of your intellectual understanding. This understanding involves the ability to intricately invoke dimensional powers and weave the fabric of reality and cosmos into reality altering incantations.

CONTROLLER

Avalanche steps forward, his thick armor making loud noises as his boots bang across the rocky earth. Several police officers rush toward and he only grins, spreading his fingers and palms out to direct his energy toward the ground under him, which starts to shake and tremor. The officers stumble and fall, banging their heads on the ground unconscious. Avalanche makes his way inside the bank where his bounty awaits.

Mantis walks up to the man on the table -- what happened to him? Her and her companions found him unconscious in the field where they were investigating the traces of the Starjammers. Could this man tell them where they went? She closed her eyes and placed a hand on his warm forehead, the control of her own empathic powers washing down from the antennas on her head to ripple down her arm and fingertips. There -- she felt him. His emotions. His heartbeat. His memories. He does not need to wake up -- she can talk to him while he slumbers.

Controllers are those who have access to a repertoire of energy and invest their time and concentration to utilize that energy to its most effect. While a mutant could be a simple telepath, a controller who has access to the powerset of telepathy works to better control their own powers.

SOURCE OF POWER

As a controller, your Power Origin is very important. How did you acquire your powerset, particularly ones from the Energy category? If you do not have an origin that explains some story aspect of how you acquired access to powersets you can learn to control, work with your MM to determine how you came about such powers. Were you exposed to chemicals? Were you experimented on? Were you exposed to an Infinity Stone? Is it possible others could have the same source of powers you do, but have a different power origin?

Many controllers are simply mutants or exposed to some chemical or particular event that gives them their powers. Some have their powers bestowed upon them by some interdimensional being, such as Chthon or Cyttorak. Generally, it is best to avoid using objects as the source of one's power, given that objects can be lost or stolen.

REFUELING ENERGY

Controllers are defined by their ability to harness particular energy powersets and have a large reservoir of energy. Consider how you replenish your energy during short or long rests. Do you meditate? Commune with nature? Does it help if you exercise or read a book?

Consider the "look" and flavor of not only how you expend your energy but how you recover it.

CONTROLLER
Level Proficiency Bonus Features Powers / Feats Focus Points Energy Energy Level
1st +2 Energy Energy 2 Simple
2nd +2 Energy Focus Energy 2 3 Simple
3rd +2 Control Power Any 3 4 Weak
4th +2 Ability Score Improvement Energy 4 4 Weak
5th +3 Energy 5 5 Adept
6th +3 Energy 6 6 Adept
7th +3 Any 7 7 Potent
8th +3 Ability Score Improvement Energy 8 8 Potent
9th +4 Energy 9 9 Strong
10th +4 Control Power Energy 10 9 Strong
11th +4 Any 11 10 Powerful
12th +4 Ability Score Improvement Energy 12 10 Powerful
13th +5 Energy 13 11 Supreme
14th +5 Energy 14 11 Supreme
15th +5 Any 15 12 Epic
16th +5 Ability Score Improvement Energy 16 12 Epic
17th +6 Control Power Any 17 13 Legendary
18th +6 Any 18 13 Legendary
19th +6 Ability Score Improvement Any 19 14 Legendary
20th +6 Font of Power Energy 20 15 Legendary

CLASS FEATURES

As a controller, you gain the following class features

HIT POINTS


  • Hit Dice: 1d6 per controller level
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your constitution modifier per level in controller

PROFICIENCES


  • Defense: None
  • Weapons: Simple weapons
  • Tools: None

  • Saving Throws: Choose two from Intelligence, Wisdom, and Charisma
  • Skills: Choose any two

EQUIPMENT

Your choice of a combat suit or combat costume.

POWERS AND FEATS

Controllers focus on developing their understanding of manipulating and controlling energy. At 1st level, you gain access to one Energy powerset of your choice, gaining 1 level in that powerset. As you gain levels in this class, you gain additional levels in an Energy powerset as found on the Powers / Feats column of the Controller class table.

At 3rd level and other levels that list Any under the Powers / Feats column, you can choose a powerset from any category instead of being limited to Energy or you may instead choose a feat of your choice instead of an energy powerset.

USING POWERS

Because controlling energy and powers is a mental task, your use of your powers is based on intuition that is fueled by your own understanding of your powers and energy.

Unless your MM, Power Origin, or a powerset states differently,your wisdom modifier is considered your power ability modifier for your powers from this class.

Power Save DC = 8 + your proficiency bonus +

your wisdom modifier

Power attack modifier = your proficiency bonus +

your wisdom modifier

ENERGY

At 1st level, you increase your maximum energy by 2. As you gain levels in the controller class, your maximum energy increases to the amount shown in the Energy column of the Controller class table.

If you increase your maximum energy from other sources, add together the maximum energy from each class or source to determine your maximum energy.

ENERGY FOCUS

At 2nd, you gain a special pool of energy that reflects your focus of a certain powerset. Choose one powerset from the Energy category that you know. This becomes your energy focus. You ignore energy level requirements of this powerset and instead can manifest any power of this powerset as long as you have the required energy.

Additionally, you gain a special pool of energy points that you can use only for this powerset called focus points. At 2nd level, this pool has 2 points in it. As you gain levels in the controller class, this energy pool increases to the amount shown in the Focus Points column of the Controller class table. When you use energy, you choose which pool to use: either this feature or your normal energy pool--not both.

You regain all spent focus points when you finish a long rest.

CONTROL POWER

At 3rd level, you gain the ability to manipulate your powers to suit your needs. You gain two of the following Control Power options of your choice. You gain another at 10th level and 17th level.

You can only use one Control Power option on a power when you use it, unless otherwise noted.

CAREFUL POWER

When you use a power that forces other creatures to make a saving throw, you can protect some of those creatures from the power's full force. To do so, you spend 1 focus point and choose a number of creature's up to your Wisdom modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the power.

DISTANT POWER

When you use a power that has a range of 5 feet or greater, you can spend 1 focus point to double the range of the power.

When you use a power that has a range of touch, you can spend 1 focus point to make the range of the power 30 feet.

EMPOWER

When you roll damage for a power, you can spend 1 focus point to reroll a number of the damage dice up to your Wisdom modifier (minimum of one). You must use the new rolls.

You can use Empower even if you have already used a different Control Power option during the use of the power.

EXTENDED POWER

When you use a power that has a duration of 1 minute or longer, you can spend 1 focus point to double its duration, to a maximum duration of 24 hours.

HEIGHTENED POWER

When you use a power that forces a creature to make a saving throw to resist its effects, you can spend 3 focus points to give one target of the spell disadvantage on its first saving throw against the power.

QUICKENED POWER

When you use a power that has a manifesting time of 1 action, you can spend 2 focus points to change the manifesting time to 1 bonus action for this power for this instance.

SUBTLE POWER

When you use a power, you can spend 1 focus point to manifest the power without needing to move or say anything. Creatures have disadvantage on any roll to try and determine the manifestation of power came from you.

TWINNED POWER

When you use a power that targets only one creature and doesn't have a range of self, you can spend a number of focus points equal to the energy level of the power to target a second creature in range with the same power (1 focus point if the power does not cost energy).

To be eligible, a power must be incapable of targeting more than one creature at the power's current energy level. For example, wall of fire and soundblast are not eligble, but fire blast is.

ABILITY SCORE IMPROVEMENT

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you cannot increase an ability score above 20 using this feature.

Alternatively, you can choose to take a feat (found in Chapter 6) instead of increasing ability scores in this way.

FONT OF POWER

At 20th level, you regain 4 expended focus points whenever you finish a short rest.

MYSTIC

Clea feels the weight of her powers starting to fall out of her control as she attempts to reassert herself over the ritual. Swarms of spirits battle at her magic circle, a protection from their assaults. Would she complete the ritual in time to both save herself and the others who desperately needed help at her feet, unconcious. As she tried to close off her mind to the sounds of the screeching, violent spirits, she completed her ritual and opened her eyes. As the circle faded, so too did she and her allies, teleporting to elsewhere to seek sanctuary from the Dark Dimension.

Wanda saw the menacing wisps of magical smoke, but where did they come from? For her, magic came from within -- she did not need an incantation. Drawing inward and then pushing out, Wanda concentrated on what she couldn't see and then she opened her red-glowing eyes. There, the Scarlet Witch saw her enemy!

Mystics are the spellcasters of the Multiverse. Whether through chaotic manipulation or the spontaneous of a variety of forms of magic, dimensional or otherwise, or through the intricate incantations of spellcasting, mystics

ORIGIN OF MAGIC

Magic can exist on any planet wherein there is life. Magic is believed to originate from the Fifth Cosmos, an unnamed entity that is the maker of magic and weaver of the illusions of change. Magic consists of a variety of types, the most well-known is incantation in which a person wills reality to bend through gestures, rituals, and components along with a talent with exerting one's will appropriately onto reality itself. Witchcraft is somwehat different in that magic is manifested almost entirely through willpower and intuition.

It is important for a mystic to consider what type of magic they have or use, such as spellcasting (like Doctor Strange), Witchcraft (like Wanda Maximoff), or perhaps other kinds, like a personal energy source of reality altering, chi-magic, allspeak, or something else that is entirely unique.

LOKI SAYS:

"So let's talk about magic. We can dicker on the exact rules, if you like. There are all sorts of Grimoires and Cryptonomicons. I've got an AD&D manual somewhere. At the core, though.... Magic is taking a thought and making it real. Taking a lie and making it the truth. Telling a story to the universe so utterly, cosmically perfect that for a single, shining moment... the world believes a man can fly."

MYSTICAL ENERGY

Magic can come from a variety of sources. See below and consider applying a Power Origin to your discovery of the mystical arts.

PERSONAL ENERGIES

The mental and spiritual powers that mystics and sorcerers develop for themselves (psionic energy, chi manipulation, astral projection, thought-casting, etc.)

AMBIENT MAGICAL ENERGY

Magicians can tap this power for many effects, such as teleportation and energy bolts. By definition, this is derived from Eternity. These generally involves actual casting of spells and may be limited to the main dimension learned and may not work in others.

EXTRADIMENSIONAL ENERGY

This energy fuels powers through the tapping of extra-dimensional energy and by invoking entities or objects of power existing in mystical dimensions, with different physical and magical laws, tangential to our own. Unlike the first two, the entities invoked generally have a say in how or if the power is used.

MYSTIC
Level Proficiency Bonus Features Powers / Feats Spell Mastery Energy Energy Level
1st +2 Energy, Spells Mystical 2 Simple
2nd +2 Blast Augmentation (1) Mystical 2 3 Simple
3rd +2 Versatile Spellcasting (1) Any 2 4 Weak
4th +2 Ability Score Improvement Mystical 2 4 Weak
5th +3 Blast Augmentation (2) Mystical 3 5 Adept
6th +3 Spell Mastery (Simple) Mystical 3 5 Adept
7th +3 Any 3 6 Potent
8th +3 Ability Score Improvement Mystical 4 6 Potent
9th +4 Spell Mastery (Weak) Mystical 4 6 Strong
10th +4 Versatile Spellcasting (2) Mystical 4 7 Strong
11th +4 Any 4 7 Powerful
12th +4 Ability Score Improvement Mystical 5 8 Powerful
13th +5 Mystical 5 8 Supreme
14th +5 Blast Augmentation (3) Mystical 5 8 Supreme
15th +5 Spell Mastery (Adept) Any 5 9 Epic
16th +5 Ability Score Improvement Mystical 6 9 Epic
17th +6 Versatile Spellcasting (3) Any 6 9 Legendary
18th +6 Any 6 10 Legendary
19th +6 Ability Score Improvement Any 6 10 Legendary
20th +6 Sorcerer Supreme Mystical 7 11 Legendary

CLASS FEATURES

As a mystic, you gain the following class features

HIT POINTS


  • Hit Dice: 1d6 per mystic level
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your constitution modifier per level in mystic

PROFICIENCES


  • Defense: None
  • Weapons: Simple weapons
  • Tools: None

  • Saving Throws: Intelligence and Charisma
  • Skills: Occult and any other two of your choice

EQUIPMENT

Your choice of a combat suit or combat costume.

POWERS AND FEATS

Mystics focus on developing their understanding of magic and spellcasting. At 1st level, you gain access to one Mystical powerset of your choice, gaining 1 level in that powerset.

As you gain levels in mystic, you can choose to gain more levels in a previously chosen powerset, new powersets, or feats, as found on the Powers / Feats column of the Mystic class table.

USING POWERS

Studying the mystical arts requires a learned mind and a technical understanding. Because of this, you apply your ability to decipher knowledge, recall information, and infer clues to develop your understanding of the mystic arts.

Unless your MM, powerset, or Power Origin determines otherwise, your intelligence modifier is considered your power ability modifier for the manifestations of your powers from this class, or unless the powerset states a different power ability.

Power Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Power attack modifier = your proficiency bonus +

your Intelligence modifier

ENERGY

At 1st level, you increase your maximum energy by 2. As you gain levels in the mystic class, your maximum energy increases to the amount shown in the Energy column of the Mystic class table.

If you gain energy from a different class or feature, add together the maximum energy from each class or feature to determine your maximum energy.

SPELLS

At 1st level, you can manifest powers in the form of spellcasting. For the sake of clarity, whenever a spell is referred to by this class, it also means powers from a powerset, as found at the end of each powerset's description. Also, whenever spellcasting or casting is mentioned, it also means using a power or manifesting a power.

Additionally, you know the mystical blast basic power (or spell, in this class's case) and do not have to prepare it.

PREPARING AND CASTING SPELLS

You prepare spells in different ways as described by your mystical powerset(s). The amount of spells (or powers) that you can prepare are also described by your mystical powerset(s).

BLAST AUGMENTATION

At 2nd level, you can augment your mystical blast spell to create various effects or alter it in some ways. You know one way to augment this spell (see below) and learn additional ways to do so at 5th and 14th level in this class.

AGONIZING BLAST

When you manifest mystical blast, add your Intelligence modifier (or any manifesting ability score modifier that you could use and apply to damage with a spell from a mystical powerset) to the damage it deals on a hit.

LETHARGIC BLAST

Once on each of your turns when you hit a creature with your mystical blast, you can reduce that creature's speed by 10 feet until the end of your next turn.

MYSTICAL GRASP

Once on each of your turns when you hit a creature with your mystical blast, you can move that creature in a straight line 10 feet closer to you.

MYSTICAL SPEAR

When you manifest mystical blast its range is 300 feet.

REPELLING BLAST

When you hit a creature with mystical blast, you can push the creature up to 10 feet away from you in a straight line.

VERSATILE SPELLCASTING

At 3rd level, you can quickly adapt to your current situation and use magic to help aid your circumcstance. As an action, you can forget one prepared spell from a mystical powerset's spell list for another that you could normally prepare. That spell becomes prepared for you instantly.

You can use this feature once, gaining additional uses of this feature at 10th and 17th levels of this class. You regain any expended uses of this feature when you finish a long rest.

ABILITY SCORE IMPROVEMENT

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you cannot increase an ability score above 20 using this feature.

Alternatively, you can choose to take a feat (found in Chapter 6) instead of increasing ability scores in this way.

SPELL MASTERY

At 6th level, you have mastered certain spells that take less energy to cast. Choose two simple spells that you can prepare. You can cast these spells without needing to prepare them or expending energy. When you cast these spells in this way, you cannot increase their energy level. Otherwise, you can prepare them normally to be able to increase their energy level for added affects.

As you gain levels in this class, you gain additional spells to master with this feature as found on the Spell Mastery column of the Mystic class table. Additionally, the energy level of the spells you can master grow. At 9th level (weak) and again at 15th level (adept).

Whenever you gain a level in mystic, you can forget one spell you have mastered for another that you can choose from.

SORCERER SUPREME

At 20th level, your sorcery and use of the mystical arts is legendary. You consider all spells that you can prepare at the adept level and below as mastered spells. You can cast these spells at the adept level and below without needing to prepare them or expending energy. If you wish to increase the energy level of any adept or lower spells beyond the energy level of adept, you must prepare them normally and expend the appropriate energy.

STALWART

As Thor steps forward, knowing the wall is starting to collapse, he raises his hands and flexes his muscles. Like a pillar, he stretches his body and cements himself to the ground as the wall, falling but mostly still in tact as a single sheet, he catches and holds it up. Strangely, it stays together well enough for most of the debri to avoid hitting his companions around him.

She-Hulk clenched her fist, bracing herself to throw all her might behind one powerful punch against the Ultron-Bot that pursued her. She couldn't let him know where her and the others were hiding from Ultron while they figured out their next plan. Punching right threw the bots head, she scrunched up her face seeing three more fly over the horizon and towards her.

Stalwarts are the muscles and brawn of a group. While a specialist may have Superhuman Strength and Durability, a stalwart is able to better refine and harness the talents of a strong and durable character. Because stalwarts focus on their physicality, they have more access to feats and abiilty score improvements to hone their base attributes.

TRAINED STRENGTH

Not every super-powered person with Superhuman Strength or Durability is a stalwart. Those who wish to push the limits of the capabilities of their strengths, whether superhuman or not, are stalwarts. Training strength and vigor, honing one's talents and expertise with their physical capabilities is the defining quality of a stalwart. Anyone can fight and have big muscles -- but who knows how to use them? A stalwart.

PHYSICAL CHAMPIONS

A true stalwart among people is as uncommon as a skilled fighter in a city, and he or she plays a similar role as a protector of the people and a leader in times of war. Life in the wild places of worlds is fraught with peril: rival tribes, deadly weather, and terrifying greed. Stalwarts charge headlong into that danger because that is what they are trained to do. Their courage in the face of danger makes stalwarts perfectly suited for adventuring.

STALWART
Level Proficiency Bonus Features Powers / Feats Energy Energy Level
1st +2 Energy, Hold the Line Physical 1 Simple
2nd +2 Fighting Style Physical 2 Simple
3rd +2 Any 3 Simple
4th +2 Ability Score Improvement Physical 4 Simple
5th +3 Extra Attack Physical 5 Weak
6th +3 Ability Score Improvement Physical 5 Weak
7th +3 Any 5 Weak
8th +3 Ability Score Improvement Physical 6 Weak
9th +4 Physical 6 Adept
10th +4 Ability Score Improvement Physical 6 Adept
11th +4 Extra Attack (2) Any 7 Adept
12th +4 Ability Score Improvement Physical 7 Adept
13th +5 Physical 7 Potent
14th +5 Ability Score Improvement Physical 8 Potent
15th +5 Any 8 Potent
16th +5 Ability Score Improvement Physical 8 Potent
17th +6 Extra Attack (3) Any 8 Strong
18th +6 Any 9 Strong
19th +6 Ability Score Improvement Any 9 Strong
20th +6 Indomitable Physical 9 Strong

CLASS FEATURES

As a stalwart, you gain the following class features

HIT POINTS


  • Hit Dice: 1d12 per stalwart level
  • Hit Points at 1st Level: 12 + your stalwart modifier
  • Hit Points at Higher Levels: 1d12 (or 7) + your constitution modifier per level in stalwart

PROFICIENCES


  • Defense: Balanced Defense and Heavy Defense
  • Weapons: Simple weapons and martial weapons
  • Tools: None

  • Saving Throws: Strength and Constitution
  • Skills: Choose any two

EQUIPMENT

Your choice of a combat suit or combat costume.

POWERS AND FEATS

Stalwarts focus on the development of fortitude and body. At 1st level, you gain access to one Physical powerset of your


choice, gaining 1 level in that powerset.

As you gain levels in stalwart, you can choose to gain more levels in a previously chosen powerset, new powersets, or feats, as found on the Powers / Feats column of the Stalwart class table.

ENERGY

At 1st level, you increase your maximum energy by 1. As you gain levels in the stalwart class, your maximum energy increases to the amount shown in the Energy column of the Stalwart class table.

If you gain energy from a different class or feature, add together the maximum energy from each class or feature to determine your maximum energy.

HOLD THE LINE

At 1st level, you can stand like a wall to defend yourself and others. At the beginning of your turn, before you have moved or taken any bonus actions or actions, you can reduce your speed to 0 to change your defense to either your Strength or Constitution score. Additionally, you gain advantage to Strength saving throws.

These effects last until the beginning of your next turn or until you move.

FIGHTING STYLE

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

DEFENSE

While you are using a defense that does not use your Dexterity score or modifier to calculate, you gain a +1 bonus to your defense.

DUELING

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.

GREAT WEAPON FIGHTING

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 hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.

PROTECTION

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield to use this reaciton or be using a Defense that uses your Strength or Constitution score or modifier to calculate.

ABILITY SCORE IMPROVEMENT

When you reach 4th level, and again at 6th, 8th, 10th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you cannot increase an ability score above 20 using this feature.

Alternatively, you can choose to take a feat (found in Chapter 6) instead of increasing ability scores in this way.

EXTRA ATTACK

Beginning at 5th level, you can attack twice, instead of once, when you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 17th level in this class.

INDOMITABLE

At 20th level, you become the titan you were meant to be. You Strength and Constitution scores increase by 4. Your maximum for those scores also increase by 4.

SPECIALIST

Elektra stalks down the hallway, containing a curve of a smile as she realizes the man at the desk in the room with the open door fails to notice her. With his gaze down as he writes down something, she slinks through the doorway and ducks. With perfect silence, she slinks and sways across the floor and rises up behind him, her sai gliding along his neck. "Where's Kingpin?" she whispers menacingly.

Reed Richards keeps his eyes wide as he focuses on the technology in front of him, curiously inspecting the alien manufacturing. This Shi'ar device, completely foreign to him, would soon be deconstructed and understood -- he decided. In the specialization of his genius, he knew it was only a matter of time.

Specialists are the special class of individuals who focus on a particular expertise or skillset. These talented individuals are often called and relied upon for specific tasks or responsibilities. Further, features and abilities within this class embody the intense training, study, and experience one acquires as they become a specialist.

SPECIALIZING

Unlike other powersets, specializations are not necessarily supernatural. There are some exceptions, such as using chi, though many would argue chi itself is natural. Othewrise, specializations are things that anyone, really, can do -- but without the training, study, and experience everyone will fall short in outcomes when compared to a specialist in that ability. For example, there are many geniuses -- but who truly exploits the talents of a genius like that of Tony Stark or Richard Reeds? Anyone can stand in a shadow and try to jump out and attack a target, but who is better than the specialist assassin?

EXPERTISE & EXPERIENCE

Whether one is a genius, assassin, villain, or weaponmaster -- how did they gain that training and experience? Work with your MM to determine how you came to become a specialist in any given powerset. Did you acquire it along with your background? Did you study and train martial arts as you adventured during the campaign? Think carefully how you could exploit downtime to explain your specializations.

Alternatively, perhaps your specialization is supernatural. If you had a level in telepathy already, could that have unlocked a level of genius? If you had trained in martial arts, is it a leap to then specializein a particular class of weapons with weapon master?

Work with your MM to create an appropriate background, network of contacts, and justification for how you arrived at becoming a specialist in any given specialization powerset.

SPECIALIST
Level Proficiency Bonus Features Powers / Feats Specialist Die Specialist Dice
1st +2 Expertise (1), Specialist Die Specialization d4 2
2nd +2 Jack of All Trades Specialization d4 2
3rd +2 Any d4 4
4th +2 Ability Score Improvement Specialization d4 4
5th +3 Extra Attack Specialization d6 4
6th +3 Expertise (2) Specialization d6 4
7th +3 Any d6 6
8th +3 Ability Score Improvement Specialization d6 6
9th +4 Specialization d8 6
10th +4 Expertise (3) Specialization d8 6
11th +4 Any d8 8
12th +4 Ability Score Improvement Specialization d8 8
13th +5 Specialization d10 8
14th +5 Expertise (4) Specialization d10 8
15th +5 Any d10 10
16th +5 Ability Score Improvement Specialization d10 10
17th +6 Any d12 10
18th +6 Any d12 10
19th +6 Ability Score Improvement Any d12 10
20th +6 Extraordinary Specialization d12 10

CLASS FEATURES

As a specialist, you gain the following class features

HIT POINTS


  • Hit Dice: 1d10 per specialist level
  • Hit Points at 1st Level: 10 + your specialist modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your constitution modifier per level in specialist

PROFICIENCES


  • Defense: Light Defense and Balanced Defense
  • Weapons: Simple weapons and martial weapons
  • Tools: Two tools of your choice

  • Saving Throws: Two of your choice
  • Skills: Choose any three

EQUIPMENT

Your choice of a combat suit or combat costume.

POWERS AND FEATS

Specialists develop particular talents and specializations, excelling at certain feats of brilliance and excellence. At 1st level, you gain access to one Specailization powerset of your choice, gaining 1 level in that powerset.

As you gain levels in specialist, you can choose to gain more levels in a previously chosen powerset, new powersets, or feats, as found on the Powers / Feats column of the Specialist class table.

EXPERTISE

At 1st level, you gain expertise in one skill or tool of your choice, reflecting your special talents. You must choose a skill or tool of which you are already proficient in to gain expertise.

You can choose an additional skill or tool to gain expertise in at 6th, 10th, and 14th levels.

SPECIALIST DIE

At 1st level, you gain special dice called specialist dice that you can use to represent your particular excellence in a given talent or capability. You have two specialist dice, which are d4s, and you earn more as you level in this class as found on the Specialist Dice column of the Specialist class table. You also increase the die as you gain levels, as found on the Specialist Die column of the Specialist class table.

A specialist die is expended when you use it. You regain all expended specialist dice when you finish a short or long rest.

When you gain this feature, choose two options from below to utilize your specialty dice.

ACADEMIC

When you roll an Intelligence ability check you are proficient in or an Intelligence saving throw, you can expend one specialty die and add it to the result.

COMBATANT

When you use the Attack action on your turn with an unarmed strike or weapon, you can make a special melee attack with an unarmed strike or weapon as a bonus action. When you do so, the damage die of this attack is your specialty die instead of the normal damage die and this bonus action attack does not expend any specialty dice.

MANEUVERER

You can expend a specialty die to take the Dash or Disengage actions as a bonus action on your turn. When you do so, roll your specialty die and gain a bonus to your defense equal to the result until the beginning of your next turn.

PERSONABLE

When you make a Charisma ability check you are proficient in or a Charisma saving throw, you can expend one specialty die and add it to the result.

SURVIVALIST

You have advantage against Constitution saving throws, including death saving throws. Additionally, whenever you roll a saving throw you can expend one specialty die to add it to the result.

JACK OF ALL TRADES

Starting at 2nd Level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

ABILITY SCORE IMPROVEMENT

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you cannot increase an ability score above 20 using this feature.

Alternatively, you can choose to take a feat (found in Chapter 6) instead of increasing ability scores in this way.

EXTRA ATTACK

Beginning at 5th level, you can attack twice, instead of once, when you take the Attack action on your turn.

EXTRAORDINARY

At 20th level, you reach the height of excellence, standing out amongst others as extraordinary. Two ability scores of your choice increase by 2 and the maximum of those scores increase by 2 also. Additionally, you can use a d4 specialty die even if you have expended all of them.

CHAPTER 4: POWERSETS

Powersets represent and embody specific types of powers and abilities: such as the ability to be invisible (Invisibility) or control the weather (Atmokinesis). Each power has a defined amount of levels. Each time you gain a level in a class, you can gain a level in a powerset (whether new or one you have previously chosen).

Some powersets have prerequisites. You must meet these before gaining levels in them.

ENERGY

Energy encompasses the source of one's powers, whether it is internal or external. Energy can be exhausted, though it can also rejuvenate over resting. Using powers expends energy.

You replenish all expended energy when you finish a long rest. Additionally, you can replenish half of your maximum energy (rounded up) when you finish a short rest. Once you replenish energy in this way, you cannot do so again until you finish a long rest.

The amount of energy you use is determined by the strength of the power (energy level). See the Energy Level table below.

ENERGY LEVEL
Energy Level Energy Cost
Basic 0
Simple 1
Weak 2
Adept 3
Potent 4
Strong 5
Powerful 7
Supreme 9
Epic 11
Legendary 13

MANIFESTING POWERS

Powers are manifested. Each powerset has a list of powers that, once you reach a level in that powerset and can manifest a power of that energy level, you can use. When you gain a level in a powerset, you gain access to the powers of that powerset (found in Chapter 11). You can only manifest powers of an energy level that you have access to from your class and the powerset, as shown in your class table and the powerset table (see the Energy column of each table). See Chapter 11: Powers for more information

POWER COMPONENTS

When you manifest a power, you may require certain components to manifest them, such as verbal, somatic, or an object.

POWERSET CATEGORIES

There are different categories, or types, or powersets. Between Energy, Mystical, Travel, Physical, and Specialization, you have a variety of different powersets to choose from.

ENERGY

Energy powersets are all about powers that are broad and energy-based. Want to shoot blasts out of your eyes? Energy. Want to harness psionic energies to speak to others in their mind? Energy. Want to be able to control the weather? Energy. Controlling and manipulating the energy that exists, such as psychic energy, elemental energy, etc., is all found in this powerset.

MYSTICAL

Mystical powersets are the acquiring of magic and the mystical arts. Mysticism is entirely spellcasting, whether through incantation or some innate magic or invocation of some higher power, such as nature itself.

TRAVEL

Travel powersets could be based from energy manipulation, mystical, or a physical quality, such as superhuman speed -- but because the powersets exclusively relate to their ability to move, propel, and travel -- they have a unique categorization.

PHYSICAL

Physical powersets enhance and focus the talents of one's physical capabilities. It is here where powersets like Superhuman Strength, Superhuman Agility, and Superhuman Reflexes can be found.

SPECIALIZATION

Specialization powersets are the powers and features that represent intense training, study, and experience in any given skillset or capability. From villain to heroism, or genius to martial arts -- the typical skillsets that can be trained and developed thoroughly in any hero, villain, or somewhere in between can be found here.

PSIONIC POWERSETS

Some powersets are classified as 'psionic.' Levels in a psionic powerset provides psionic levels for the purposes of initiating and fighting out psychic battles. Also, some features and feats recognize that some powersets are considered psionic and affect them in certain ways.

ENERGY POWERS

ENERGY POWERSETS
Powerset Description Maximum Level Highest Energy Potential Psionic
Acoustikinesis Control and manipulation of sonic energy 5 Legendary No
Aerokinesis Control and manipulation of air currents 5 Epic No
Atmokinesis Control and manipulation of the weather 8 Legendary No
Chronokinesis Control and manipulation of the flow of time 5 Strong No
Cryokinesis Control and manipulation of cold through reducing temperatures and moisture 5 Epic No
Electrokinesis Control and manipulation of lightning and electrical currents 5 Powerful No
Empathy Control and manipulation of psychic emotional imprints 5 Epic Yes
Force Field Creation of barriers through force generation 5 Powerful No
Geokinesis Control and manipulation of geoformations, typically in the form of rocks and minerals 5 Epic No
Healing Factor Heightened biological process of self-healing and regeneration 5 N/A No
Hydrokinesis Control and manipulation of water molecules 5 Epic No
Illusions Control and manipulation of psionic illusions 5 Legendary Yes
Intangibility Molecular manipulation to "phase" through objects or creatures 5 N/A No
Invisibility Control and manipulation of light to become invisible 5 N/A No
Precognition The psychic power to perceive different times and spaces 5 Legendary Yes
Pyrokinesis Control and manipulation of heat temperatures and fire 5 Supreme No
Restoration Control and manipulation of life force energies 5 Legendary No
Shapeshifting Control and manipulation of some state of one's body, altering its size or molecular composition 5 N/A No
Telekinesis Control and manipulation of objects and creatures through psionic strength 10 Legendary Yes
Telepathy Control and manipulation of anothers psychic imprint 10 Legendary Yes

ACOUSTIKINESIS

This power is the ability to manipulate sound and sound waves. With this power you can intensify, hush, and distort, as well warp, strengthen, echo, speed up, and slow down sound, using it as a powerful physical force. At low frequencies, sound, in the form of sonic damage, is potentially fatal to living beings by causing internal damage, while high frequencies cannot be heard by normal humans but can be used for sonar-like effects. Since sonic vibrations can travel through the air, ground, water and any form of medium, defense by using physical barriers is difficult.

CONSIDERATIONS

Characters with this power most likely have the verbal major limitation for this powerset, relying on their voicebox and the ability to create or manipulate sound with it. If so, damage to your throat, mouth, or the inability to utter sounds can limit access to this powerset. If not, work with your MM to figure out how you generate this powers otherwise.

ACOUSTIKINESIS LEVELS
Level Features Abilities Energy Levels
1 Acoustikinesis Powers, Abilities 2 Simple, Weak
2 Sound Affinity 3 Adept, Potent
3 4 Strong, Powerful
4 5 Supreme, Epic
5 6 Legendary

ACOUSTIKINESIS POWERS

At 1st level, you gain access to the Acoustikinesis Powers (shown at the end of this powerset's description). You know a number of these powers equal to your levels in this powerset + your Wisdom modifier and can manifest them using the required energy. If you cannot reach the energy level of a power, you cannot manifest it. Whenever you gain a character level, you can remove one power known and replace it for another.

Additionally, you increase your maximum energy by 1 for every level in this powerset.

ABILITIES

At 1st level, you know two abilities from this powerset. Your acoustikinetic abilities are detailed at the end of this powerset's description. You gain additional abilities as you add levels to this powerset, as found on the Abilities column of the Acoustikentic Levels table.

Additionally, when you gain a level in this powerset, you can choose one of the abilities you know and replace it with another ability that you could learn.

You must meet the prerequisites, if any, for any ability you choose for this feature.

SOUND AFFINITY

At 2nd level, you gain resistance to sonic damage and immunity to any sonic damage that is manifested by your own powers.

ACOUSTIKENTIC ABILITIES

If an ability listed here has a prerequisite, you must meet them to learn it. You can learn the ability at the same time that you meet its prerequistes. A level prerequisite refers to your levels in this powerset.

AMPLIFIED SOUND

By expending 1 energy point, you can amplify the sound and hear it as though you were standing next to it. Choose a location that you know of within 300 feet and act as though you were standing right there in terms of your ability to hear what is happening. Barriers that prevent sound entirely from passing through, such as solid walls, prevent this amplification. The duration of this ability lasts 10 minutes and you must concentrate on it to maintain its effects.

SONAR

As a bonus action, you can send out a precise, pure note that is audible, and listening to the returning, altered wavefront of the note, you can evaluate your surroundings in total darkness with varying degrees of resolution. When you do so, you gain tremorsense out to 30 feet until the end of your turn.

SONIC BLAST

As an action, you scream, projecting a blast of sonic energy. Each creature in a 15-foot cone must make a Constitution saving throw against your ability power DC. A creature takes 2d6 sonic damage on a failed save, is deafened, and has disadvantage on their next attack roll before the end of their next turn. On a successful save, they take half damage and do not suffer disadvantage or being deafened. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.

A nonmagical object that isn't being worn or carried also takes the damage in the power's area.

This power's damage increases by 1d6 when your character level reaches 5th level (3d6), 11th level (4d6), and 17th level (5d6).

SONIC FLIGHT

Prerequisite: 5th level in Powerset


You can use the sonic vibrations of your voice to fly. By expending 1 energy, you gain a fly speed of 30 feet for 10 minutes. You cannot speak while you fly and you must concentrate to maintain this fly speed as if you are concentrating on a power.

SONIC SHIELD

As a reaction to being hit by an attack and by expending 1 energy, you tighten the sound waves around yourself that creates a barrier. Until the start of your next turn, you have a +5 bonus to Defense, including against the triggering attack.

VOCAL PROJECTION

You can utilize your voice to create various effects. This manifestion of power is nearly effortless, requiring no energy points.

As an action, you manifest one of the minor effects below for up to 1 minute.

  • Your voice booms for up to three times as loud as normal. If you expend an energy point when you manifest this power, you can increase this distance to be up to 300 feet for each level you have in acoustikinesis for the power's duration.
  • You can use sonic vibrations to cause harmless tremors in the ground.
  • You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.

ACOUSTINETIC POWERS

Energy Level Powers
Basic
Simple Energy Orb (sonic only), Earth Tremor, Sonic Wave
Weak Blindness/Deafness (deafness only), Shatter
Adept Pulse Wave
Potent
Strong
Powerful Energy Ward (sonic only)
Supreme Utterance of Pain
Epic Earthquake, Utterance of Confoundment
Legendary Utterance of Death

AEROKINESIS

This is the ability to manipulate air and gases. You can create, shape and manipulate air, the common name given to the layer of atmospheric gases and various compounds (mostly oxygen and nitrogen) surrounding the planet Earth that is retained by Earth's gravity, and wind, movement of air relative to the surface of the planet.

CONSIDERATIONS

It may be determined that on planets, dimensions, or worlds other than Earth, this powerswet does not function quite the same or it may take awhile for an aerokinetic to become readjusted to new atmospheres in order to manifest any powers.

AEROKINESIS LEVELS

Level Features Fly Speed Energy Levels
1 Aerokinesis Powers Basic, Simple, Weak
2 Fly 10 feet Adept, Potent
3 20 feet Strong, Powerful
4 Uplifting Winds 30 feet Supreme
5 Shredding Winds 60 feet Epic

AEROKINESIS POWERS

At 1st level, you gain access to the Aerokinesis Powers (shown at the end of this powerset's description). You know a number of these powers equal to your levels in this powerset + your Wisdom modifier and can manifest them using the required energy. If you cannot reach the energy level of a power, you cannot manifest it. Whenever you gain a character level, you can remove one power known and replace it for another.

Additionally, you increase your maximum energy by 1 for every level in this powerset.

FLY

At 2nd level, you gain a fly speed of 10 feet. You can hover using this flight. Your flight speed increases as you gain levels in this powerset at 3rd level (20 feet), 4th level (30 feet), and 5th level (60 feet).

UPLIFTING WINDS

At 4th level, you can expend 1 energy point to give a fly speed of 30 feet to a number of creature's equal to your ability power modifier. The duration of their flight is 10 minutes or until they move 600 feet away from you.

SHREDDING WINDS

The powers of your winds are particularly devastating. When you deal bludgeoning damage from winds created by your powers, you ignore resistance to bludgeoning damage and deal bonus damage equal to your Proficiency bonus.

AEROKINESIS POWERS

Energy Level Powers
Basic Gust
Simple Catapult, Fog Cloud, Zephyr Strike
Weak Feather Fall, Gust of Wind, Skywrite, Warding Wind
Adept Wind Wall
Potent
Strong Control Winds
Powerful Power of Wind
Supreme Whirlwind
Epic Control Weather (wind only)

ATMOKINESIS

This is the power to manipulate and exert influence with all the natural forces responsible for weather. User can sense, create, shape and manipulate weather, i.e. the meteorological patterns, creating rain, wind, hail, lightning, snow, sleet, fog and temperature changes. This includes the ability to generate various natural phenomena or control the intensity of the weather in highly concentrated (inside room) or vastly extended (continental) areas.

CONSIDERATIONS

It may be determined that on planets, dimensions, or worlds other than Earth, this powerset does not function quite the same or it may take awhile for an atmokinetic to become readjusted to new atmospheres in order to use atmokinesis.

ATMOKINESIS LEVELS

Level Features Energy Levels
1 Atmokinesis Powers, Sense Weather Basic, Simple
2 Weak
3 Adept
4 Potent
5 Weather Calling Strong
6 Powerful
7 Quickened Calling Supreme
8 Call of the Storm Epic, Legendary

ATMOKINESIS POWERS

At 1st level, you gain access to the Atmokinesis Powers (shown at the end of this powerset's description). You know a number of these powers equal to your levels in this powerset + your Wisdom modifier and can manifest them using the required energy. If you cannot reach the energy level of a power, you cannot manifest it. Whenever you gain a character level, you can remove one power known and replace it for another.

Additionally, you increase your maximum energy by 1 for every level in this powerset.

SENSE WEATHER

At 1st level, as an action, you can predict what the weather will be at your location for the next 24 hours.

Additionally, as an action, you can sense whether or not the weather within 1 mile of you is natural or manipulated through some influence, such as spellcasting, technology, or powers.

WEATHER CALLING

At 5th level, you can manipulate the weather directly and over a wide area. You can manifest the control weather power as an action without expending energy. When you do so using this feature, you only affect the weather in an area within 600 feet of you.

Once you use this feature, you cannot do so again until you finish a long rest.

ATMOKINESIS POWERS

Energy Level Powers
Basic Frostbite, Gust, Lightning Lure, Shocking Grasp, Thunderclap
Simple Absorb Elements (cold and lightning only), Energy Orb (cold and lightning only), Fog Cloud, Feather Fall, Sustained Lightning
Weak Gust of Wind, Skywrite, Snowball Storm, Warding Wind
Adept Call Lightning, Fly, Lightning Bolt, Protection from Energy (cold and lightning only), Sleet Storm, Wind Wall
Potent Storm sphere
Strong Control Winds
Powerful Chain Lightning, Power of Lightning, Power of Wind
Supreme Whirlwind
Epic Control Weather
Legendary Stormfury

QUICKENED CALLING

At 7th level, your connection to the atmosphere is more direct and certain. You regain the use of the Weather Calling powerset feature when you finish a short or long rest.

CALL OF THE STORM

At 8th level, your connection to manipulating the weather is stronger than most. When you manifest the control weather power, whether through the Weather Calling feature or using energy to manifest the power, changes to weather occur at the beginning of your next turn instead of rolling for when the new conditions take effect.

CHRONOKINESIS

This powerset, also called time manipulation or time control, is the ability to mentally alter time. With this ability, you could travel through time, control the speed of subjects' movement, slow down foes, and speed oneself up. One with this power could even accelerate or reverse the aging process on any subject one desires. This ability may also include the manipulation of space as well in accordance with the time-space continuum.

CONSIDERATIONS

Certain power and creatures exist outside of the affects of time, such as the Phoenix Force or the Living Tribunal. Some characters are simply immune to powers that affect time.

CHRONOKINESIS LEVELS

Level Features Abilities Energy Levels
1 Chronokinesis Powers, Timesnap Basic, Simple
2 Time Shield, Abilities 1 Weak
3 2 Adept
4 3 Potent
5 Master of Time 4 Strong

CHRONOKINESIS POWERS

At 1st level, you gain access to the Chronokinesis Powers (shown at the end of this powerset's description). You know a number of these powers equal to your levels in this powerset + your Wisdom modifier and can manifest them using the required energy. If you cannot reach the energy level of a power, you cannot manifest it. Whenever you gain a character level, you can remove one power known and replace it for another.

Additionally, you increase your maximum energy by 1 for every level in this powerset.

TIMESNAP

At 1st level, you can concentrate on an area of a creature and rapidly increase timeflow to harm them, snapping time forward and then back on itself. As an action, a creature within 30 feet that you can see must make a Constitution saving throw against your power ability DC or take 2d6 necrotic damage.

This damage increases based on your overall character level to 3d6 (5th level), 4d6 (11th level) and 5d6 (17th level).

TIME SHIELD

At 2nd level, you can disrupt the flow of time around you subtly. As a reaction to being hit by an attack until the beginning of your next turn you gain a +5 bonus to Defense, including against the attack that triggered this feature.

If you attempt to use this feature more than once before finishing a short or long rest, roll 1d6. On a 1 or 2, your manipulation of time exhausts you and you gain a level in exhaustion. This exhaustion ignores any resistances or immunities you have to exhaustion.

ABILITIES

Also at 2nd level, you know one ability from this powerset. Your chronokinetic abilities are detailed at the end of this powerset's description. You gain additional abilities as you add levels to this powerset, as found on the Abilities column of the Chronokinesis Levels table.

Additionally, when you gain a level in this powerset, you can choose one of the abilities you know and replace it with another ability that you could learn.

You must meet the prerequisites, if any, for any ability you choose for this feature.

MASTER OF TIME

At 5th level, when you use your Time Shield feature or a Chronokinetic Ability that requires you to roll for exhaustion, you only become exhausted on a roll of 1 instead of a 1 or 2.

CHRONOKINETIC ABILITIES

If an ability listed here has a prerequisite, you must meet them to learn it. You can learn the ability at the same time that you meet its prerequistes. A level prerequisite refers to your levels in this powerset.

FOCUSED TIMEFLOW

You can focus your time manipulation to briefly slow down or quicken a creature's attack. As a reaction to a creature making an attack roll within 30 feet of you that you can see, you can impose an advantage or disadvantage to that attack. Alternatively, as a reaction to a creature you can see within 30 feet of you moving at least 5 feet, you can reduce their speed in half until the end of their turn, including the 5 movement they expended to trigger this feature.

If you attempt to use this feature more than once before finishing a short or long rest, roll 1d6. On a 1 or 2, your manipulation of time exhausts you and you gain a level in exhaustion. This exhaustion ignores any resistances or immunities you have to exhaustion.

TEMPORAL STASIS

You can significantly slow down time in a specific place. As an action, you create a 30-foot sphere of power around you in a burst of energy. Everything, except for you and the objects you are wearing and carrying, within this space freezes and stops moving as time stops within it, including creatures and objects currently in motion. Creatures must be at least half inside the sphere in order to be affected by this feature.

This effect lasts until the end of your next turn or if you move more than 30 feet from the sphere. If you wish, as a bonus action, you can extend the duration of this power's effect until the end of your next turn again by expending 1 energy point. To do so, you must concentrate as if concentrating on a power. Creatures and objects, including powers manifested inside the sphere, fail to enter or occur, as though the resilient sphere power surrounded them.

If you attempt to use this feature more than once before finishing a long rest, roll 1d6. On a 1 or 2, your manipulation of time exhausts you and you gain a level in exhaustion. This exhaustion ignores any resistances or immunities you have to exhaustion.

TIME STOP

Prerequisite: The temporal stasis Chronokinetic Ability


You can stop the flow of time to hamper the manifestation of a power or an attack. As a reaction to a creature attempting to manifest a power you can see within 30 feet of you that has the somatic component or a creature making an attack roll, you can immediately manifest the hold person power on that creature.

REVERSE WOUND

A creature you touch has its wounds revert back in time. As an action, one creature you touch heals a number of hit points equal to 2d6 + your power ability modifier.

The amount you heal increases as you level to 3d6 (5th level), 5d6 (11th level), and 7d6 (17th level)

If you attempt to use this feature more than once before finishing a short or long rest, roll 1d6. On a 1 or 2, your manipulation of time exhausts you and you gain a level in exhaustion. This exhaustion ignores any resistances or immunities you have to exhaustion.

TIME IMMUNITY

Prerequiste: 5th level in this Powerset


You are immune to the effects of the slow power and if someone uses a power to stop time, it does not affect you.

CHROKINESIS POWERS

Energy Level Powers
Basic
Simple Alacrity
Weak Blur, Hold Person
Adept Haste, Slow
Potent
Strong Temporal Shunt

CRYOKINESIS

This is the ability to reduce the kinetic energy of atoms and thus reduce temperature, often used to control, generate, or absorb ice.

CONSIDERATIONS

It may be determined that on planets, dimensions, or worlds other than Earth, this powerset does not function quite the same or it may take awhile for a cryokinetic to become readjusted to new atmospheres or the precipitation of a new environment in order to manifest any powers.

CRYOKINESIS LEVELS

Level Features Icy Defense Bonus Energy Levels
1 Cryokinesis Powers Basic, Simple
2 Ice Form +2 Weak, Adept
3 Cold Resistance +3 Potent, Strong
4 Frozen Steps +4 Powerful, Supreme
5 Indefinite Form +5 Epic

CRYOKINESIS POWERS

At 1st level, you gain access to the Cryokinesis Powers (shown at the end of this powerset's description). You know a number of these powers equal to your levels in this powerset + your Wisdom modifier and can manifest them using the required energy. If you cannot reach the energy level of a power, you cannot manifest it. Whenever you gain a character level, you can remove one power known and replace it for another.

Additionally, you increase your maximum energy by 1 for every level in this powerset.

ICE FORM

At 2nd level, you can choose to enter into an ice form, covering your body in a strong layer of thick ice. As an action, ice covers your body. You gain immunity to cold damage and resistance to fire damage. Additionally, as part of the action to activate the feature, you gain Icy Defense and can set it as your defense. Icy Defense is equal to 16 + your Icy Defense Bonus found on the Cryokinesis Levels table of the Cryokinesis Powerset. This bonus increases as you gain levels in this powerset. While in your Ice Form, if you have a Damage Immunity that is less than your Icy Defense Bonus, your Damage Immunity becomes your Icy Defense Bonus.

Your ice form lasts 1 minute or until you end it as a bonus action. Once you use this feature you cannot do so again until you finish a short or long rest.

COLD RESISTANCE

At 3rd level, you gain resistance to cold damage.

FROZEN STEPS

At 4th level, you treat difficult terrain created by arctic temperatures or ice as easy to navigate, ignoring the difficult terrain and for every 1 foot of movement you expend on this terrain, you move 2 feet.

INDEFINITE FORM

At 5th level, you can activate your ice form as a bonus action. Additionally, you can sustain it indefinitely, choosing to remove the form as a bonus action.

CRYOKINESIS POWERS

Energy Level Powers
Basic Frostbite, Bolt of Frost
Simple Absorb Elements (cold only), Energy Orb (cold only), Chilling Aura, Ice Knife
Weak Power Blade (cold only), Snowball Storm
Adept Protection from Energy (cold only), Sleet Storm
Potent Ice Storm
Strong Cone of Cold
Powerful Freezing Sphere, Power of Ice, Wall of Ice
Supreme
Epic Control Weather (Lower temperature only)

ELECTROKINESIS

This is the ability to manipulate electricity. With it, you can create, shape and manipulate electricity, a form of energy resulting from the existence of charged particles (such as electrons or protons) which give the user control over electric fields, electric charges, electric currents, electronics, and electromagnetism.

CONSIDERATIONS

It may be determined that on planets, dimensions, or worlds other than Earth, this powerset does not function quite the same or it may take awhile for an electrokinetic to become readjusted to new atmospheres that interact with their electrons and protons differently in order to manifest any powers.

ELECTROKINESIS LEVELS

Level Features Deadly Charge Energy Levels
1 Electrokinesis Powers Basic
2 Deadly Charge 1d6 Simple, Weak
3 Lightning Resistance 1d8 Adept
4 Electrokinesis Ability (1) 1d10 Potent, Strong
5 Electrokinesis Ability (2) 1d12 Powerful

ELECTROKINESIS POWERS

At 1st level, you gain access to the Electrokinesis Powers (shown at the end of this powerset's description). You know a number of these powers equal to your levels in this powerset + your Wisdom modifier and can manifest them using the required energy. If you cannot reach the energy level of a power, you cannot manifest it. Whenever you gain a character level, you can remove one power known and replace it for another.

Additionally, you increase your maximum energy by 1 for every level in this powerset.

DEADLY CHARGE

At 2nd level, your lightning is particularly potent. Once per turn, if you deal lightning damage to a creature it takes an extra 1d6 lightning damage if it is below its hit point maximum. This extra damage increases as you gain levels in this powerset as found in the Deadly Charge column of the Electrokinesis Levels table.

LIGHTNING RESISTANCE

At 3rd level, you gain resistance to lightning damage.

ELECTROKINESIS ABILITY

At 4th level, you can choose to specialize your use of electrokinesis to create various effects. Choose one ability from below.

At 5th level, you can choose an additional ability from below.

Electrical Absorption. You can energize yourself through electricity. Once per turn, when you take lightning damage, you can reduce that damage by your deadly charge die as found on the Deadly Charge column of the Electrokinesis Levels table. Damage you reduce with this ability stays stored inside you and you may add it to your next deadly charge roll when you deal lightning damage. You may not store more than an amount equal to your Power Ability score. You lose anything you have stored with this ability when you finish a short or long rest.

Electrical Current. You can travel through electrical currents. As an action, you enter into an electrical current in the form of a tiny electron. When you do so, objects you are wearing and carrying do not come with you and fall to the ground, and you cannot speak, rest, take actions, reactions, or bonus actions. All you can do is move through the current and emerge from the current. When you move through the current, you move at nearly the speed of light, arriving at any location that the current touches. You cannot remain in the current for longer than 1 minute or your electrons begin to destablize and you must immediately emerge from the current if you do so. When you emerge from the current, you return to normal within 5 feet of where you emerge in an unoccupied space (or nearest).

Once you use this ability, you cannot do so again until you finish a long rest.

Short Circuit. You can disable electronic devices. As an action, a specific electronic device that you can see within 60 feet of you is instantly disabled, its circuit fried. If you expend 1 energy, you can instead release an electromagnetic pulse as an action, disabling all electronic devices within 30 feet of you in a sphere.

ELECTROKINESIS POWERS

Energy Level Powers
Basic Lightning Lure, Shocking Grasp
Simple Absorb Elements (lightning only), Energy Orb (lightning only), Sustained Lightning
Weak Power Blade (lightning only)
Adept Lightning Bolt, Protection from Energy (lightning only)
Potent
Strong
Powerful Chain Lightning, Power of Lightning

EMPATHY

This is the psionic ability to sense, control, alter and manipulate the feelings, sensations and emotions of other people. Individuals with this powerset are sometimes called empaths.

PSYCHIC BATTLES

Empathy is a psionic powerset and affects individuals through psychic energy. Add your levels in this powerset with other psionic powersets to determine your Psionic Level for psychic battles.

EMPATHY LEVELS

Level Features Psychic Soothing Energy Levels
1 Empathy Powers Basic, Simple
2 Psychic Soothing 3d6 Weak, Adept
3 5d6 Potent, Strong
4 7d6 Powerful, Supreme
5 Empathic Healing 9d6 Epic

EMPATHY POWERS

At 1st level, you gain access to the Empathy Powers (shown at the end of this powerset's description). You know a number of these powers equal to your levels in this powerset + your Wisdom modifier and can manifest them using the required energy. If you cannot reach the energy level of a power, you cannot manifest it. Whenever you gain a character level, you can remove one power known and replace it for another.

Additionally, you increase your maximum energy by 1 for every level in this powerset.

PSYCHIC SOOTHING

At 2nd level, you can use your psychic empathy powers to soothe others. You have a pool of psychic soothing dice equal to 3d6. As an action, you can expend any number of your psychic soothing die to heal a creature you can see within 30 feet of you that has at least 1 hit point. This pool of dice increases as you gain levels in this powerset as seen on the Psychic Soothing column of the Empathy table.

You regain all expended psychic soothing dice when you finish a long rest.

EMPATHIC HEALING

At 5th level, your psychic soothing powers is incredibly powerful. Whenever you roll for your psychic soothing pool of hit points, you reroll 1s.

Additionally, you can use your Psychic Soothing feature to heal a creature even at 0 hit points. If you do so, they may use their reaction to stand up.

You regain all expended psychic soothing dice when you finish a short or long rest.

EMPATHY POWERS

Energy Level Powers
Basic Confidence, Friends
Simple Animal Friendship, Cause Fear, Charm Person, Heroism, Sense Emotion, Sleep, Torment
Weak Aid, Calm Emotions, Enthrall
Adept Beacon of Hope, Catnap, Enemies Abound, Fear
Potent Compulsion, Confusion
Strong Bestow Quest
Powerful Psychic Crush
Supreme
Epic Glibness, Mental Barrier

ENERGY BLAST

This powerset is a diverse set of energy projection, blasting, and destruction. It represents a variety of powers that are all connected with channeling and shooting out blasts of energy.

ENERGY BLASTS LEVELS

Level Features Blast Boost Die Blast Boost
1 Energy Blast, Limitation Boost
2 Blast Boost d4 2
3 d6 3
4 d8 3
5 Destructive Blast Character Level 4

ENERGY BLAST

At 1st level, you can use your energy blast. You choose the form of your energy blast below along with its damage type. This choice is permanent, along with the damage type you choose at this time. As an action, you can make a ranged power attack using your manifesting ability score for the attack and damage rolls. Your blast has a range of 60 feet and deals 1d8 damage.

As you increase your character level, you can create more than one blasts: two blasts at 5th level, three blasts at 11th level, and four blasts at 17th level. You can direct the blasts at the same target or at different ones. Make a separate attack roll for each blast.

FORCEFUL BLAST

Your energy blasts deal force damage as your blast is made up of kinetic, forceful energy.

Once per turn, you can expend a blast boost when you hit with your energy blast to deal bonus damage equal to your blast boost die and, if the target is Large or smaller, they are pushed back 10 feet. If you deal 6 damage or more with blast boost, the target is pushed back if they are Huge or smaller.

HEAT BLAST

Your energy blasts are made up of some unique energy register, such as bio-electric, fire, or atomic heat and deal fire or lightning damage (your choice when you pick this feature) when they hit.

Once per turn, you can expend a blast boost when you hit with your energy blast and deal bonus damage equal to your blast boost die. If you deal this damage to an object, your blast boost die damage is tripled.

LIMITATION BOOST

At 1st level, if you choose a limitation of any severity for this powerset, your energy blasts are more damaging, increasing the damage die of your energy blasts from 1d8 to 1d12.

BLAST BOOST

At 2nd level in this powerset, you can channel more energy into your energy blast as decribed by the type of your energy blast (such as Forecful Blast or Heat Blast).

You have 2 uses of blast boost and gain additional uses as you level in level in this powerset. You regain expended blast boosts when you finish a short or long rest.

DESTRUCTIVE BLASTS

At 5th level, you can push your energy blast to its destructive limit. When you deal bonus damage with your Blast Boost die, the amount is equal to your character level instead of having to roll.

FORCE FIELD

This power is the manifestation of a force field, barrier, or some other protective shield or area. Typically, this powerset has some source of energy, such as electrokinesis (in the form of a electromagnetic field) or some psychic power (such as telekinesis).

CONSIDERATIONS

The energy that it takes to manifest a force field may differentiate based on the dimensional properties of a world, dimension, planet, or universe.

FORCE FIELD LEVELS

Level Features Barrier Hit Points Energy Levels
1 Force Field Powers Basic
2 Barrier x1 Simple, Weak
3 Barrier Augmentation (1) x2 Adept, Potent
4 Barrier Augmentation (2) x3 Strong
5 Barrier Augmentation (3) x4 Powerful

FORCE FIELD POWERS

At 1st level, you gain access to the Force Field Powers (shown at the end of this powerset's description). You know a number of these powers equal to your levels in this powerset + your Wisdom modifier and can manifest them using the required energy. If you cannot reach the energy level of a power, you cannot manifest it. Whenever you gain a character level, you can remove one power known and replace it for another.

Additionally, you increase your maximum energy by 1 for every level in this powerset.

BARRIER

At 2nd level, you can erupt a powerful force field barrier to protect yourself. As a reaction before you take damage or as an action, you can manifest a force field that acts as a towering shield equal to your size. Your barrier has a number of hit points equal to your character level + your levels in this powerset. Whenever you take damage, you reduce your barrier hit points first.

As you gain levels in this powerset, you multiply your barrier hit points by the number found in the Barrier Hit Points column of the Force Field Levels table. So at 3rd level, your barrier hit points would be doubled, at 4th tripled, and at 5th quadrupled.

Your barrier lasts 1 minute. Otherwise, when you dismiss your barrier (as a bonus action) or when its hit points is reduced to 0, it dissipates and you cannot manifest your barrier again until you finish a short or long rest.

BARRIER AUGMENTATION

At 3rd level, you can augment your barrier to create various effects. Choose one augmentation from below. At 4th and 5th levels in this powerset, you can choose an additional way to augment your barrier.

Barrier Blast. You can blast out a part of your barrier. As an action while your barrier is protecting you, you can reduce its hit points by 1 and make a power attack roll against a creature you can see within 30 feet of you. That creatue takes 1d10 + your power ability modifier in bludgeoning damage.

This damage increases as you gain overall levels at 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Replenishing Barrier. As a bonus action, you can now expend energy points to replenish your barrier's hit points. For each energy point expended, your barrier gains twice that amount in hit points.

Shifting Barrier. You can use your barrier to protect those close to you. You can use a reaction to shift your barrier to an ally being damaged within 10 feet of you to deplete hit points from your barrier before harming your ally.

FORCE FIELD POWERS

Energy Level Powers
Basic Physical Ward
Simple Armor, Sanctuary, Shield, Shimmering Shield
Weak
Adept
Potent Resilient Sphere
Strong Force Field, Wall of Force
Powerful Forcecage

GEOKINESIS

This power is the ability to mentally manipulate the earth.

CONSIDERATIONS

The energy that it takes to manifest geokinesis may differentiate based on the physical properties of a world, dimension, planet, or universe.

GEOKINESIS LEVELS

Level Features Energy Levels
1 Geokinesis Powers Basic, Simple
2 Weak
3 Rock Flight Adept, Potent
4 Strong, Powerful
5 Supreme, Epic

GEOKINESIS POWERS

At 1st level, you gain access to the Geokinesis Powers (shown at the end of this powerset's description). You know a number of these powers equal to your levels in this powerset + your Wisdom modifier and can manifest them using the required energy. If you cannot reach the energy level of a power, you cannot manifest it. Whenever you gain a character level, you can remove one power known and replace it for another.

Additionally, you increase your maximum energy by 1 for every level in this powerset.

ROCK FLIGHT

At 3rd level, you can fly on a rock. As a bonus action, you can concentrate on a piece of rock large enough for you to stand on but not larger than could fit in a dimension of your size, such as five feet by five feet if you are Medium sized. You can use your movement to move the rock in any direction. You must maintain concentration to continue levitating the rock.

GEOKINESIS POWERS

Energy Level Powers
Basic Mold Earth
Simple Armor, Earth Tremor
Weak Earthen Grasp
Adept Erupting Earth, Wall of Sand
Potent Stone Shape, Stoneskin
Strong Elemental Construct (earth only), Transmute Rock, Wall of Stone
Powerful Bones of the Earth, Power of Stone, Move Earth
Supreme
Epic Earthquake

HEALING FACTOR

This power is the ability to recover from bodily injuries or disease at a superhuman rate.

HEALING FACTOR LEVELS

Level Features Aspect
1 Healing Factor (1d4-1)
2 Healing Aspect, Healing Factor (1d6-1) 1
3 Healing Factor (short rest) 2
4 Healing Factor (3) 3
5 Healing Factor (5) 4

HEALING FACTOR

At 1st level, your healing factor has manifested. During initiative, at the beginning of your turn, roll 1d4-1. You heal that amount in hit points. If you are not in initiative, you heal 1 hit point per minute. You cannot heal severed arms, limbs, or body parts. This healing only seals open wounds and stops bleeding and bruising from occurring.

Additionally, as you increase levels in the healing factor powerset, the power of your healing factor increases. See below.

At 2nd level, you roll 1d6-1 instead of 1d4-1.

At 3rd level, when you finish a short rest, you regain all lost hit points, though you do not regenerate severed limbs or body parts.

At 4th level, you no longer need to roll and instead heal 3 hit points at the beginning of your turn when you are in initiative. Out of initiative, you heal 3 hit points per minute.

At 5th level, your healing factor increases from 3 to 5.

HEALING ASPECT

At 2nd level, you gain an aspect of your healing factor powers. Choose one from below. You gain additional healing aspects when you gain a level in the healing factor powerset.

Disease Immunity. You are immune to diseases and have resistance to poison damage.

Immortality. For every 10 years you are alive, you only age 1 year. If you acquire the 5th level of this powerset, you stop aging completely.

Regeneration. You can regrow body parts after 3 days. Over these 3 days, vestigial limbs and body parts start to form but cannot return to their former function until the 3 days are complete.

Telepathic Resistance. As a reaction to being targeted by a power, you can temporarily halt your healing factor for 1 minute and gain advantage to Intelligence, Wisdom, and Charisma saving throws to resist powers that affect your mind. This effect lasts 1 minute and once you use it, you cannot do so again until you finish a short or long rest.

Weather Adaptation. You are highly resistant to extreme heat and cold temperatures, ignoring their effects.

HYDROKINESIS

People with hydrokinesis can control and manipulate water.

CONSIDERATIONS

Hydrokinesis is potentially limited to the moisture in the air.

HYDROKINESIS LEVELS

Level Features Energy Levels
1 Hydrokinesis Powers Basic, Simple
2 Fluid Form Weak, Adept
3 Whelm Potent, Strong
4 Powerful
5 Indefinite Fluid Form Supreme, Epic

HYDROKINESIS POWERS

At 1st level, you gain access to the Hydrokinesis Powers (shown at the end of this powerset's description). You know a number of these powers equal to your levels in this powerset + your Wisdom modifier and can manifest them using the required energy. If you cannot reach the energy level of a power, you cannot manifest it. Whenever you gain a character level, you can remove one power known and replace it for another.

Additionally, you increase your maximum energy by 1 for every level in this powerset.

FLUID FORM

At 2nd level, you can transform your body into water as a bonus action, containing your equipped gear and items within your watery form. You retain any benefits from equipped items in this form. This water form changes your consciousness to reside in each of the billions of droplets that your body becomes. Since you convert your entire head into water, and your brain is still capable of rational motivated thought, your brain is no longer organic. You also do not need to eat, sleep, or eliminate waste products anymore. Additionally, you gain the following features.

  • You gain a swim speed of 90 feet.
  • You have resistance to psychic damage and bludgeoning, piercing, and slashing damage from unenhanced attacks.
  • You become immune to the conditions of: Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious.
  • You can can enter a hostile creature's space and stop there. Also, you can move through a space as narrow as 1 inch wide without squeezing.
  • You have vulnerability to cold damage. Of you take cold damage, you partially freeze, and your speed is then reduced by 20 ft. until the end of your next turn.
  • While in this form, you gain a slam attack that uses your power ability modifier for attack and damage rolls. This slam deals 1d8 damage and increases as you gain levels at 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Your fluid form lasts for 1 minute. Once you use this feature, you cannot do so again until you finish a long rest.

At 5th level in this powerset, you can remain in your fluid form indefinitely, ending the form when you see fit as a bonus action.

WHELM

At 3rd level, during your fluid form, you can increase the space you occupy by one size up. Additionally, you can make a special whelm attack. As an action, each creature in your space must make a Strength saving throw against your power ability DC. On a failure, a target takes 2d8 + your power ability modifier bludgeoning damage. If it is Large or smaller, it is also grappled and can escape (against your power ability DC). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe under water. If the saving throw is successful, the target is pushed out of your space. If you are large, you can grapple one Large creature or up to two Medium or smaller creatures at one time. Otherwise you can only grapple one Medium or smaller creature at one time. At the start of each of your turns, each target grappled by you takes 2d8 + your power ability modifier bludgeoning damage. A creature within 5 feet of you can pull a creature or object out of you on their turn by using an action to make a Strength ability check against your power ability DC and succeeding.

HYDROKINESIS POWERS

Energy Level Powers
Basic Shape Water
Simple Create or Destroy Water, Fog Cloud
Weak
Adept Tidal Wave, Wall of Water, Water Breathing, Water Walk
Potent Control Water, Watery Sphere
Strong Elemental Construct (water only), Maelstrom
Powerful
Supreme
Epic Control Weather (precipitation only), Horrid Wilting, Tsunami

ILLUSIONS

This is the power to manipulate how other people perceive reality through the creation of illusory psychic imprints on people and/or surroundings. The more powerful illusions fool all five senses: sight, sound, smell, touch, and taste.

PSYCHIC BATTLES

Illusions is a psionic powerset and affects individuals through psychic energy. Add half your levels (rounded up) in this powerset with other psionic powersets to determine your Psionic Level for psychic battles.

ILLUSION LEVELS

Level Features Energy Levels
1 Illusions Powers Basic, Simple
2 Simplistic Illusions Weak, Adept
3 Malleable Illusions Potent, Strong
4 Powerful, Supreme
5 Illusory Self Epic, Legendary

ILLUSION POWERS

At 1st level, you gain access to the Illusions Powers (shown at the end of this powerset's description). You know a number of these powers equal to your levels in this powerset + your Wisdom modifier and can manifest them using the required energy. If you cannot reach the energy level of a power, you cannot manifest it. Whenever you gain a character level, you can remove one power known and replace it for another.

Additionally, you increase your maximum energy by 1 for every level in this powerset.

SIMPLISTIC ILLUSIONS

At 2nd level, when you manifest minor illusions, you can create both a sound an image with a single manifestation of the power.

MALLEABLE ILLUSIONS

At 3rd level, when you manifest a power from the Illusions Power list that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the powers normal parameters for the illusion), provided you can see the illusion.

ILLUSORY SELF

At 5th level, you can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates. Creatures that are immune to psychic damage or have some type of mind barrier effect do not automatically miss and instead have disadvantage on their attack roll.

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

ILLUSION POWERS

Energy Level Powers
Basic Minor Illusion
Simple Color Spray, Disguise Self, Silent Image
Weak Mirror Image, Phantasmal Force
Adept Hypnotic Pattern, Major Image
Potent Hallucinatory Terrain, Illusory Horror
Strong Dream, Mislead, Seeming
Powerful Mental Prison, Programmed Illusion
Supreme Mirage, Project Illusion
Epic
Legendary Nightmare

INTANGIBILITY

Intagibility, often called phasing, is the power of molecular manipulation to allow yourself, and perhaps others, to pass through objects and creatures.

INTANGIBILITY LEVELS

Level Features Phase Duration Phase Size
1 Phase Reaction Self
2 Walk Through Walls Movement +300 lbs
3 Phasestrike 1 action +600 lbs
4 Effortless Phasing 1 minute +900 lbs
5 Intangible Being Indefinite Limitless

WHAT PHASES?

When you use your intangibility features, objects you are carrying or wearing phase with you. You can also touch another creature or object and phase with them as well. Anything another creature or object is carrying or wearing also phases with you, but not to exceed the weight as shown on the Phase Size column of the Intangibility powerset table. When you phase with another creature or object, you can choose additional creature or objects that you or the others that are phasing with you are touching, but not in excess of the weight you can phase with. For example, if a fireball is about to hit you, you can can reach out to touch your allies if you can reach them and phase with them using the Phase feature as a reaction and they take no damage, as long as their weight does note exceed the phase size.

If you are phasing and stop touching a target creature or object that is phasing with you, they are immediately shunted to the nearest unoccupied space and take force damage equal to twice the feet shunted.

PHASE

At 1st level, you can phase through objects and creatures. As a reaction to being targeted by an attack or before an object or effect deals damage to you, you phase through this attack or damaging effect and you take no damage.

You can use this feature a number of times equal to your levels in this powerset. You regain all expended uses of this feature when you finish a short or long rest.

Additionally, whenever you gain a level in this powerset, your maximum energy increases by 1.

WALK THROUGH WALLS

At 2nd level, you can use your intangibility powers to walk through walls, solid objects, or creatures. As part of your movement and as a bonus action, you can activate your phasing powers and use your movement to walk through any wall, solid object, or creature and pass right through them, avoiding any attacks from them. You must end your movement at an unoccupied space you can occupy or you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.

Creatures that have readied an action to move with you can also move with you. See the What Phases? description to understand who can phase with you in this way.

PHASESTRIKE

At 3rd level, you can use your phasing abilities to slip parts of your body into the body of other creatures or objects and do harm. As an action, make a melee power attack against a target creature or object within your reach. If you hit, you deal force damage equal to 2d10 + your power ability modifier.

Additionally, you can expend 2 more energy to deal an additional 1d10 force damage with your phasestrike for each level in this powerset, up to an extra 5d10 force damage for 10 energy expended.

EFFORTLESS PHASING

At 4th level, your Walk Through Walls feature is enhanced. This feature no longer requires you to use a bonus action. Additionally, as an action on subsequent turns, you can maintain this phased state by expending 1 energy. This can last up to 1 minute, but you must use an action on subsequent turns otherwise its effect ends.

Additionally, when you use your reacton to use the Phase feature from 1st level, you can remain phased until the beginning of your next turn. You can end this effect immediately when you wish to.

INTANGIBLE BEING

At 5th level, your tangibility powers are at their height. When you use your Walk Through Walls feature and maintain your Phase state, you can do so indefinitely by using a bonus action each subsequent turn and by expending 1 energy for each minute in this state.

Additionally, your Phase Size is maxed out at 900 lbs but you can expend energy to add an additional 900 lbs per 1 energy you expend whenever you phase with a creature or object that exceeds 900 lbs. The weight limit is only dependent upon the amount of energy you can muster.

INVISIBILITY

Invisibility is the power to bend and obscure light so that it passes right through, rendering yourself and others invisible.

INVISIBILITY LEVELS

Level Features Invisibility Duration Invisibility Size
1 Invisibility 2 rounds Self
2 Supernatural Stealth 1 minute +300 lbs
3 Hidden Strike 10 minutes +600 lbs
4 Effortless Disappearance 1 hour +900 lbs
5 Legendary Invisibility 8 hours Limitless

WHAT IS INVISIBILITY?

An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, a creature invisible is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.

Additionally, attack rolls against invisible creatures have disadvantage and the invisible creature's attack rolls have advantage.

WHAT BECOMES INVISIBLE?

When you use your invisibility features, objects you are carrying or wearing become invisible with you. You can also touch another creature or object and they become invisible with you. Anything another creature or object is carrying or wearing also becomes invisibile with you, but not to exceed the weight as shown on the Invisibility Size column of the Invisibility powerset table. When you become invisible with another creature or object, you can choose additional creature or objects that you or the others that are invisible with you are touching, but not in excess of the weight you can become invisible with.

INVISIBILITY

At 1st level, you can become invisible. As an action, you become invisible until the beginning of your next turn. On subsequent turns after the first, you can use another action to maintain this invisibility through concentration as though you were concentrating on a power. You can only remain invisible for up to 2 subsequent rounds. Afterwards, your invisibility ends or you can expend energy equal to how many times you have gone invisible since your last long rest to start the duration over again. Your invisibility also ends if you make an attack or use a power.

As you gain levels in this powerset, the duration you can remain invisible before expending energy increases as found on the Invisibility Duration column of the Invisibility powerset table.

Additionally, whenever you gain a level in this powerset, your maximum energy increases by 1.

SUPERNATURAL STEALTH

At 2nd level, you can better use your invisibility to completely hide. While you are invisible and make a Hide check, you roll with advantage.

HIDDEN STRIKE

At 3rd level, you are better prepared strike from a position of invisibility. Once per turn, when you make an attack roll against a creature while you are invisible and have advantage, you deal bonus damage equal to 1d6 + 1d6 per level in this powerset. This bonus damage is the same type of damage as your attack.

Additionally, as a bonus action, you can expend the required amount of energy to become invisible immediately after your attack as though your Invisibility Duration expired. If you do so, you become invisible again.

EFFORTLESS DISAPPEARANCE

At 4th level, becoming invisible has become less tiring for you. When you use your Invisibility feature, you can do so by using a bonus action instead of an action as normal.

LEGENDARY INVISIBILITY

At 5th level, your powers of invisibility has reached their epoch. As an action, you can enter into a special greater form of invisibility that is separate from your other forms. In this form, whenever you make an attack or use a power, you remain invisible. Any projectiles or powers emanating from you, however, are not invisible. The duration of this invisibility is 1 minute or you can end it on your turn freely.

You can enter into this special form of invisibility twice. You regain expended uses of this feature when you finish a long rest.

PRECOGNITION

This is the power to perceive information about the past, future places, or events before they happen; this is often referred to as clairvoyance. Manifesting often by a mental scan of various alternate futures or multiversal hypersensitivity, the immediate or far off future.

PSYCHIC BATTLES

Precognition is a psionic powerset and affects individuals through psychic energy. Add half your levels (rounded up) in this powerset with other psionic powersets to determine your Psionic Level for psychic battles on the Astral Plane.

PRECOGNITION LEVELS

Level Features Energy Levels
1 Precognition Powers, Intuition Basic, Simple
2 Weak, Adept
3 Potent, Strong
4 Powerful, Supreme
5 Epic, Legendary

PRECOGNITION POWERS

At 1st level, you gain access to the Precognition Powers (shown at the end of this powerset's description). You know a number of these powers equal to your levels in this powerset + your Wisdom modifier and can manifest them using the required energy. If you cannot reach the energy level of a power, you cannot manifest it. Whenever you gain a character level, you can remove one power known and replace it for another.

Additionally, you increase your maximum energy by 1 for every level in this powerset.

INTUITION

At 1st level, your psychic precognition powers and intuition work together well. Whenever you make an attack roll, damage roll, ability check, or saving throw, you gain a bonus to that roll equal to your levels in this powerset.

PRECOGNITION POWERS

Energy Level Powers
Basic Confidence, Knowing Strike
Simple
Weak Augury
Adept Clairvoyance
Potent Locate Creature
Strong Legend Lore
Powerful True Seeing
Supreme
Epic
Legendary Foresight

PYROKINESIS

Pyrokinesis is the ability to excite the atoms within an object, with possibly enough energy to create an ignition or immolation. Flame generation, flame manipulation, and combustion control all involve pyrokinesis, along with temperature control and the endurance to withstand extreme heat and flame.

PYROKINESIS LEVELS

Level Features Energy Levels
1 Pyrokinesis Powers, Heat Resistance Basic, Simple
2 Weak
3 Heat Immunity Adept, Potent
4 Strong, Powerful
5 Living Flame Supreme

PYROKINESIS POWERS

At 1st level, you gain access to the Pyrokinesis Powers (shown at the end of this powerset's description). You know a number of these powers equal to your levels in this powerset + your Wisdom modifier and can manifest them using the required energy. If you cannot reach the energy level of a power, you cannot manifest it. Whenever you gain a character level, you can remove one power known and replace it for another.

Additionally, you increase your maximum energy by 1 for every level in this powerset.

HEAT RESISTANCE

At 1st level, you are resistance to fire damage and can withstand extreme heat temperatures.

HEAT IMMUNITY

At 3rd level, you are immune to fire damage and are immune to any effects due to heat temperature.

LIVING FLAME

At 5th level, you can choose to adapt your pyrokinetic powers to manipulate your form or to gain further mastery of how easily it is for you to use your fire powers. Choose one option from below.

INEXHAUSTION

Your fire powers are nearly inexhaustible. Whenever you manifest a power from this powerset, it costs only half (rounded up) of your energy to manifest. For example, if you manifest the Continual Flame power, it would normally cost you 2 energy. Instead, it costs you 1.

FIRE FORM

As an action, you can transform into a living flame. Choose a fire elemental creature that has a Challenge Rating equal to or less than your character level. You can remain in this form for up to 1 hour. You then revert to your normal form. You can revert to your normal form earlier by using a Bonus Action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

While you are transformed, the following rules apply:

  • Your game statistics are replaced by the statistics of the elemental, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair Actions, you can't use them.

  • When you transform, you assume the elemental's Hit Points and Hit Dice. When you revert to your normal form, you return to the number of Hit Points you had before you transformed. However, if you revert as a result of dropping to 0 Hit Points, any excess damage carries over to your normal form. For example, if you take 10 damage in elemental form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 Hit Points, you aren't knocked unconscious.

  • You can't manifest powers, and your ability to speak or take any action that requires hands is limited to the capabilities of your elemental form. Transforming doesn't break your Concentration on a power you've already manifested, however, or prevent you from taking Actions that are part of a power, such as Call Lightning, that you've already manifested.

  • You retain the benefit of any features from your class, species, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your Special Senses, such as Darkvision, unless your new form also has that sense.

  • You choose whether your Equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn Equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of Equipment, based on the elemental's shape and size. Your Equipment doesn't change size or shape to match the new form, and any Equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

PYROKINESIS POWERS

Energy Level Powers
Basic Control Flames, Fire Bolt
Simple Absorb Elements (fire only), Burning Hands, Energy Orb (fire only)
Weak Flaming Sphere, Heat Metal, Power Blade (fire only), Pyrotechnics, Scorching Ray
Adept Fireball, Fly (self only)
Potent Fire Shield (warmth only), Wall of Fire
Strong Elemental Construct (fire only), Immolation
Powerful Power of Flame
Supreme Fire Storm

RESTORATION

Restoration, often referred to as healing, is the power to mend anatomical or mental wounds. This power can derive from psychic or life energy. The most powerful users of this powerset can even pull forth souls or entities from other dimensions back into their original bodies, essentially bringing them back to life.

RESTORATION LEVELS

Level Features Energy Levels
1 Restoration Powers Basic, Simple
2 Vitality (d6) Weak, Adept
3 Vitality (d8) Potent, Strong
4 Vitality (d10) Powerful, Supreme
5 Vitality (d12) Epic, Legendary

RESTORATION POWERS

At 1st level, you gain access to the Restoration Powers (shown at the end of this powerset's description). You know a number of these powers equal to your levels in this powerset + your Wisdom modifier and can manifest them using the required energy. If you cannot reach the energy level of a power, you cannot manifest it. Whenever you gain a character level, you can remove one power known and replace it for another.

Additionally, you increase your maximum energy by 1 for every level in this powerset.

VITALITY

At 2nd level, you gain a special die that empowers your healing. Whenever you roll to heal hit points for yourself or others, whether through powers or resting, you heal an additional d6. This die increases as you gain levels in this powerset, d8 (3rd level), d10 (4th level), and d12 (5th level).

RESTORATION POWERS

Energy Level Powers
Basic Spare the Dying
Simple Cure Wounds, Healing Word
Weak Burst of Healing, Gentle Repose, Lesser Restoration, Protection From Poison
Adept Aura of Vitality, Mass Healing Word, Revivify
Potent Aura of Life, Aura of Purity
Strong Greater Restoration, Mass Cure Wounds
Powerful Heal
Supreme Regenerate, Resurrection
Epic
Legendary Mass Heal, Utterance of Restoration

SHAPESHIFTING

Shapeshifting is the power to manipulate one's mass and/or body structure to appear as someone or something else. Shapeshifting comes in many forms and is derived from many methods of powers, such as simple mutation, magical bestowment, or psionic manipulation of matter.

SHAPESHIFTING LEVELS

Level Features Shapeshifting Boon Shapeshifting Abilities
1 Shapeshifting Abilities 1
2 Shapeshifting Boon 2 1
3 3 2
4 4 2
5 5 3

SHAPESHIFTING ABILITIES

At 1st level, you acquire the ability to morph your body in some way. Choose 1 shapeshifting ability from the section below. You gain an additional shapeshifting ability to choose from at 3rd and 5th levels in this powerset. When you would gain an additional shapeshifting ability you can instead choose to take another shapeshifting boon instead.

Additionally, whenever you gain a level in this powerset, your maximum energy increases by 1.

SHAPESHIFTING BOONS

At 2nd level, you acquire boons to your shapehifting abilities. Choose 2 shapeshifting boons from the section below. You gain an additional shapeshifting boons each time you level in this powerset.

SHAPESHIFTING ABILITIES

When you are reduced to 0 hit points, all of your shapeshifting abilities end immediately and you return to your normal state.

METAMOPRH

As an action, you transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race or species, though none of your statistics change. You also don’t appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can’t use this power to become quadrupedal, for instance.

This feature's effects lasts for up to 1 hour or until you end it. You must concentrate on this feature, as though you are concentrating on a power, to maintain it. At any time for the duration of this feature, you can use your action to change your appearance in this way again.

Once you use this feature, you must expend 1 energy per times you have used this feature since your last long rest to do so again.

MICROMORPH & MEGAMOPRH

As an action, you can alter the size of yourself. Objects you are wearing and carrying are not altered unless they are specifically designed to. When you do so, you can either enlarge (megamoprh) or reduce (micromorph) your size from its normal size.

Enlarge. Your size doubles in all dimensions, and its weight is multiplied by eight. This growth increases your size by one category – from Medium to Large, for example. If there isn’t enough room for you to double your size, you attain the maximum possible size in the space available. Until the power ends, you also has advantage on Strength checks and Strength saving throws and your carrying capacity increases by one size category. Your attack rolls are more powerful in this new size. While enlarged, you deal an extra 1d6 bonus damage with attack rolls for each size category you increase beyond your normal. This bonus damage is of the same type as your attack. Additionally, each size category you increase, your reach increases by 5 feet.

   Reduce. Your size is halved in all dimensions, and your weight is reduced to one-eighth of normal. This reduction decreases your size by one category – from Medium to Small, for example. Until the power ends, you also has disadvantage on Strength checks and Strength saving throws, and your carrying capacity size category is decreased by one. Your attack rolls are not as powerful in this new size. While reduced in size, you deal 1d4 less damage with attack rolls for each size category you decrease beyond your normal. This reduction in damage cannot reduce it below 1.

This feature's effects lasts for up to 1 hour or until you end it. You must concentrate on this feature, as though you are concentrating on a power, to maintain it. Once you use this feature, you must expend 1 energy per times you have used this feature since your last long rest to do so again.

TRANSMORPH

As an action, you can alter the elemental or compositional state of your body. This form change lasts for 1 minute and you can choose to end it early as a bonus action. Once you change forms using this feature, you must expend 2 energy per times you have used this feature since your last long rest to do so again. When you select this Shapeshifting Ability, you only have 1 form you can shapeshift into from below. Each time you gain a new Shapeshifting Ability, you can choose an additional form from these options.

Additionally, while in a Diamond, Metal, or Stone form from Transmorph, you gain a slam attack of which you are proficient in that uses your Strength modifier for attack and damage rolls. This slam deals 1d8 damage and increases as you gain levels at 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Beast. When you select this form, choose any beast whose challenge rating is equal to or less than your character level. Your game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. You retain your alignment and personality.

You assumes the hit points of this new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you are not knocked unconscious.

You are limited in the actions you can perform by the nature of its new form, and you can’t speak, manifest powers, or take any other action that require hands or speech.

Additionally, when you transform, your gear does not transform with you and everything you are wearing or carrying that cannot be worn or carried by your new form drops.

Diamond. While in this form, your skin turns a brilliant, shining diamond. You gain a special Diamond Defense, of which you automatically are set to and you cannot end it until you end the Diamond form shapeshift. Your diamond defense is equal to 18 + your Constitution modifier and you increase your damage immunity by an amount equal to your levels in this powerset + your Constitution modifier.

Additionally, whlie in this form, you cannot use any powers or features from a powerset that grants levels in Psychic Battles and you are immune to those powers and features as well. Your mind cannot be read, discerned, or targetted by psionic attack or powers, even with your permission. You are immune to psychic damage.

Gaseous. You, along with everything you are wearing and carrying, transforms into a misty cloud while in this form.

While in this form, your only method of movement is a flying speed of 10 feet. You can enter and occupy the space of another creature. You have resistance to all damage except mystical and psychic damage, and you have advantage on Strength, Dexterity, and Constitution saving throws. You can pass through small holes, narrow openings, and even mere cracks, though you treat liquids as though they were solid surfaces. You can’t fall and remain hovering in the air even when stunned or otherwise incapacitated.

While in the form of a misty cloud, you can’t talk or manipulate objects, and any objects you were carrying or holding can’t be dropped, used, or otherwise interacted with. You can’t attack or use powers.

Metal. While in this form, your skin turns into a shiny metallic nature, such as iron, bronze, gold, etc. Choose the appearance of your form when you select this feature. Your weight increases by 3 times its normal weight and you gain resistance to bludgeoning, slashing, and piercing damage. Additionally, you increase your damage immunity by an amount equal to your levels in this powerset.

Stone. While in this form, your skin turns into a rocky, stone-like quality, hardening heavily. Your weight increases by 4 times its normal weight and you gain resistance to all damage except for cosmic, mystical, and psychic damage. While in this form, you become proficient in the Heavy Defense, automatically start using it, and can only use that Defense until your Stone form ends.

SHAPESHIFTING BOONS

If an boon listed here has a prerequisite, you must meet them to learn it.

ACCELERATED HEALING

Because of your connection to shifting the biology of your body, you naturally heal quicker. You gain 1 level in the Healing Factor powerset. You can choose this boon multiple times, up to 5.

ANIMAL SHAPES,

(Prerequisite: Beast form for Transmorph)


When you use your shapeshifting ability to transmorph into a beast, you can choose any beast that is equal to or less than your level.

BIGGER OR SMALLER

(Prerequisite: Micromorph & Megamorph)


When you change your size, you can do so by an additional size category. You can take this boon multiple times.

EFFORTLESS SHAPESHIFTER

Using a shapeshifting ability only requires a bonus action instead of an action.

INDEFINITE FORM

When the duration has expired for your form you have shapeshifted into, you can continue to be in this form as long as you have no levels of exhaustion and at least 1 energy.

PSYCHIC DEFENSE

Your biological malleability provides you with psychic barriers. You gain resistance to psychic damage and add half your levels (rounded up) in this powerset with other psionic powersets to determine your Psionic Level for psychic battles.

STRENGTH FROM STURDY

(Prerequisite: Diamond, Metal, or Stone form for Transmorph )


Because of the exceptional fortitude of your form, you acquire a great deal of strength. While in your diamond, metal, or stone form, you gain 1 level of Superhuman Strength and Durability. You can choose this boon multiple times, gaining another level in each of those powersets each time.

WEREFORM

(Prerequisite: Beast form for Transmorph)


You can transform into a special, amalgamized version of beast(s) you can transform into. As an action, you can spend 1 energy to gain 2 features from your chosen beast, such as its hit points, strength score, speed, or attacks. Your appearance changes to match your chosen feature, such as thicker hide for hit points, muscles for strength, inverted kneecaps for speed, or claws for attacks. This feature lasts 1 hour.

TELEKINESIS

Telekinesis is the ability to psionically manipulate objects and matter, moving them through the air. This movement can be elegant and slow or brutal and violent.

PSYCHIC BATTLES

Telekinesis is a psionic powerset and affects individuals through psychic energy. Add half your levels (rounded up) in this powerset with other psionic powersets to determine your Psionic Level for psychic battles.

TELEKINESIS LEVELS

Level Features Telekinetic Strength Energy Levels
1 Telekinesis Powers Basic
2 Telekinesis, Hold Tiny / 20 pounds Simple
3 Push Small / 100 pounds Weak
4 Burst Medium / 500 pounds Adept
5 Flight Medium / 1,000 pounds Potent
6 Large / 3,000 pounds Strong
7 Large / 5,000 pounds Powerful
8 Huge / 20,000 pounds Supreme
9 Huge / 50,000 pounds Epic
10 Molecular Disentegration Gargantuan / 100,000 pounds Legendary

TELEKINESIS POWERS

At 1st level, you gain access to the Telekinesis Powers (shown at the end of this powerset's description). You know a number of these powers equal to your levels in this powerset + your Wisdom modifier and can manifest them using the required energy. If you cannot reach the energy level of a power, you cannot manifest it. Whenever you gain a character level, you can remove one power known and replace it for another.

Additionally, you increase your maximum energy by 1 for every level in this powerset.

TELEKINESIS

At 2nd level, you can exert your telekinetic energy to manipulate creatures and objects. As an action, you can expend energy point(s) to perform the Hold telekinetic feat. As you gain levels in this class, you gain access to additional telekinetic feats.

TELEKINETIC STRENGTH

You can only manipulate objects and creatures that are of a size or weight equal to your levels in this class as described on the Telekinetic Strength column of the Telekinesis powerset table. At 2nd level, for example, that would be a tiny creature or an object weighing no more than 20 pounds. Whenever a Telekinesis feature refers to a creature or object of your telekinetic strength, it means that size and weight.

HOLD

At 2nd level, you can use the Hold telekinetic feat by expending 2 energy as an action. Choose a target creature or object of your telekinetic strength you can see within 60 feet. Make an ability check with your power ability contested by the target creature's Strength check. Objects fail this check, unless they are being held by another creature. If a creature is holding the target object, make the contested ability check. If you win the contest, you move the creature or object up to 30 feet in any direction, including upward but not beyond the range of this power. Until the end of your next turn, the creature or object is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air. The range you can target a creature or object with this feat increases by 30 feet at 3rd level and an additional 30 feet every level you gain in this powerset after 3rd.

On subsequent rounds, you can use your action to attempt to maintain your telekinetic hold on the creature by repeating the contest, but once you lose your hold you cannot attempt to regain it without expending more energy and using this feature again.

PUSH

At 3rd level, you can use the Push telekenetic feat by expending 2 energy as an action. Choose a target creature or object of your telekinetic strength you can see within 30 feet. The creature or object takes 2d8 + your power ability modifier in force damage. Additionally, make an ability check with your power ability contested by the target creature's Strength check. Objects not worn, carried, or tied down immediately fail this check. If you win the contest, the creature is also pushed in a direction of your choice up to 10 feet + 30 feet for every size category they are that is 1 less than the maximum size you can manipulate based on your telekinetic strength. For example, at 5th level, you can push up to Medium sized targets. A Small creature could be moved up to 40 feet if they fail their contest with you. If a target creature or object hits an object or another creature as they are pushed back, all creatures and objects that hit each other take 1d6 bludgeoning damage for each 10 feet moved.

You can expend additional energy to increase the damage of this power equal to 1d8 per point of energy expended up to a maximum of additional energy equal to your levels in this powerset. For each additional point you expend, the range you can target a creature increases by 30 feet.

BURST

At 4th level, you can push out an intense burst of telekinetic energy by expending 3 energy. As an action, all creatures within 30 feet of you must make a Strength saving throw against your power save DC. Creatures take 4d8 + your power ability modifier in force damage or half that amount if they succeed their saving throw. Additionally, creatures who fail this saving throw are pushed back in a straight line away from you 30 feet. If they hit an object or another creature, they take an additional 1d6 bludgeoning damage for each 10 feet they were pushed.

You can expend additional energy to increase the damage of this power equal to 1d8 per point of energy expended up to a maximum of additional energy equal to your levels in this powerset.

FLIGHT

At 5th level, your telekinesis can be used nearly effortlessly to give you flight. You gain a fly speed equal to your normal speed.

MOLECULAR DISINTEGRATION

At 10th level, you can rip apart a creature or object and break it down at the molecular level, disintegrating it. As an action and by expending 7 energy, choose a creature, an object, or a creation of some magical force that is formed molecularly that you can see within 60 feet.

A creature targeted by this power must make a Constitution saving throw. On a failed save, the target takes 10d6 + 40 force damage. The target is utterly disintegrated if this damage leaves it with 0 hit points.

A disintegrated creature and everything it is wearing and carrying, except relics, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or an alter reality power.

This power automatically disintegrates a Large or smaller nonmagical or unenhanced object or a creation of magical force. If the target is a Huge or larger object or creation of force, this power disintegrates a 10-foot-cube portion of it. A magic item or relic is unaffected by this power.

You can increase the damage of this feature at certain character levels. At 13th level you can expend 3 more energy for an extra 3d6 damage, 15th level you can gain 6d6 extra damage for 6 energy, and 17th level you can gain 9d6 extra damage for 9 energy.

TELEKINESIS POWERS

Energy Level Powers
Basic Mental Hand
Simple Catapult, Shield
Weak Levitate
Adept Telekinetic Wave
Potent Crushing Force
Strong Animate Objects

TELEPATHY

Telepathy is the ability to excite the atoms within an object, with possibly enough energy to create an ignition or immolation.

PSYCHIC BATTLES

Telepathy is a psionic powerset and affects individuals through psychic energy. Add your levels in this powerset with other psionic powersets to determine your Psionic Level for psychic battles.

TELEPATHY LEVELS

Level Features Telepathic Distance Energy Levels
1 Telepathy Powers, Telepathy Touch Basic
2 5 feet Simple
3 10 feet Weak
4 30 feet Adept
5 Telepathic Hub 60 feet Potent
6 Creature Sense 300 feet Strong
7 1 mile Powerful
8 Reach of the Mind 5 miles Supreme
9 10 miles Epic
10 50 miles Legendary

TELEPATHY POWERS

At 1st level, you gain access to the Telepathy Powers (shown at the end of this powerset's description). You know a number of these powers equal to your levels in this powerset + your Wisdom modifier and can manifest them using the required energy. If you cannot reach the energy level of a power, you cannot manifest it. Whenever you gain a character level, you can remove one power known and replace it for another.

Additionally, you increase your maximum energy by 1 for every level in this powerset.

TELEPATHY

At 1st level, you can use your telepathic powers to communicate with another creature. As an action, if you touch another creature you can telepathically communicate with them as if you shared a language. You can maintain this communication as long as you maintain physical contact.

At 2nd level, you can communicate telepathically with a creature that is within 5 feet without touching them. This range increases as you gain levels in this class as found on the Telepathic Distance column of the Telepathy powerset table.

TELEPATHIC HUB

At 5th level, you become a hub for telepathy. You can use your telepathy to initiate and maintain telepathic conversations with up to ten creatures at a time that are within your telepathic distance. You can let those creatures telepathically hear each other while connected in this way.

CREATURE SENSE

At 6th level, unless you are unconscious or incapacitated, you are constantly aware of the presence of creatures within the range of your telepathic distance that have an Intelligence score of 4 or higher. You know the distance and direction to each creature as well as each one's Intelligence score, but can't sense anything else about it. A creature protected by a mind barrier power or similar power can't be perceived in this manner. Creatures with an equal or higher psionic level than you can block being sensed by this feature.

You can only "sense" a number of creatures simultaneously equal to your Intelligence modifier + your Proficiency bonus. Thus if you have a power using your Reach of the Mind feature, you can only target a number of creatures that you can simultaneously "sense".

REACH OF THE MIND

At 8th level, you can use your Telepathy powers that are not touch ranged and initiate psychic battles on creatures that you sense with the Creature Sense feature. Manifesting telepathic powers using this feature is particularly taxing. Creatures that are 1 mile away or further require an additional 1 energy + 1 for each mile from your location when you attempt to target them with a power. You may only target a creature using this feature with powers from this powerset.

TELEPATHY POWERS

Energy Level Powers
Basic Friends, Message, Mind Strike, Vicious Mockery
Simple Animal Friendship, Beast Bond, Cause Fear, Charm Person, Command, Compelled Duel, Comprehend Languages, Dissonant Whispers, Sleep, Torment
Weak Detect Thoughts, Hold Person, Madness, Mind Spike, Mind Whip, Phantasmal Force, Power Blade (psychic only), Suggestion
Adept Catnap, Psychic Fortress, Sending
Potent Charm Creature, Compulsion, Confusion
Strong Bestow Quest, Dominate Person, Dream, Hold Creature, Modify Memory, Synaptic Static, Telepathic Bond
Powerful Astral Projection, Irresistible Dance, Mass Suggestion
Supreme
Epic Empowered Telepathy, Feeblemind, Glibness, Mental Barrier
Legendary Nightmare, Psychic Scream

MYSTICAL POWERS

MYSTICAL POWERSETS
Powerset Description Maximum Level Highest Energy Potential
Blood Magic Spellcasting through the component of blood, whether one's own or others 5 Legendary
Chaos Magic Control and manipulation of "chaos" itself, raw magic embedded into reality itself 10 Legendary
Mystical Arts The most common form of spellcasting, using incantation and invocation to cast spells 10 Legendary
Nature Magic The weilders of this magic are known as Druids and are said to possess great influence over nature. 5 Legendary
Necromancy These magical abilities revolve around manipulating the dead, death, and life-force. 5 Legendary
Ritualism Ritualized spellcasting that requires more time and involvement from spellcasters 3 N/A

BLOOD MAGIC

Blood Magic is a form of Magic in which the user has the inherent power in their blood to fuel spell-casting. This is an ancient version that predates word-based magic and was considered by some to be more powerful. Blood Magic was a kind of magic based on the employment of blood which is an important component in many rituals, spells and other aspects of the supernatural world.

Blood is considered a form of mystical life energy. Vampires and black-magic users are fully aware of the power and mystical energy infused within blood, whether from sentient humans, animals, or other life forms. Blood, it appears, is the cost of life that magic recognizes.

BLOOD MAGIC LEVELS

Level Features Spells Known Blood Magic Level
1 Blood Magic, Blood Die (d4) 4 Basic, Simple
2 Ritual Exchange 5 Weak, Adept
3 Blood Die (d6) 7 Potent, Strong
4 Blood Flow 9 Powerful, Supreme
5 Blood Die (d8) 11 Epic, Legendary

BLOOD MAGIC

At 1st level, you can cast spells through the mystical component of blood. You acquire the Blood Magic spell list and you use this spell list for your blood magic spells.

BASIC SPELLS

You know 1 basic-level spell from the blood magic spell list. Additionally, you gain another basic spell to know and cast for each level you gain in the Blood Magic powerset. These spells do not count against your spells known for Blood Magic.

SPELLS KNOWN OF SIMPLE-LEVEL AND HIGHER

You know four simple-level spells of your choice from the blood magic spell list. The Spells Known column of the Blood Magic powerset table shows when you learn more blood magic spells of your choice. Each of these spells must be of a level for which you can manifest from a high enough energy level. For instance, when you reach 3rd level in this class, you can learn one new spell of strong-level or lower, but only if you can manifest an energy level of strong or lower.

Additionally, when you gain a character level, you can choose one of the blood magic spells you know and replace it with another spell from the blood magic spell list, which also must be of an energy level for which you can manifest.

CASTING BLOOD MAGIC SPELLS

In order to cast a blood magic spell, you must have a special spell component that is either a vial of blood, an amount of blood near you within 5 feet that could fill a small vial, or use your blood die feature. Even if a spell's component list from the blood magic spell list does not list a vial of blood, it is a requirement for you as a blood magic spell unless you use the blood die feature, described below.

BLOOD DIE

At 1st level, you gain a d4 blood die. As part of casting a spell of simple-level or higher, and if you have a slashing or piercing weapon on you to draw blood from yourself or another willing, incapacitated, or restrained, create within 5 feet of you, you can deal 1d4 piercing or slashing damage to yourself or them.

If you do not have a vial of blood, this damage satisfies the spell component requirements of that blood magic spell. You can use the features below with your blood die. When you use a feature, it expends part of your blood die result or all of it. You can use multiple features below simultaneously if you have enough after expending part of your result.

BLOOD EMPOWER

You can increase the power or spell potency of the spell you cast with your blood die feature by expending up to half of your blood die result rounded down.

SIPHONING FUEL

You can decrease the energy required to cast a blood magic spell. When you roll your blood die feature, you can reduce the energy to cast the blood magic spell by expending an amount up to half of your blood die result, rounded down. You cannot reduce the energy required to cast a spell this way below 1.

TERRIBLE CHANNEL

You can empower the damage of your magics. When you roll your blood die with a blood magic spell, you can expend the result of your blood die roll and increase the damage you deal by the amount expended.

RITUAL EXCHANGE

At 2nd level, you can channel your blood magic to exchange one blood magic spell for another. As part of a ritual that requires 30 minutes of uninterrupted spellcasting and by using the blood die feature on yourself or on another creature within 5 feet of you that is willing, incapacitated, or restrained, you can forget one blood magic spell you know for another that you could learn as though you gained a character level. In order to learn this new blood magic spell, the blood die result must be equal to or greater than the energy level it would cost to cast the new spell. If it isn't, you must pay that much in energy in order to learn the spell. If you cannot, the spell is not learned.

Once you use this feature, you cannot do so again until you finish a long rest.

BLOOD FLOW

At 4th level, you can cast special versions of spells using your blood die feature. As an action, you can use the blood die feature on yourself or an appropriate target creature and, when you do, you cast one of the following spells.

You can only use this feature once before you must finish a short or long rest to do so again.

SHAPE WATER

You cast shape water or control water (your choice), except you can only affect blood or pools of blood with the spell.

TIDAL WAVE

You cast tidal wave, except the water that crashes down is blood.

WALL OF WATER

You cast wall of water, except it is not water but a wall of blood.

WARDING WIND

You cast warding wind, except it is not wind, but a swirl of thin, crimson blood.

BLOOD MAGIC SPELLS

BASIC
  • Basic Magic
  • Confidence
  • Control Flames
  • Dancing Lights
  • Friends
  • Knowing Strike
  • Mending
  • Message
  • Minor Illusion
  • Mystical Blast
  • Physical Ward
  • Spare the Dying
  • Vicious Mockery
  • Word of Power
SIMPLE
  • Alacrity
  • Alarm
  • Alter Self
  • Armor
  • Catapult
  • Cause Fear
  • Charm Person
  • Chilling Aura
  • Command
  • Compelled Duel
  • Comprehend Languages
  • Cure Wounds
  • Disguise Self
  • Dissonant Whispers
  • Earth Tremor
  • Feather Fall
  • Fog Cloud
  • Sanctuary
  • Sense Emotion
  • Shield
  • Shimmering Shield
  • Silent Image
  • Sleep
  • Sustained Lightning
  • Torment
WEAK
  • Aid
  • Blindness/Deafness
  • Blur
  • Calm Emotions
  • Burst of Healing
  • Continual Flame
  • Detect Thoughts
  • Enthrall
  • Feather Fall
  • Gentle Repose
  • Gust of Wind
  • Heat Metal
  • Hold Person
  • Lesser Restoration
  • Levitate
  • Locate
  • Madness
  • Mind Spike
  • Mind Whip
  • Mirror Image
  • Mystical Step
  • Phantasmal Force
  • Protection from Poison
  • Pyrotechnics
  • Shatter
  • Skywrite
  • Suggestion
ADEPT
  • Aura of Vitality
  • Clairvoyance
  • Dispel Magic
  • Enemies Abound
  • Fear
  • Fly
  • Haste
  • Lightning Bolt
  • Magic Circle
  • Major Image
  • Psychic Fortress
  • Pulse Wave
  • Remove Curse
  • Revivify
  • Sending
  • Slow
  • Telekinetic Wave
  • Water Breathing
  • Water Walk
POTENT
  • Charm Creature
  • Compulsion
  • Confusion
  • Hallucinatory Terrain
  • Illusory Horror
  • Locate Creature
  • Resilient Sphere
  • Secret Stow
  • Stone Shape
  • Stoneskin
  • Temporal Shunt
  • Wall of Fire
STRONG
  • Animate Objects
  • Bestow Quest
  • Control Winds
  • Dominate Person
  • Dream
  • Force Field
  • Greater Restoration
  • Hold Creature
  • Mass Cure Wounds
  • Mislead
  • Modify Memory
  • Mystical Movements
  • Passwall
  • Scrying
  • Seeming
  • Synaptic Static
  • Telepathic Bond
  • Wall of Force
POWERFUL
  • Astral Projection
  • Chain Lightning
  • Mass Suggestion
  • Move Earth
  • Mystical Gate
  • Mystical Wards
  • Soul Cage
  • True Seeing
  • Warrior Transformation
SUPREME
  • Mystic Symbol
  • Project Illusion
  • Regenerate
  • Utterance of Pain
EPIC
  • Circle of Oblivion
  • Feeblemind
  • Glibness
  • Horrid Wilting
  • Mental Barrier
  • Utterance of Confoundment
LEGENDARY
  • Alter Reality
  • Foresight
  • Nightmare
  • Psychic Scream
  • Stormfury
  • Utterance of Death
  • Utterance of Restoration

CHAOS MAGIC

This powerful mystical energy, chaos, is believed to be derived from Chthon himself, though some repudiate the existence of "chaos magic" existing at all and believe it is an embedded, intuitive magic, similar to witchcraft. Regardless, the strength of chaos magic is directly connected to the exertion of one's being, their will asserting itself to affect and alter reality and probability.

CONSIDERATIONS

You must have had some exposure, bestowment, or natural affinity with "magic,", such as ancestry or through Chthon himself, to acquire this powerset.

CHAOS MAGIC LEVELS

Level Features Bonus Energy Chaos Level
1 Chaos Magic Basic
2 Bonus Energy, Reality Warp 1 Simple
3 Threshold (Simple) 3 Weak
4 5 Adept
5 Threshold (Weak) 7 Potent
6 Controlled Chaos 9 Strong
7 Threshold (Adept) 11 Powerful
8 13 Supreme
9 Threshold (Potent) 15 Epic
10 17 Legendary

CHAOS MAGIC

At 1st level, you can cast spells and manipulate reality by manifesting powers. You acquire the Chaos Magic spell list. You can prepare chaos magic spells from that list as long as you have the Energy Level to cast those spells from your class. As you gain levels in chaos magic, you gain stronger chaos magic spells to prepare based on the Chaos Level column of the Chaos Magic powerset table.

PREPARING CHAOS MAGIC SPELLS

Preparing a chaos magic spell takes up as much time as it does to cast the spell. For example, the fire bolt spell takes 1 action to cast it and therefore takes 1 action to prepare it, so you could not prepare and cast fire bolt in the same turn.

Preparing chaos magic spells require a great deal of meditation, concentration, and manifesting of chaotic energies. You cannot prepare chaos magic spells if you have any levels of exhaustion and you cannot perform any duties or activities other than concentrating on preparing spells on the turns you prepare them. If you are interrupted while you are preparing a chaos magic spell, you must start over.

You can only have a number of chaos magic spells prepared at a time equal to your levels in this powerset + your Charisma modifier. When you prepare a new chaos magic spell, you can forget a previously prepared one.

CASTING CHAOS MAGIC SPELLS

Casting a chaos magic spell is the same as using powers in that you expend energy of the spell, or power, of that energy level. How that spell manifests in the real world can be dependent upon how you describe it. For example, an alacrity spell could manifest little wings on the side of your shoes or cause swirling wind to push your movements.

Additionally, using chaos magic can be exhausting and detrimental to you. After you cast a chaos magic spell of simple-level or higher, you must make a special exhaustion check by rolling d20 + your levels in this powerset + your Constitution modifier against a DC equal to the energy it cost to cast the spell + the number of chaos magic spells you have cast since your last long rest (basic-level spells do not count). If you succeed this check, your spell continues as normal. If you fail this check, your spell continues as normal but you gain one level of exhaustion. This exhaustion cannot be ignored or prevented in any way. You cannot recover from exhaustion accrued from using chaos magic by any means other than finishing a long rest.

BONUS ENERGY

At 2nd level, your connection to chaos magic fuels your energy levels and powers. You increase your maximum energy by 1. This bonus increases to 3 at 3rd level and again at future levels in this powerset as found on the Bonus Energy column of the Chaos Magic powerset table.

REALITY WARP

At 2nd level, your spellcasting can unleash surges of reality warping magic. Immediately after you cast a chaos magic spell of simple-level or higher, the MM can have you roll a d20. If you roll a 1, roll on the Reality Warp table to create a random magical effect.

Additionally, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this part of this feature again.

Any time before you regain the use of gaining advantage from this feature, the MM can have you roll on the Reality Warp table immediately after you cast a chaos magic spell of simple-level or higher. You then regain the use of this feature.

THRESHOLD

At 3rd level, you push past a threshold of manipulating reality with your chaos magic. You do not have to make exhaustion checks when you cast Simple chaos magic spells. This applies to higher energy level spells as you gain levels in this powerset. You do not have to make exhaustion checks for Weak chaos magic spells at 5th level, Adept at 7th level, and Potent at 9th level.

CONTROLLED CHAOS

At 6th level, you can better control your Reality Warp chaos. When you roll on the Reality Warp table, you roll twice and choose your preferred effect.

CHAOS MAGIC SPELLS

BASIC
  • Basic Magic
  • Create Bonfire
  • Dancing Lights
  • Friends
  • Knowing Strike
  • Mending
  • Mental Hand
  • Message
  • Minor Illusion
  • Mystical Blast
  • Physical Ward
  • Produce Flame
  • Shape Water
  • Spare the Dying
SIMPLE
  • Absorb Elements
  • Alacrity
  • Armor
  • Burning Hands
  • Catapult
  • Cause Fear
  • Charm Person
  • Chilling Aura
  • Color Spray
  • Command
  • Compelled Duel
  • Comprehend Languages
  • Create or Destroy Water
  • Cure Wounds
  • Detect Magic
  • Disguise Self
  • Dissonant Whispers
  • Energy Orb
  • Earth Tremor
  • Feather Fall
  • Fog Cloud
  • Heroism
  • Ice Knife
  • Sanctuary
  • Sense Emotion
  • Shield
  • Shimmering Shield
  • Silent Image
  • Sleep
  • Sonic Wave
  • Sustained Lightning
  • Torment
WEAK
  • Blindness/Deafness
  • Blur
  • Calm Emotions
  • Burst of Healing
  • Continual Flame
  • Detect Thoughts
  • Earthen Grasp
  • Enthrall
  • Feather Fall
  • Flaming Sphere
  • Gentle Repose
  • Gust of Wind
  • Heat Metal
  • Hold Person
  • Lesser Restoration
  • Levitate
  • Locate
  • Madness
  • Mind Spike
  • Mind Whip
  • Mirror Image
  • Mystical Step
  • Phantasmal Force
  • Power Blade
  • Protection from Poison
  • Pyrotechnics
  • Scorching Ray
  • Shatter
  • Skywrite
  • Snowball Storm
  • Suggestion
  • Warding Wind
ADEPT
  • Call Lightning
  • Clairvoyance
  • Dispel Magic
  • Enemies Abound
  • Erupting Earth
  • Fear
  • Fireball
  • Fly
  • Haste
  • Hypnotic Pattern
  • Lightning Bolt
  • Major Image
  • Protection from Energy
  • Psychic Fortress
  • Pulse Wave
  • Remove Curse
  • Revivify
  • Sending
  • Sleet Storm
  • Slow
  • Telekinetic Wave
  • Tidal Wave
  • Wall of Sand
  • Wall of Water
  • Water Breathing
  • Water Walk
  • Wind Wall
POTENT
  • Charm Creature
  • Compulsion
  • Control Water
  • Confusion
  • Crushing Force
  • Elemental Bane
  • Fire Shield
  • Hallucinatory Terrain
  • Ice Storm
  • Illusory Horror
  • Locate Creature
  • Resilient Sphere
  • Secret Stow
  • Stone Shape
  • Stoneskin
  • Storm Sphere
  • Temporal Shunt
  • Wall of Fire
  • Watery Sphere
STRONG
  • Animate Objects
  • Bestow Quest
  • Cone of Cold
  • Control Winds
  • Dominate Person
  • Dream
  • Elemental Construct
  • Force Field
  • Greater Restoration
  • Hold Creature
  • Immolation
  • Maelstrom
  • Mass Cure Wounds
  • Mislead
  • Modify Memory
  • Mystical Movements
  • Seeming
  • Synaptic Static
  • Telepathic Bond
  • Transmute Rock
  • Wall of Force
  • Wall of Stone
POWERFUL
  • Astral Projection
  • Bones of the Earth
  • Chain Lightning
  • Energy Ward
  • Forcecage
  • Freezing Sphere
  • Heal
  • Irresistible Dance
  • Mass Suggestion
  • Mental Prison
  • Move Earth
  • Mystical Gate
  • Mystical Wards
  • Programmed Illusion
  • Psychic Crush
  • True Seeing
  • Wall of Ice
  • Warrior Transformation
SUPREME
  • Fire Storm
  • Mirage
  • Project Illusion
  • Regenerate
  • Resurrection
  • Sequester
  • Whirlwind
EPIC
  • Control Weather
  • Earthquake
  • Empowered Telepathy
  • Feeblemind
  • Glibness
  • Horrid Wilting
  • Mental Barrier
LEGENDARY
  • Alter Reality

REALITY WARP

d100 Reality Warp
01-02 Objects within 30 feet of you that are not worn, carried, or tied down, and weigh less than 5 lbs, start to float through the air for the next minute.
03-05 Your hair turns bone white.
06-08 You take 2d10 necrotic damage. The next spell or power you manifest deals maximum damage.
09-11 Small beasts and vermin gather around you for 2d4 days.
12-14 Your eyes glow a bright color. If you do not cast a Simple or higher chaos magic spell in the next minute, you take 3d10 necrotic damage.
15-17 For the next 1 minute, you can cast your next chaos magic spell that is 1 action as a bonus action. If you do, your nose or ears bleed and you take 1d6 psychic damage.
18-19 Your eyes turn into a milky white. You are blind for 1d4 hours, but gain tremorsense out to 30 feet.
20-23 You gain a cosmic awareness and are stunned for 1d4 rounds. Afterwards, you forget what you knew but feel energized, gaining 2d20 expended energy back.
24-26 Magic erupts from you. All creatures, including you, within 30 feet gain the effect of detect magic and have glowing eyes for the duration.
27-29 You can see astral projections and creatures in the Astral Plane for 1 hour.
30-32 Time stops. Your astral form leaves your body for 1 hour. During this time, you can float about freely without affecting or interacting with anything or anyone unless they are also on the Astral Plane. At the end of this time, you immediately return to your body and time continues.
33-34 You radiate energy. The next chaos magic spell you cast within 1 minute has its damage maximized.
35-36 You regain 2d20 hit points.
37-39 For the next minute, you can teleport 15 feet to an unoccpied space you case see as a bonus action on each of your turns.
40-42 You now have a permanent fly speed equal to your normal movement speed.
43-45 A mystical shield surrounds you, giving you +2 to your defense for 1 minute.
46-47 You lose all of the hair on your body but it grows back quickly within 1d10 days.
48-49 You glow intensely, shedding bright light out to 20 feet. Creatures that end their turn within 5 feet of you are blinded until the end of their next turn.
d100 Reality Warp
50-52 Each creature within 30 feet of you takes 1d10 necrotic damage. You gain temporary hit points equal to the sum of the damage dealt
53-55 You forget all prepared chaos magic spells and instantly prepare new ones that you normally could, but not any that were just forgotten.
56-57 The first time you cast mystical blast within the next minute, the damage dice of the spell increases to d20s.
58-59 A potent wall of fire spell effect surrounds you for 1 minute that deals mystical damage instead of fire. You are on the side that takes no damage.
60-62 Objects within 30 feet of you that are not worn, carried, or tied down, and weigh less than 50 lbs, start to float through the air.
63-64 Objects within 30 feet of you that are not worn, carried, or tied down, and weigh less than 50 lbs, start to fling through the air.
65-67 You cast the earth tremor spell.
68-69 You cast the warding wind spell.
70-72 For the next minute, you have advantage on all saving throws.
73-74 A wind blows out from your direction in a 30 foot burst. All creatures within this range can feel the wind, but it otherwise does not affect them.
75-77 All creatures, excluding you, within 30 feet of you are under the effects of a flesh to stone spell, the saving throw DC being equal to your chaos magic spell save DC.
78-79 You lose the ability to speak for 1 minute. Afterwards, the first thing you say acts as though you cast an utterance of confoundment to all creatures, excluding yourself, who hears you within 30 feet.
80-84 You expend 1d10 energy but are healed for 1d20 hit points for each energy lost.
85-89 You feel imbued with cosmic power of creation and destruction. All damage types from your chaos magic spells deal only cosmic damage for the next minute.
90-92 You cast the legend lore spell, but its effects take place immediately on some object, person, or event within history. This knowledge seems foreign to you, as though you should not know it.
93-96 You cast the timestop spell.
97-99 The earthquake spell take effect at your location.
100 Within 5 words, the next phrase you speak comes true as reality is shaped to your will.

MYSTICAL ARTS

Some view the mystical arts as nothing more than a misunderstood form of science, alchemy of incantation, will, and the dimensional beings that subtly bleed into the reality of the universe. The mystical arts is the most common manifestation of "magic" in the multiverse, either spellcasting through incantation or invocation of dimensional beings.

MYSTICAL ARTS LEVELS

Level Features Spellcraft Spell Level
1 Mystic Arts Basic
2 Spellcraft 1 Simple
3 1 Weak
4 2 Adept
5 2 Potent
6 3 Strong
7 3 Powerful
8 4 Supreme
9 4 Epic
10 5 Legendary

MYSTIC ARTS

At 1st level, you can cast spells through incantations and invocations of various extra-dimensional beings. You acquire the Mystic Arts spell list. You can prepare mystic arts spells from that list as long as you have the Energy Level to cast those spells from your class. As you gain levels in mystical arts, you gain stronger spells to prepare based on the Spell Level column of the Mystical Arts powerset table.

LEARNING MYSTIC ARTS SPELLS

The mystic arts is the most common form of spellcasting in the multiverse. Brought about by the Fifth Cosmos, the mystical arts is the utilization of verbal, somatic, and other spellcasting components, along with an exertion of will, to tap into the universal orchestration of creation and destruction. Learning mystic arts spells depends upon the vessel that contains spells. Usually, this mystic arts spells are derived from a spellbook, grimoire, or some container. Rarer, some mystic arts spells are learned from bestowment or some cosmic awareness to the incantation itself.

At 1st level in this powerset, you have learned 2 Basic level spells from the mystic arts spell list. You automatically learn two additional spells when you gain a level in this powerset. Learning a spell from another means takes 10 minutes of uninterrupted learning for each energy it would take to cast the spell to be learned. For example, if a witch has 2 levels in the mystical arts powersets, she would automtically have learned 4 spells from the mystic arts spell list. If she comes across her family heirloom spellbook, she could find mystic arts spells within it. If there are 2 simple level spells, it would take her 20 minutes to learn each spell, 40 minutes total. Once a mystic arts spell is learned, it is permanently learned.

PREPARING MYSTIC ARTS SPELLS

You can prepare a list of mystic arts spells that are available for you to cast. To do so, choose a number of mystic arts spells that you have learned equal to your levels in the Mystic class (a minimum of 1) + your Intelligence modifier. The spells must be of an energy level that you can manifest. Casting it doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a short or long rest. Preparing a new list of mystic arts spells requires time spent studying the spells that you have learned and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute for each energy it takes to cast the spell you are preparing. For example, if you are preparing 3 Simple level mystic arts spells, it would take 6 minutes total to prepare those spells.

SPELLCRAFT

At 2nd level, you can twist spells together to create new ones with various effects. You can choose two different spells that you have prepared from the mystical arts spell list and cast them simultaneously, creating a new spell. When you do so, you still expend the same amount of energy for each spell as if they were cast separately, and the casting time of the new spell created from two is the longest of either. For example, if one spell is 1 minute casting time and the other is 1 action, the casting time of the new spell is 1 minute. If both spells only take 1 action, the new spell would take 1 action. If each spell cast seprately cost 2 energy each, it would require expending 4 energy to use Spellcraft to cast them simultaneously, effectively creating a new spell. Spells created with this feature also require the same amount of components as if you were casting each of the spells individually. Otherwise, the spells' effects are the same as normal, but their effects occur simultaneously once you finish the duration of the casting time of the spell you crafted. You decide which of the two spell's effects occur, either one before the other or simultaneously.

An example of using this feature is casting both fireball and wall of fire at the same time. Both of these spells require a casting time of 1 action and thus the casting time would only be 1 action for combining them using spellcraft. You could spellcraft these two spells into 1 using this feature and decide that the impact area of fireball is where the wall of fire effect bursts forth.

If both spells you combined required concentration, you are considered concentrating on both of them simultaneously. If you lose concentration, both effects end.

Alternatively, you could use this feature to cast a mystic arts spell but temporarily replace its damage type with a type that appears in another spell that you know, magically altering the formula of the spell for this casting only. The latter spell must be of the same energy level as the spell you are casting. For example, if you have learned the adept sleet storm spell and the adept fireball spell, you could replace the cold damage for fire damage and vice versa using this feature.

You can only use this feature once. You gain additional uses of this feature as you level in this powerset, as found on the Spellcraft column of the Mystical Arts powerset table. You regain all expended uses of this feature after you finish a long rest.

MYSTIC ARTS SPELL LIST

BASIC
  • Basic Magic**
  • Bolt of Frost
  • Confidence
  • Control Flames
  • Create Bonfire
  • Dancing Lights
  • Fire Bolt
  • Friends
  • Frostbite
  • Gust
  • Knowing Strike
  • Light
  • Lightning Lure
  • Mending
  • Mental Hand
  • Message
  • Mind Strike
  • Minor Illusion
  • Mold Earth
  • Mystical Blast**
  • Physical Ward
  • Produce Flame
  • Shape Water
  • Shocking Grasp
  • Spare the Dying
  • Thunderclap
  • Vicious Mockery
  • Word of Power
SIMPLE
  • Absorb Elements
  • Alacrity
  • Alarm**
  • Alter Self**
  • Animal Friendship
  • Arcane Lock**
  • Armor
  • Beast Bond
  • Burning Hands
  • Catapult
  • Cause Fear
  • Charm Person
  • Chilling Aura
  • Color Spray
  • Command
  • Compelled Duel
  • Comprehend Languages
  • Create or Destroy Water
  • Cure Wounds
  • Detect Magic**
  • Disguise Self
  • Dissonant Whispers
  • Energy Orb
  • Earth Tremor
  • Feather Fall
  • Fog Cloud
  • Healing Word
  • Heroism
  • Ice Knife
  • Illusory Script**
  • Pentagram of Farallah**
  • Sanctuary
  • Sense Emotion
  • Shield
  • Shimmering Shield
  • Silent Image
  • Sleep
  • Sonic Wave
  • Sustained Lightning
  • Torment
  • Unseen Servant**
  • Zephyr Strike
  • Zone of Truth**
WEAK
  • Aid
  • Arcane Lock**
  • Augury
  • Blindness/Deafness
  • Blur
  • Calm Emotions
  • Burst of Healing
  • Continual Flame
  • Daggers of Daveroth**
  • Detect Thoughts
  • Earthen Grasp
  • Enthrall
  • Feather Fall
  • Flaming Sphere
  • Gentle Repose
  • Gust of Wind
  • Heat Metal
  • Hold Person
  • Knock**
  • Lesser Restoration
  • Levitate
  • Locate*
  • Madness
  • Mind Spike
  • Mind Whip
  • Mirror Image
  • Mystical Step**
  • Phantasmal Force
  • Power Blade
  • Protection from Poison
  • Pyrotechnics
  • Sapphire Bands of Storaan**
  • Scorching Ray
  • Shatter
  • Skywrite
  • Snowball Storm
  • Suggestion
  • Vipers of Valtorr**
  • Warding Wind
ADEPT
  • Animate Undead
  • Aura of Vitality
  • Bands of Bedevilment**
  • Beacon of Hope
  • Call Lightning
  • Catnap
  • Clairvoyance
  • Dispel Magic**
  • Enemies Abound
  • Erupting Earth
  • Fear
  • Fireball
  • Fly
  • Haste
  • Hypnotic Pattern
  • Lightning Bolt
  • Magic Circle**
  • Major Image
  • Mass Healing Word
  • Mists of Morpheus**
  • Mists of Munnopor**
  • Mojo Lance**
  • Protection from Energy
  • Psychic Fortress
  • Pulse Wave
  • Remove Curse
  • Revivify
  • Sending
  • Seven Suns of Cinnibus**
  • Shield of the Seraphim**
  • Sleet Storm
  • Slow
  • Telekinetic Wave
  • Tidal Wave
  • Wall of Sand
  • Wall of Water
  • Water Breathing
  • Water Walk
  • Wind Wall
POTENT
  • Aura of Life
  • Aura of Purity
  • Charm Creature
  • Compulsion
  • Conjurer's Sphere**
  • Control Water
  • Confusion
  • Crushing Force
  • Elemental Bane
  • Fire Shield
  • Hallucinatory Terrain
  • Ice Storm
  • Illusory Horror
  • Locate Creature
  • Private Sanctum**
  • Resilient Sphere
  • Sectret Stow**
  • Stone Shape
  • Stoneskin
  • Storm Sphere
  • Temporal Shunt
  • Wall of Fire
  • Watery Sphere
STRONG
  • Animate Objects
  • Astral Strike
  • Bestow Quest
  • Cone of Cold
  • Control Winds
  • Crystal of Vyhagh Ar**
  • Demon-Claws of Denak**
  • Dimensional Contact**
  • Dimensional Binding**
  • Disks of Denak**
  • Dominate Person
  • Dream
  • Elemental Construct
  • Force Field
  • Greater Restoration
  • Hold Creature
  • Immolation
  • Legend Lore
  • Maelstrom
  • Mass Cure Wounds
  • Mislead
  • Modify Memory
  • Mystical Movements**
  • Passwall**
  • Scrying**
  • Seeming
  • Synaptic Static
  • Telepathic Bond
  • Transmute Rock
  • Wall of Force
  • Wall of Stone
POWERFUL
  • Astral Projection**
  • Bones of the Earth
  • Chain Lightning
  • Conjured Crystal of Cyttorak
  • Crimson Crystals of Cyttorak
  • Demidimension**
  • Energy Ward
  • Flames of the Faltine**
  • Forcecage
  • Freezing Sphere
  • Heal
  • Icy Tendrils of Ikthalon**
  • Irresistible Dance
  • Mass Suggestion
  • Mental Prison
  • Manacles of Mokarr**
  • Move Earth
  • Mystical Gate**
  • Mystical Wards**
  • Planes of Pohldahk**
  • Power of Flame
  • Power of Ice
  • Power of Lightning
  • Power of Poison
  • Power of Stone
  • Power of Wind
  • Programmed Illusion
  • Psychic Crush
  • Soul Cage**
  • Sphere of Nirvalon**
  • Thoth's Gaze**
  • True Seeing
  • Wall of Ice
  • Warrior Transformation**
  • Winds of Watoomb**
SUPREME
  • Bolts of Bishru**
  • Bolts of Bedevilment**
  • Chains of Krakkan**
  • Circle of Cosmos**
  • Dimensional Travel**
  • Fire Storm
  • Images of Ikonn**
  • Light of Nirvalon**
  • Mirage
  • Mystic Symbol**
  • Project Illusion
  • Regenerate
  • Resurrection
  • Rings of Raggadorr**
  • Sequester**
  • Simulacrum**
  • Vapors of Dormammu
  • Vapors of Valtorr
  • Utterance of Pain
  • Whirlwind
EPIC
  • Control Weather
  • Circle of Oblivion**
  • Crimson Bands of Cyttorak**
  • Crimson Circle of Cyttorak**
  • Earthquake
  • Empowered Telepathy
  • Feeblemind
  • Glibness
  • Horrid Wilting
  • Hosts of Hoggoth**
  • Mental Barrier
  • Moons of Munnopor**
  • Tsunami
  • Utterance of Confoundment
  • Wrath of the Vault of Argento**
LEGENDARY
  • Alter Reality
  • Foresight
  • Mist of Hoggoth**
  • Mass Heal
  • Nightmare
  • Psychic Scream
  • Stormfury
  • Utterance of Death
  • Utterance of Restoration

NATURE MAGIC

Those who tap into nature magic often revere nature above all else but not always. Some are shamans or druids while many others are priests or cultists of a certain nature god, dimensional being, or artifact dedicated to nature.

Something to consider is how you came to be able to prepare nature spells. Perhaps you speak with spirits? Perhaps you feel the life energy of the earth? Perhaps there is an ancient power, such as Gaia or Geb, that grants you magic over the natural world? Further, what happens if you are not on Earth or in some other dimension? Do nature spells work or not? These questions can be answered by your MM.

NATURE MAGIC LEVELS

Level Features The Way of Nature Druid Magic Level
1 Nature Magic Basic, Simple
2 The Way of Nature 1 Weak, Adept
3 Land's Stride 2 Potent, Strong
4 Nature's Ward 2 Powerful, Supreme
5 Nature's Sanctuary 3 Epic, Legendary

NATURE MAGIC

At 1st level, you can cast spells through your communion with nature. You acquire the Nature spell list. You can prepare nature spells from that list as long as you have the Energy Level to cast those spells from your class. As you gain levels in nature magic, you gain stronger spells to prepare based on the Spell Level column of the Nature Magic powerset table.

PREPARING NATURE SPELLS

You can prepare a list of nature spells that are available for you to cast. To do so, choose a number of nature spells equal to your levels in this powerset + your Wisdom modifier. The spells must be of an energy level that you can manifest. Casting it doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of nature spells requires time spent in contemplation or ritual with nature, at least 5 minutes per new spell prepared. For example, if you are preparing 3 nature spells, it would take 15 minutes total to prepare those spells as a part of finishing a long rest.

You can use Wisdom instead of Intelligence for your manifesting ability modifier for attack, damage, and spell save DCs with nature spells.

THE WAY OF NATURE

At 2nd level, you can choose a certain way of connecting with nature. This option refines the path you are on to speak to the natural world, whether through land, beasts, spirits, etc. Choose one option from below. At 3rd level in this powerset, and again at 5th, you can choose an additional Way of Nature or the same one previously selected.

WAY OF ANIMALITY

You can change your form to that of a beast. Choose any beast whose challenge rating is equal to or less than your character level. As an action, you can transform into that beast. Your game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. You retain your alignment and personality.

You assumes the hit points of this new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you are not knocked unconscious.

You are limited in the actions you can perform by the nature of its new form, and you can’t speak, manifest powers, or take any other action that require hands or speech.

Additionally, when you transform, your gear does not transform with you and everything you are wearing or carrying that cannot be worn or carried by your new form drops.

You can transform into this beast twice and regain expended uses when you finish a long rest. You can return to your normal form as a bonus action. When you gain a level in this powerset, you can choose a different beast you can transform into, forgetting the previous one. If you choose this way again, you can choose an additional beast. If you choose this way a 3rd time, you can transform into any beast that you know of that has a challenge rating equal to or less than your character level.

WAY OF THE DRUID

You are trained in the esoteric knowledge of the druids, an ancient Celtic class of nature-magic wielders. Because of this, you can cast any spell from the nature spell list that has the ritual tag as a ritual that increases the casting time by 10 minutes. Additionally, you learn one basic-level spell from the nature spell list. This spell can be cast normally without needing to prepare it. If you choose this way again, you can choose an additional basic-level spell from the nature spell list to know.

WAY OF THE LAND

You are connected to the lands of earth, drawing forth magic directly from its terrain and features. When you choose this way, choose one type of land: arctic, cave, coast, desert, forest, grassland, mountain, or swamp. When you prepare your list of nature spells while in your chosen land(s), you can prepare additional nature spells equal to your Proficiency bonus. If you choose this way again, you can choose an additional land.

WAY OF SHAMANISM

Your communion with nature has lead to you to connect with the world of spirits. Choose two divination spells from any other mystic powerset spell list, such as the mystic arts spell list. You add those spells to your nature spell list and can prepare and cast them normally. If you choose this way again, you can choose two more divination spells to add to your nature spell list.

LAND'S STRIDE

At 3rd level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.

NATURE'S WARD

At 4th level, and you are immune to poison and disease. Additionally, as an action, you can expend 1 energy to be immune to the effects of extreme heat or cold temperatures for 1 hour.

NATURE'S SANCTUARY

At 5th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against a spell save DC of 8 + your Proficiency bonus + your Wisdom modifier. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.

The creature is aware of this effect before it makes its attack against you.

NATURE MAGIC SPELL LIST

BASIC
  • Bolt of Frost
  • Control Flames
  • Create Bonfire
  • Druidcraft
  • Frostbite
  • Gust
  • Infestation
  • Magic Stone
  • Mending
  • Mold Earth
  • Poison Spray
  • Physical Ward
  • Primal Savagery
  • Produce Flame
  • Shamanic Weaponry
  • Shape Water
  • Thorn Whip
  • Thunderclap
SIMPLE
  • Absorb Elements
  • Animal Friendship
  • Beast Bond
  • Chilling Aura
  • Create or Destroy Water
  • Cure Wounds
  • Detect Magic
  • Detect Poison & Disease
  • Earth Tremor
  • Entangle
  • Fog Cloud
  • Goodberry
  • Healing Word
  • Ice Knife
  • Illusory Script**
  • Purify Food & Drink
  • Snare
  • Thunderwave
WEAK
  • Animal Messenger
  • Barkskin
  • Beast Sense
  • Dark Vision
  • Dust Devil
  • Earthbind
  • Flaming Sphere
  • Gust of Wind
  • Heat Metal
  • Lesser Restoration
  • Locate
  • Moonbeam
  • Pass Without Trace
  • Power Blade (acid, cold, fire, or lightning only)
  • Protection from Poison
  • Skywrite
  • Spike Growth
  • Warding Wind
ADEPT
  • Call Lightning
  • Daylight
  • Dispel Magic
  • Erupting Earth
  • Feign Death
  • Meld Into Stone
  • Plant Growth
  • Protection from Energy
  • Sleet Storm
  • Speak with Plants
  • Tidal Wave
  • Wall of Sand
  • Wall of Water
  • Water Breathing
  • Water Walk
  • Wind Wall
POTENT
  • Blight
  • Charm Creature
  • Confusion
  • Conjurer's Sphere**
  • Control Water
  • Dominate Beast
  • Elemental Bane
  • Grasping Vine
  • Guardian of Nature
  • Ice Storm
  • Locate Creature
  • Polymorph
  • Stone Shape
  • Stoneskin
  • Storm Sphere
  • Wall of Fire
  • Watery Sphere
STRONG
  • Antilife Shell
  • Awaken
  • Commune with Nature
  • Contagion
  • Control Winds
  • Elemental Construct
  • Greater Restoration
  • Insect Plague
  • Maelstrom
  • Mass Cure Wounds
  • Reincarnate
  • Transmute Rock
  • Tree Stride
  • Wall of Stone
  • Wrath of Nature
POWERFUL
  • Bones of the Earth
  • Energy Ward
  • Find the Path
  • Move Earth
  • Power of Flame
  • Power of Ice
  • Power of Lightning
  • Power of Poison
  • Power of Stone
  • Power of Wind
  • Sacred Grove
  • Transport via Plants
  • Wall of Thorns
  • Wind Walk
SUPREME
  • Fire Storm
  • Regenerate
  • Whirlwind
EPIC
  • Animal Shapes
  • Antipathy/Sympathy
  • Control Weather
  • Earthquake
  • Sunburst
  • Tsunami
LEGENDARY
  • Foresight
  • Shapechange
  • Stormfury
  • True Resurrection

NECROMANCY

At the creation of the universe, Death came into being. At some point in a variety of species' histories, many creatures were able to connect with Death and, through prayer, ritual, or incantation, call upon the life-force energies of Death to manipulate the world.

Death may be fickle and deny a necromancer their spells or ability to cast necromancy spells, but when she does allow another to tap into her universal powers over death, undeath, and life-force energy, necromancy is a potent force to be able to wield.

NECROMANCY LEVELS

Level Features Undead Thrall Necromancy Magic Level
1 Necromancer, Grim Harvest Basic, Simple
2 Undead Thralls 1 Weak, Adept
3 Inured to Undeath 2 Potent, Strong
4 Command Undead 3 Powerful, Supreme
5 Undead Army 3+ Epic, Legendary

NECROMANCER

At 1st level, you can cast spells through your communion with Death, acquiring a set of spells and powers she bestows you.

BASIC POWERS

You know two basic-level powers of your choice from the Necromancy spell list. You learn additional necromancy basic-level powers when you gain levels in this powerset, up to how many levels you have in it. For example, at 3rd-level in Necromancy, you would gain your third basic-level power.

SPELLS KNOWN

You know a number of Necromancy spells equal to your levels in this powerset + your Charisma modifier. The spells you choose to know must be of an energy level that you can manifest according to the Necromancy Magic Level column of the Necromancy powerset table.

Additionally, when you gain a level in this powerset or a character level, you can choose one of the necromancy spells you know of simple-level or higher and replace it with another spell from the necromancy spell list, which also must be of a energy level you can manifest.

You use your Charisma modifier as your manifesting ability power for casting spells from the Necromancy spell list.

GRIM HARVEST

At 1st level, you gain the ability to reap life energy from creatures you kill with your magic. Once per turn when you kill one or more creatures with a spell on the Necromancy spell list, you regain hit points equal to twice your Proficiency bonus. You don't gain this benefit for killing constructs or undead.

UNDEAD THRALLS

At 2nd level, you know the animate dead spell as a necromancy spell and it does not count against the number of necromancy spells you can know. You can cast this spell as long as you have the required energy to expend, even if you couldn't normally manifest an adept energy level. When you cast animate dead, you can choose to make a thrall that is permanently under your control, not beholden to the rule of 24 hours in which you need to cast the spell again to reassert your control as the spell describes. You can have 1 such thrall under your control in this way, gaining additional ones as found in the Undead Thrall column of the Necromancy powerset table.

At 5th level in this powerset, you can have a number of thralls under your permanent control equal to your character level.

Additionally, whenever you create an undead using a necromancy spell, it has additional benefits.

  • The creature's hit point maximum is increased by an amount equal to your character level.
  • The creature adds your proficiency bonus to its weapon damage rolls.

INURED TO UNDEATH

At 3rd level, you have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects. You have resistance to necrotic damage, and your hit point maximum can't be reduced.

COMMAND UNDEAD

At 4th level, you can use magic to bring undead under your control. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against 8 + your proficiency bonus + your Charisma modifier. If it succeeds, you can't use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.

Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.

NECROMANCY SPELL LIST

BASIC

  • Basic Magic
  • Confidence
  • Death Knell
  • Siphoning Touch
  • Spare the Dying
SIMPLE

  • Cause Fear
  • False Life
  • Inflict Wounds
  • Ray of Sickness
WEAK

  • Blindness/Deafness
  • Enfeeble
  • Gentle Repose
  • Power Blade (necrotic only)
ADEPT

  • Animate Dead
  • Feign Death
  • Life Transference
  • Revivify
  • Speak with Dead
  • Vampirich Touch
POTENT

  • Blight
  • Shadowfire
STRONG

  • Antilife Shell
  • Danse Macabre
  • Enervation
  • Negative Energy Flood
  • Raise Dead
POWERFUL

  • Circle of Death
  • Create Undead
  • Harm
  • Magic Jar
  • Soul Cage
SUPREME

  • Finger of Death
  • Resurrection
EPIC

  • Horrid Wilting
LEGENDARY

  • True Resurrection
  • Utterance of Death

RITUALISM

While other forms of magical spellcasting involve more simple, quicker forms of incantantions and invocations, ritualism involves less personal energy and more ritualistic forms of magic.

PREREQUISITES

You must have at least 1 spell or power with the ritual tag that you can cast, prepare, or manifest.

RITUALISM LEVELS

Level Features Ritual Time Spell Level
1 Ritual Casting 1 hour Basic, Simple, Weak
2 10 minutes Adept, Potent, Strong, Powerful
3 Prepared Ritual 1 minute Supreme, Epic, Legendary

RITUAL CASTING

At 1st level, you can cast your mystical spells through long, drawn out rituals that invoke some power, such as an extradimensional being or some god, to alter the world in some way. All spells and powers that have that ritual tag that you can prepare or can manifest normally using energy, like from a powerset's Power List, can cast through this feature.

When you cast a spell as a ritual with the ritual tag, you do not expend energy when you do so -- but the casting time is increased by 1 hour. Additionally, you must have ritual components to perform rituals. If you are casting a spell as a ritual, the components marked by an (R) in the Components section of the spell are required for casting the spell in this way. When you cast a spell as a ritual, you do not need to have it prepared if you normally would need to prepare it to cast it. You can only cast a spell or power with the ritual tag that is of basic, simple, or weak-level, but gain access to higher level ritual spellcasting as you gain levels in this powerset as shown on the Spell Level column of the Ritualism powerset table.

As you gain levels in this powerset, the additional ritual casting time decreases as shown on the Ritual Time column of the Ritualism powerset table.

PREPARED RITUAL

At 3rd level, ritualized spellcasting is more effortless for you. After you finish a short or long rest, you can use your ritual casting feature but withhold the finalizing of your spell. If you do so, the spell's effect does not occur until you finish the last casting of the spell in either a verbal or somatic component (chosen during the ritual) as an action. The spell's effect immediately occurs as though you had finished casting the spell normally.

Once you use this feature you cannot do so again until you finish a long rest. Once you finish a long rest, any prepared ritual spell using this feature is lost.

TRAVEL POWERS

TRAVEL POWERSETS
Powerset Description Maximum Level
Flight Fly through the air, propelled by some unseen force or power 3
Superhuman Speed Enter into a "speed state" where you are faster than everyone else 3
Teleportation Move through space and time from travel through portals or slippning through dimensions 3
Wings Fly through the air propelled by physical wings 3

FLIGHT

Flight, a common power derived from a variety of sources (air manipulation, density manupilation, gravity alteration, mystical powers, etc.), is the ability to move about in all directions with the same exertion of energy that one might make by moving on the ground. Work with your MM to determine how you acquired the ability to fly.

CONSIDERATIONS

A source of flight is required for this powerset. Its reasonable to acquire this powerset after already having a powerset in some other energy or mystical powerset that may help one fly. Otherwise, some mutation or other source where one might acquire the ability to fly should be presented to the MM as a rationale for acquiring this powerset.

FLIGHT LEVELS

Level Features Fly Speed Flight Talent
1 Fly Movement
2 Shuffle +10 Hover
3 Flyby +20 Speed Boost

FLY

At 1st level, you gain a fly speed equal to your normal movement. If your speed is reduced to 0 from some feature or effect, you fall, even if the power of your flight is dervied from a magical source. Your fly speed increases its speed by 10 at 2nd level and by an additional 10 at 3rd level.

At higher levels in this powerset, you gain talents with your flight ability.

HOVER

At 2nd level, you gain the ability to hover. If your speed is reduced to 0, you no longer fall unless you are incapacitated.

SPEED BOOST

At 3rd level, you gain a speed boost. Once per turn as a bouns action, you can expend 1 energy and increase your fly speed to 90 feet. If it is already 90 feet or more, you increase the speed by 60 more than it normally is.

SHUFFLE

At 2nd level, you can use your fly speed to quickly avoid attacks. As a reaction to being targeted by an attack before you know it hits, you can use your reaction and gain +5 to your defense for that attack. You must have an unoccupied space within 5 feet of you to use this feature. If the attack misses, you must move into one of those unoccupied spaces. This may provoke opportunity attacks against you. If it does, you gain the +5 bonus to your defense against opportunity attacks from this movement.

Once you use this feature, you cannot do so again until you finish a short or long rest.

FLYBY

At 3rd level, you are an expert at using your flight during combat. If you fly out of an enemy's reach, you do not provoke opportunity attacks.

TELEPORTATION

Teleportation is the ability to go from one location to another, usually in a very short amount of time. Teleportation can be the result of two forms, dimensional travel or portal travel. 321+

TELEPORTATION LEVELS

Level Features Teleport Distance Teleport Talent
1 Teleport, Teleport Talent 30 1
2 120 3
3 300 5

TELEPORTATION FORM

At 1st level, you must select the form that you teleport in. Your choice could limit what teleport talents you can choose from, so carefully choose between Dimensional Travel and Portal travel below. Work with your DM to determine if you know the precise nature of your teleportation powers or if its a mystery to your character.

DIMENSIONAL TRAVEL

Traveling through a dimension is an immediate form of teleportation. Many teleporters do not enough know what dimension it is that they travel through while they are teleporting. Depending upon the dimension, your teleportation may alter. For example, teleporting through the Brimstone Dimension will leave behind a sulfurous smell and whispy clouds. Other dimensions may leave behind other effects, smells, or sounds.

PORTAL TRAVEL

You open up a portal or wormhole right next to you and step through it as part of the traveling. Its possible your portals could be cutting a slit through space and time or traveling through some dimension as you walk through that bends space and time. Portals opened in this powerset open right next to you and walking through them is part of the act of teleporting unless you use some talent that changes this.

TELEPORT

At 1st level, as an action you can quickly teleport to another unoccupied space that you can see 30 feet away from you. As you gain levels in this powerset, the distance you can teleport using this feature increases at 2nd level 120 feet and again at 3rd level 300 feet.

Additionally, you gain 1 energy for each level in this powerset.

TELEPORT TALENT

Also at 1st level, you gain 1 teleportation talent that you can choose from. These talents augment your uses of teleportation. You know 1 at 1st level and can choose additional ones as you gain levels in this powerset as shown on the Teleport Talent column of the Teleportation powerset table.

TELEPORTATION TALENTS

When you gain a teleport talent, you can choose one from below as long as you meet the prerequisities. These decisions are permanent.

CUTTING PORTAL

(Prerequisites: Portal Travel teleportation form)


You can use portals to slice through other creatures by opening up a gap in space and time and closing it. As an action, choose a creature you can see within 30 feet of you. This distance is fixed and does not increase as you gain levels in this powerset. Make a power ability attack against this target creature. On a hit, you deal 1d12 + your power ability modifier in slashing damage.

This talent’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

DISAPPEARING RETREAT

(Prerequisites: Dimensional Travel teleportation form)


When you are threatend, you can quickly teleport away to avoid further dangers. When you take damage, you can use your reaction to immediately teleport up to 60 feet away. You can use this feature a number of times equal to your levels in this powerset and regain any expended uses when you finish a short or long rest.

FAST TELEPORT

You can now use the Teleport feature from this powerset as a bonus action instead of an action.

HOLD PORTAL

(Prerequisites: Portal Travel teleportation form)


When you teleport, your portal stays open until the beginning of your next turn by expending 1 energy, thus allowing others to pass through it. You can extend the duration of how long your portal stays open. You can instead expend 2 energy to have the portal stay open for 1 minute or 3 energy to have it stay open for 3 minutes. As an action, you can immediately close the portal. The portal closes if you move more than 30 feet from the portal on either side of it.

LIMITLESS

(Prerequisites: Push the Limits teleport talent)


When you use the Push the Limits teleport feature, the distance you teleport can be anywhere in the dimension you are in or the planet you are on by expending 3 energy when you teleport. The destination you choose must be known to you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls d100 and consults the table.

FAMILIARITY

"Very familiar" is a place you have been very often, a place you have carefully studied, or a place you can see when you teleport. "Seen casually" is someplace you have seen more than once but with which you aren't very familiar. "Viewed once" is a place you have only glimpsed at. "Description" is a place whose location and appearance you know through someone else's description, perhaps from a map. "False destination" is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists.

ON TARGET

You (and whoever else you may teleport with) appear where you want to.

OFF TARGET

You (and whoever else you may teleport with) appear a random distance away from the destination in a random direction. Distance off target is 1d10 x 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The DM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble.

SIMILAR AREA

You (and whoever else you may teleport with) wind up in a different area that's visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard's laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since this use of


teleporation has no range limit, you could conceivably wind up anywhere on the planet or dimension you are on.

MISHAP

The teleportation becomes unpredictable and results in a difficult, painful transportation. Each teleporting creature takes 3d10 force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).

PUSH THE LIMITS

When you teleport, you can increase the distance you teleport by expending 1 energy and travel up to 1 mile. You can expend 2 energy to travel up to 300 miles. You can expend 3 energy to travel 1,000 miles.

Once you use this talent, you must finish a short or long rest before you can do so again.

SURPRISE ATTACK

When you finish teleporting from some feature of this powerset, you may immediately make one melee weapon attack against a creature within your reach. You make this attack with advantage.

TELEPORTING TOUCH

(Prerequisites: Dimensional Travel teleportation form)


When you teleport and by expending 1 energy, you can touch, or other creatures can touch you, (maximum of 5 + your levels in this powerset) and those creatures can teleport with you.

LIMITLESS TABLE
Familiarity Mishap Similar Area Off Target On Target
Very Familiar 01-05 06-13 14-24 25-100
Seen Casually 01-33 43-34 44-53 54-100
View Once 01-43 44-53 54-73 74-100
Description 01-43 44-53 54-73 74-100
False Destination 01-50 51-100

SUPERHUMAN SPEED

Superhuman speed is the ability to move much faster than the average member of their species, some near or at the speed of sound, or even faster.

However, this power is not without any ill effects, as it can strain the body, although some users may be resistant or even immune to the effects of high speed travel, including friction, g-force, inertia, etc.

FLIGHT LEVELS

Level Features Running Speed Speed Talent
1 Superhuman Speed I 70 mph
2 Speed Talents, Superhuman Speed II 150 mph 2
3 Speed Talents, Superhuman Speed III 300 mph 4

SUPERHUMAN SPEED

At 1st level, you can activate your superhuman speed to enter into a Speed State. Activating your speed state is an action. While in this state, you gain the following effects:

  • You gain a Speedster Defense that is equal to your Dexterity score + 3 for each tier you have in Superhuman Speed. For example, if your Dexterity score is 16 and you have Superhuman Speed II, your speedster defense would be 22. Creatures also in a Speed State ignore this Defense.
  • Your attack rolls have advantage against any creature not in a Speed State.
  • Once per turn, for each Superhuman Speed tier you have, you can gain a +3 bonus to a melee attack roll and deal extra damage equal to 1d6 if you hit that attack. The bonus damage is the same damage type of whatever you are attacking with. For example, at Superhuman Speed III your attack bonus is +9 and your damage bonus is 3d6. You cannot gain this bonus to attack and damage rolls against creatures also in a Speed State and you must decide to use it before you know if an attack hits.
  • Once per turn, when you take the Attack action, you can attack once more than normal. This is in addition to any Extra Attack features you may have.
  • As a bonus action, until the beginning of your next turn, your movement speed turns to 120 instead of its normal if it is less than 120.
  • You have advantage to Dexterity ability checks and saving throws.
  • Creatures cannot make opportunity attacks against you when you move out of their reach unless they are also in a speed state.

Your Speed State lasts for 1 minute. If you attempt to use this feature a second time before finishing a long rest, you must succeed on a Constitution saving throw against a DC equal to 15 + the number of times you have used this feature or you gain one level of exhaustion. You cannot enter into a speed state if you have more than one level of exhaustion.

Additionally, if you are doing no other action but running, you can expend a use of your Speed State to run at a speed of 70 miles per hour. You can maintain this running speed from your Speed State if you are doing nothing but running up to a number of hours equal to your Constitution modifier. Your running speed using this feature in this way increases as you gain levels in this powerset. At 2nd it increases to 150 miles per hour and at 3rd level it increases to 300 miles per hour.

SPEED TALENT

At 2nd level, you gain 2 speed talents that you can choose from. These talents augment your uses of your superhuman speed. You gain two additional speed talents when you get 3rd level in this powerset.

SPEED TALENTS

When you gain a speed talent, you can choose one from below as long as you meet the prerequisites.

FASTDODGE

Once a turn while you are in your Speed State, you can impose a disadvantage to a melee attack roll targeting you as long as the attacker is also not in a speed state. You can only use this talent if you are aware of the attack and in your Speed State. You can take this talent multiple times, gaining additional uses with it per turn each time you take it.

RUNNER

You can now use your Running Speed a number of hours equal to your Constitution Score before your Speed State ends or expend another use of your Speed State to continue running.

TIME STOP

You can move so quickly that time seems to stop for others. By expending 1 use of your Speed State as an action, no time passes for creatures other than you, while you take 1d4 turns in a row, during which you can use actions and move as normal.

This effect ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you, such as an attack . In addition, the effect ends if you move to a place more than 1,000 feet from the location where you put it into effect.

WHO'S TIRED?

You can now enter into a Speed State a number of times equal to your Constitution modifier. You regain expended uses of your Speed State after finishing a long rest. If you attempt to use a Speed State while you have no more uses remaining, you must succeed on a Constitution saving throw DC 25 or suffer a level of exhaustion.

Additionally, if you have any remaining, you can expend a use of your Speed State to remove a level of exhaustion after you finish a short rest.

WINGS

Wings, in the form of angelic bird-like wings, bat wings, mechanized appendages, etc., provide the user with the ability to soar about the sky with minimal effort.

FLIGHT LEVELS

Level Features Fly Speed Flight Talent
1 Fly 30 Gust
2 60 Wing Attack
3 Flyby 90 Wing Shield

FLY

At 1st level, you gain a fly speed equal to 30 feet. Your flight is dependent upon the physical reliance of your wings; thus, if your speed is reduced to 0 from some feature or effect or you are restrained, you fall. Also, you cannot use your fly speed if you are encumbered.

At higher levels in this powerset, you gain talents with your flight ability.

GUST

At 1st level, you can manifest the gust power with your wings. If your speed is reduced to 0 or you are restrained, you cannot use this power.

WING ATTACK

At 2nd level, you gain a special Wing Attack. During the Attack action, you can hit a creature with your wings using your Strength or Dexterity modifier as the ability score for the attack and damage rolls. You deal 1d8 + your Strength or Dexterity ability modifier in bludgeoning damage with a successful hit.

The damage die for this attack increases as your level increases at 5th level (2d8), 11th level (3d8), and 17th level (4d8).

WING SHIELD

At 3rd level, as a reaction to being targeted by an attack while you are not surprised and not flying, you can use your wings as a shield and gain +5 to your defense until the beginning of your next turn.

FLYBY

At 3rd level, you are an expert at using your flight during combat. If you fly out of an enemy's reach, you do not provoke opportunity attacks.

PHYSICAL POWERS

PHYSICAL POWERSETS
Powerset Description Maximum Level Primary Ability Score
Brute Combat Use strength and rage to assault recklessly and brutally 3 Strength
Superhuman Agility Mobility and agility exceeds that of the most athletic human 3 Dexterity
Superhuman Durability Fortitude and durability exceeds that of the most athletic human 3 Constitution
Superhuman Reflexes Reaction and awareness exceeds that of the most alert human 3 Dexterity
Superhuman Senses Hearing, smell, and/or sight exceeds that of the most alert human 3 Wisdom
Superhuman Stamina Endurance and stamina exceeds that of the most robust human 3 Constitution
Superhuman Strength Strength exceeds that of even the most athletic human 3 Strength

BRUTE COMBAT

This powerset, often combined with superhuman strength, is a focus of using the brute strength one possesses in combat to crush opponents. Brute combatants can enter into rages which taps into a primal ferocity to destroy and withstand.

BRUTE COMBAT LEVELS

Level Features Damage Immunity Rage Damage
1 Rage +3 +2
2 Reckless Attack, Frenzy +4 +3
3 Brutal Critical, Relentless +5 +4

RAGE

At 1st level, you can enter into a state of primal ferocity. On your turn, you can enter a rage as a bonus action.

While raging, you gain the following benefits:

  • You have advantage on Strength checks and Strength saving throws.
  • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels in this powerset, as shown in the Rage Damage column of the Brute Combat table.
  • You have resistance to bludgeoning, force, piercing, and slashing damage.
  • You increase your Damage Immunity by 2. This bonus to damage immunity increases as you gain levels in this powerset, as seen on the Damage Immunity column of hte Brute Combat table.

If you are able to cast spells or manifest powers, you cannot do so or concentrate on them while raging.

Your rage lasts 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

You can enter a rage a number of times equal to your Proficiency bonus. You regain all expended uses of rage when you finish a long rest.

RECKLESS ATTACK

At 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

FRENZY

At 2nd level, you can go into a frenzy while you are raging. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns during your rage. When your rage ends, you suffer one level of exhaustion.

BRUTAL CRITICAL

At 3rd level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

RELENTLESS

At 3rd level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and you don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

SUPERHUMAN AGILITY

Superhuman agility is the exceptional talent of flexibility, movement, and graceful flow of one's body. Not to be confused with superhuman reflexes, agility is focused on the concentration of dexterity and mobility one possesses.

SUPERHUMAN AGILITY LEVELS

Level Features Bonus Movement
1 Superhuman Agility I
2 Superhuman Agility II, Bonus Movement +10
3 Superhuman Agility III +20

SUPERHUMAN AGILITY

At 1st level, you gain the first tier of superhuman agility. You gain the following for each Tier you have in Superhuman Agility:

SUPERHUMAN AGILITY I
  • You are proficient in all Dexterity ability and skill checks.
  • You gain Expertise in Acrobatics.
  • You gain proficiency in Dexterity saving throws.
  • You treat any 4 or lower roll of Acrobatics check as a 5.
  • Climbing no longer costs you extra movement.
  • You can take the Dash, Disengage, and Dodge actions as a bonus action on your turn.
SUPERHUMAN AGILITY II
  • Treat any 9 or lower roll of Acrobatics check as a 10.
  • When you use your Dexterity modifier to calculate a Defense, you gain a bonus to that defense equal to your tiers in Superhuman Agility. For example, if you have a Dexterity of 20 and use a Light defense while you have Superhuman Agility II, your defense would be 19 instead of 17, assuming you have no other modifiers.
  • When you are subjected to a roll that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
SUPERHUMAN AGILITY III
  • Treat any 14 or lower roll of Acrobatics check as a 15.
  • When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
  • You ignore difficult terrain.
  • You have advantage on Dexterity saving throws and treat any 9 or lower roll on a Dexterity saving throw as a 10.

BONUS MOVEMENT

At 2nd level, your superhuman agility gives you additional mobility. Your movement speed increases by 10. It increases again at 3rd level by an additional 10.

SUPERHUMAN DURABILITY

Superhuman durability is the extreme fortitude of one's physical body and all that constitues their physical form, between bone structure, thickness of skin, etc. Sometimes this durability is a mutation or a natural occurrence in one's biology or powers.

SUPERHUMAN DURABILITY LEVELS

Level Features Bonus Hit Points
1 Superhuman Durability I
2 Superhuman Durability II, Bonus Hit Points +20
3 Superhuman Durability III +40

SUPERHUMAN DURABILITY

At 1st level, you gain the first tier of superhuman durability. You gain the following for each Tier you have in Superhuman Durability:

SUPERHUMAN DURABILITY I
  • You gain proficiency in Constitution Saving throws.
  • You increase your Damage Immunity by 5 for each Tier of Superhuman Durability.
  • When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).
SUPERHUMAN DURABILITY II
  • You have advantage on Constitution saving throws and treat any 9 or lower roll on a Constitution saving throw as a 10.
  • You ignore the effects of extreme cold and heat temperatures.
  • You gain resistance to bludgeoning, force, piercing, and slashing damage.
SUPERHUMAN DURABILITY III
  • You treat any 14 or lower roll on a Constitution saving throw as a 15.
  • You gain resistance to all damage types except for cosmic, mystic, and psychic.
  • As a reaction to being damaged, you can ignore that damage. Once you do so, you cannot do so again until you finish a long rest.

BONUS HIT POINTS

At 2nd level, your superhuman durability gives you additional health. Your maximum hit points increasse by 20. Your hit points increase by an additional 20 at 3rd level in this powerset, as seen on the Bonus HIt Points column of the Superhuman Durability table.

SUPERHUMAN REFLEXES

Superhuman reflexes is the exceptional talent of reaction, cunning, and physical sense. This heightened awareness and reflexes, runs through every tendon, ligament, and joint of the body. Some superhuman reflexes are not only physical but supernatural, such as the sense of a spider or a mystical awareness.

SUPERHUMAN REFLEXES LEVELS

Level Features Extra Reactions
1 Superhuman Reflexes I, Extra Reactions
2 Superhuman Reflexes II +1
3 Superhuman Reflexes III +2

SUPERHUMAN REFLEXES

At 1st level, you gain the first tier of superhuman reflexes. You gain the following for each Tier you have in Superhuman Reflexes:

SUPERHUMAN REFLEXES I
  • You gain proficiency in Dexterity saving throws and Perception skill checks.
  • You gain a special Superhuman Reflexes defense. This defense is equal to 14 + your Dexterity modifier. You cannot use this defense if you are encumbered or incapacitated.
  • You gain a +5 bonus to initiative.
SUPERHUMAN REFLEXES II
  • Other creatures do not gain advantage on attack rolls against you as a result of being unseen by you.
  • You have advantage on initiative.
  • Your Superhuman Reflexes defense changes to equal 16 + your Dexterity modifier.
SUPERHUMAN REFLEXES III
  • You cannot be surprised while you are conscious.
  • You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.
  • Your Superhuman Reflexes defense changes to equal 18 + your Dexterity modifier.

EXTRA REACTIONS

At 2nd level, your superhuman reflexes affords you quicker time to react to additional threats and opportunities. You can use two reactions during a turn instead of normally only 1. This additional reaction increases to two at 3rd level, for a total of 3 reactions in one turn.

SUPERHUMAN SENSES

Superhuman senses is a unique superhuman powerset in that you can diversify which of your senses are heightend to superhuman levels.

SUPERHUMAN SENSES LEVELS

Level Features Senses Points
1 Superhuman Senses 2
2 5
3 7

SUPERHUMAN SENSES

At 1st level, your senses are heightened to superhuman level. You gain 2 senses points that you can spend on the following senses: Hearing, Sight, or Smell. Each sense point gives you access to that superhuman senses Tier or the next Tier of that chosen sense. You gain additional points to spend when you gain levels in this powerset as found on the Senses Points column of the Superhuman Senses table.

SUPERHUMAN HEARING I
  • You gain Expertise for any Perception check that involves hearing.
  • As an action, you can concentrate and hear things at twice the normal range and volume of an average human. You could also use this ability to identify a specific location of a sound within your range, depending upon its volume.
SUPERHUMAN HEARING II
  • As long as you are not deafened, you gain blindsight out to 30 feet.
  • As an action, you can now hear things at quadruple the normal range and volume of an average human.
SUPERHUMAN HEARING III
  • Your blindsight range increases to 60 feet.
  • If you are not deafened, you gain a +10 bonus to Insight checks that attempt to discern if someone is lying, nervous, or otherwise experiencing the physiological response to stress.
  • As an action, you can concentrate and hear things at ten times the normal range and volume of an average human.
  • Your powerful hearing has left you susceptible to the power of extreme decibels. You gain vulnerability to sonic damage.
SUPERHUMAN SIGHT I
  • You gain Expertise for any Perception check that involves sight.
  • You gain Darkvision out to 60 feet and see in dim light as if it were bright light and in darkness as if it were dim light.
SUPERHUMAN SIGHT II
  • Your Darkvision extends to 120 feet.
  • Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
  • Your ranged attacks ignore half cover and three quarters cover.
  • If you manifest a power or cast a spell that requires you to make an attack roll, the spell or power's range is doubled.
SUPERHUMAN SIGHT III
  • You now see dim light and darkness as if it were bright light.
  • You see through manifested or magical darkness as if it were dim light.
  • As an action, you can see up to 1 mile away if you have line of sight as though you were standing in that location.
SUPERHUMAN SMELL I
  • You gain Expertise for any Perception check that involves smell.
  • You gain Expertise for any Insight check that involves smell, such as discerning if someone is disguised or altered.
  • As an action, you can acquire the "scent" of a creature if they are within 10 feet of you.
  • If you have the scent of a creature, you can use an action to determine if they are within 100 feet of you by drawing in the smell of your surroundings, even if you cannot see them or hear them. If the creature's odor is intentionally masked, you can make an Insight check against their disguise.
  • You have advantage on any Survival checks to track creatures whose "scent" you have acquired.
SUPERHUMAN SMELL II
  • As a bonus action, you gain blindsight out to 10 feet as long as you can smell. This sight lasts until the beginning of your next turn.
  • If you have the scent of a creature, as an action you can draw in a deep breath and know if any creature whose scent you have acquired is within 600 feet of you. If there has not been a significant gust of wind or elemental turmoil in a location, you can also discern if a creature whose scent you have acquired has been in that location within the last 8 hours.
  • You gain Expertise on Survival checks to track a creature whose scent you have acquired.
  • As an action, you can draw in a breath and identify if there are any beasts within 600 feet of you. If you do so, you gain advantage on any Survival checks to track them within the next 1 hour.
SUPERHUMAN SMELL III
  • Your blindsight range increases to 30 feet.
  • Your ability to acquire a "scent" now applies to objects. If an object has been tampered or heavily obscured, you can make an Insight check against those efforts to obscure by contesting a Stealth check or Disguise kit check on that object. You are aware if you are not confident in the smell leading you to the correct object.
  • Because of your profound sense of smell, illusions rarely work on you. You have advantage on any checks or rolls to determine the reality of your surroundings that involve the ability to smell, including disguises, illusions, and shapeshifting.

SUPERHUMAN STAMINA

Superhuman stamina is the exceptional ability of endurance and physical stamina. Those with superhuman stamina likely have a superhuman biology or physiology which is far more capable than a human, particularly at tiers II and III.

PREREQUISITES

Superhuman Stamina has no prerequisites.

SUPERHUMAN STAMINA LEVELS

Level Features
1 Superhuman Stamina I
2 Superhuman Stamina II
3 Superhuman Stamina III

SUPERHUMAN STAMINA

At 1st level, you gain the first tier of superhuman stamina. You gain the following for each Tier you have in Superhuman Stamina:

SUPERHUMAN STAMINA I
  • You double your Constitution modifier to determine how long you can hold your breath.
  • You can remove one level of exhuastion by finishing a short rest. Once you do so, you cannot do so again until you finish a long rest.
  • You gain a special well of stamina represented by 1d10. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your Constitution modifier. Once you use this feature you cannot do so again until you finish a short or long rest.
  • You only need 6 hours of extended downtime to constitute a long rest.
SUPERHUMAN STAMINA II
  • You gain immunity to diseases and poisons.
  • Your special well of stamina increases to 2d10.
  • You gain Expertise in Constitution saving throws to resist suffering a level of exhaustion.
  • You now only need 4 hours of extended downtime to constitute a long rest.
SUPERHUMAN STAMINA III
  • Your special well of stamina increases to 3d10.
  • You are supremely healthy and lively. You recalculate your maximum hit points in that you maximize all hit points from all Hit Die from your various classes and powersets.
  • You cannot gain higher levels of exhaustion than 2 levels. If you were to acquire another level of exhaustion after you have 2, you would instead take half of your current hit points in damage rounded down. This damage cannot be resisted or reduced in any way.
  • You now only need 2 hours of extended downtime to constitute a long rest.

SUPERHUMAN STRENGTH

This strength is beyond what a normal human can muster.

SUPERHUMAN STRENGTH LEVELS

Level Features Bonus Damage
1 Superhuman Strength I, Forceful Slam +5
2 Superhuman Strength II, Strong Leap +10
3 Superhuman Strength III, Strong Throw +15
4 Superhuman Strength IV +20
5 Superhuman Strength V +25

SUPERHUMAN STRENGTH

At 1st level, your strength is superhuman. You gain the following for each Tier you have in Superhuman Strength:

SUPERHUMAN STRENGTH I
  • Your carrying capacity doubles or is 800 lbs, whichever is greater.
  • You can move up to your movement in a Long Jump or High Jump without having to move first.
  • You gain Expertise in Strength ability and skill checks.
  • Once per turn, when you hit with a melee attack using Strength or your Forceful Slam feature, you can gain a bonus to the damage roll that increases as you gain levels in this powerset, as shown in the Bonus Damage column of the Superhuman Strength table.
SUPERHUMAN STRENGTH II
  • Your carrying capacity increases to 1 ton if it was less than that.
  • When you deal damage to objects using your Forceful Slam feature, double your Bonus Damage gained from this powerset.
SUPERHUMAN STRENGTH III
  • Your carrying capacity increases to 10 tons.
  • Your strength infuses your muscles and tendons. You gain resistance to bludgeoning and force damage.
SUPERHUMAN STRENGTH IV
  • Your carrying capacity increases to 30 tons if it was less than that.
  • Your Strong Leap feature can now move up to 120 feet instead of just twice your normal movement, whichever is greater.
  • When you deal damage to objects using your Forceful Slam feature, triple your Bonus Damage gained from this powerset.
SUPERHUMAN STRENGTH V
  • Your carrying capacity increases to 80 tons if it was less than that.
  • Your Strong Leap feature can now move up to 300 feet.

FORCEFUL SLAM

At 1st level, once per turn in place of a normal attack during the Attack action, you can use a forceful Slam attack. You are proficient with this feature and use your Strength modifier for attack and damage rolls with it. If you hit with your Forceful Slam attack, you deal 1d8 + your Strength modifier force damage.

The damage die for this slam attack increases as your level increases at 5th level (2d8), 11th level (3d8), and 17th level (4d8).

STRONG LEAP

At 2nd level, you can use your powerful leg muscles to make impressive leaps and jumps. As an action, you can move 10 feet and then make a Long Jump or High Jump to jump up to twice your normal movement. The 10 feet of movement requires you to spend your normal movement.

STRONG THROW

At 3rd level, you can use your powerful strength to throw allies and foes alike. As an action, you throw a creature that you currently have grappled or a willing creature within 5 feet of you. The creature is thrown a distance of up to 30 feet for each tier you have in Superhuman Strength. Creatures take 1d6 damage for each 10 feet they were thrown when they land or hit an object or other creature. Creatures hit by the thrown creature also take this damage. A successful Dexterity saving throw against your Strength score halves this damage. If any creature who receives damage from this feature damage fails their saving throw, they also fall prone. You cannot use Strong Throw on a creature who has an equal to or higher tier in Superhuman Strength than you.

A creature willingly thrown from this feature can use this as a special attack if they are thrown at another creature or object. If the thrown creature succeeds on their Dexterity saving throw, they can use their reaction to make an immediate melee attack against a creature or object that they collide with. They gain advantage on the attack, and on a hit they deal extra damage equal to your Bonus Damage from this powerset.

Creatures thrown from this feature share a space with the object or creature they collided with if they fall prone, otherwise they manage to land within 5 feet of where they we thrown in an unoccupied space.

SPECIALIZATION POWERS

SPECIALIZATION POWERSETS
Powerset Description Maximum Level Primary Ability Score
Assassination Use stealth and shadows to kill enemies quickly 5 Dexterity
Chi Use the esoteric energies of chi to perfect one's self 5 Wisdom
Genius Possess a superhuman level intelligence to help you with nearly everything you do 5 Intelligence
Heroism Focus on developing a sense of heroic battle readiness 5 Charisma
Martial Arts Train your body to be a deadly weapon 5 Dexterity
Subterfuge Use treachery and manipulation to stay steps ahead of your enemies 5 Dexterity & Charisma
Villainy Hone your talents as a villain with a variety of special domains 5 Charisma
Weaponmaster Specialize in a certain weapon to deadly affect 5 Strength or Dexterity

ASSASSINATION

Assassination is a specialization that deals in murder, shadowy death, and the deadly strikes of a quick blade. Those who specialize in such a feat likely have loose morals and either see a larger purpose in their assassinations or simply enjoy the rewards it provides.

ASSASSINATION LEVELS

Level Features Sneak Attack
1 Sneak Attack +1d6
2 Cunning Shadows +2d6
3 Assassinate +2d6
4 Hidden Blade +3d6
5 Death Strike +3d6

SNEAK ATTACK

At 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse weapon, a ranged weapon, or use your specialty die for the damage.

You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this powerset, as shown in the Sneak Attack column of the Assassination table. If you already have sneak attack damage, increase the amount of die you gain from this powerset each level to your already existing sneak attack.

CUNNING SHADOWS

At 2nd level, you are adept at using the shadows to hide. You can take the Hide action as a bonus action on your turn.

You are also well adapted to being in the shadows. Dim light does not impose disadvantage to your Wisdom (Perception) checks relying on sight and you have advantage on Dexterity (Hide) checks while you are in dim light or darkness.

ASSASSINATE

At 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.

HIDDEN BLADE

At 4th level, you can try to hide when you are lightly obscured from the creature you are hiding from. When you are hidden from a creature and miss it with an attack roll, making the attack does not reveal your position.

Additionally, while you are using a finesse or light piercing or slashing weapon to make a melee attack against a creature that has 3 or more other creatures within 5 feet of them, you can make a Dexterity (Sleight of Hand) check against their Wisdom (Perception) and, if you succeed, the creature has no idea you were the one that attacked them.

DEATH STRIKE

At 5th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.

CHI

Chi to some is the energy that permeates all life forms, but in scientific terms it is the bio-electric energy that surrounds all life forms, like electromagnetic fields also do. Training one's self to harness and utilize this energy requires a great deal of study of the body and mind.

PREREQUISITES

Before you advance a level in Chi, you must have at least that level in the Martial Arts powerset. For example, if you wish to become 3rd-level in Chi, you must already be 3rd-level in Martial Arts.

CHI LEVELS

Level Features Chi Points
1 Chi 2
2 Deflect Missiles, Stunning Strike 3
3 Purity of Body, Stillness of Mind 5
4 Diamond Soul, Lethal Strike 6
5 Empty Body 7

CHI

Starting at 2nd level, your training allows you to harness the mystic energy of chi. Your access to this energy is represented by a number of chi points. Your levels in this powerset determines the number of points you have, as shown in the Chi Points column of the Chi table.

You can spend these points to fuel various chi features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more chi features as you gain levels in this powerset.

When you spend a chi point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended chi back into yourself. You must spend at least 30 minutes of the rest meditating to regain your chi points.

Some of your chi features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:

Chi Save DC = 8 + your proficiency bonus +

your Wisdom modifier
FLURRY OF BLOWS

Immediately after you take the Attack action on your turn, you can spend 1 chi point to make two unarmed strikes as a bonus action.

PATIENT DEFENSE

You can spend 1 chi point to take the Dodge action as a bonus action on your turn.

STEP OF THE WIND

You can spend 1 chi point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

DEFLECT MISSILES

At 2nd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d12 + your Dexterity modifier + your Proficiency bonus.

If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 chi point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a martial arts weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.

STUNNING STIRKE

At 2nd level, you can interfere with the flow of chi in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 chi point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

STILLNESS OF MIND

At 3rd level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

DIAMOND SOUL

At 4th level, your mastery of chi makes you highly resistant and prepared for all threats and assaults to your body and mind.

Whenever you make a saving throw and fail, you can spend 1 chi point to roll again for a new result.

LETHAL STRIKE

At 4th level, you gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an unarmed strike, you can spend 3 chi points to start these imperceptible vibrations, which last for a number of rounds equal to your Wisdom score. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be within 60 feet of each other. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes a 3d10 necrotic damage at the beginning of its turn for a number of turns equal to your Proficiency bonus.

You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.

EMPTY BODY

At 5th level, you gain the ability to heal yourself. As an action, you regain hit points equal to your Wisdom score + your Proficiency bonus. Once you regain hit points using this feature you cannot do so again until you finish a long rest.

Additionally, you can spend 5 chi points to manifest the astral projection power without needing material components. When you do so, you cannot take any other creatures with you.

GENIUS

Genius is the profound extension of one's mind to think critically and expansively, pushing the limits of both human and superhuman alike. Genius is not only a powerset that aids in intelligence -- instead it offers up one's ability to critically think and concentrate on a task at hand. Therefore, one's genius can help with nearly any task.

PREREQUISITES

In order to gain a level in this powerset, you must have at least the level you are gaining as a modifier in Intelligence. For example, you could gain 2nd level in this powerset as long as your Intelligence score is at least 14 (a +2 modifier).

GENIUS LEVELS

Level Features Genius Bonus
1 Genius Bonus 2
2 Eye for Detail, Masterful Strategist 3
3 Mind of Study 4
4 Intellect's Edge 4
5 Flash of Brilliance 5

GENIUS BONUS

At 1st level, you can apply your genius in all that you specialize in. You gain a Genius Bonus that is equal to 2. This bonus increases as you gain levels in this powerset, as seen in the Genius Bonus column of the Genius table. You apply this bonus in the following ways:

  • You gain a bonus to your defense equal to half of your Genius Bonus, rounded up.
  • You add your Genius Bonus to any roll you make with your Specialty Die.
  • You add your Genius Bonus to any roll in which you have Expertise, such as skill checks.
  • You add your Genius Bonus to Intelligence saving throws.

EYE FOR DETAIL

At 2nd level, you can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues.

MASTERFUL STRATEGIST

At 2nd level, once per turn, you can use the Help action as a bonus action or reaction to an ally attempting an ability check or attack roll. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of the attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you.

MIND OF STUDY

At 3rd level, you can consider some task or endeavor thoughtfully and apply a stroke of genius in your attempt to be successful. If you spend 1 minute studying and thinking and performing no other activity, the next ability check, skill check, saving throw, or attack roll you make within the next 1 minute gains a bonus equal to your levels in this powerset.

If you spend 10 minutes using this feature, you double the bonus this feature gives.

INTELLECT'S EDGE

At 4th level, you can use your brilliance to gain an edge in any endeavor. When you make an ability check, skill check, saving throw, or attack roll, you can choose to gain advantage before you roll.

Once you use this feature, you cannot do so again until you finish a short or long rest.

FLASH OF BRILLIANCE

At 5th level, you can use your Mind of Study feature as a bonus action instead of normally requiring 1 minute or 10 minutes. When using Mind of Study in this way, the bonus is not doubled.

You can use this feature twice. You regain all expended uses when you finish a long rest.

HEROISM

Heroism is the training and exceptional ability of being a presence in battle and conflict. Others look to the heroes in a fight to see how they are doing, a measure of their own success. Because of this, heroes are both battle born and ready while also inspire others to be the same.

HEROISM LEVELS

Level Features Heroic Inspiration Die
1 Battle Ready, Heroic Inspiration d4
2 Aura of Courage (10 feet), Finishing Move d6
3 Font of Inspiration d8
4 Aura of Courage (30 feet), Self-Sacrifice d10
5 Follow My Lead, No One Left Behind d12

BATTLE READY

At 1st level, you are better prepared to be in the front line of combat than others. You gain the following benefits:

  • You are always prepared to push yourself to victory. Whenever you take damage, you can use your reaction and expend one of your hit die to reduce the damage by an amount equal to the hit die expended + your Constitution modifier.
  • When you give someone a Heroic Inspiration die, your next attack roll before the beginning of your next turn gains a bonus equal to your Heroic Inspiration Die.
  • You can quickly galvanize a group of troops or allies with an inspiring war cry or statement. When you roll initiative and are not surprised, you gain advantage on that roll, and any number of friendly creatures within 30 feet of you that can see or hear you can move up to a number of feet equal to five times your Charisma modifier (minimum 5 feet).

HEROIC INSPIRATION

At 1st level, you can inspire others through stirring words or your heroic deeds. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Heroic Inspiration die, a d4

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Heroic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Heroic Inspiration die is rolled, it is lost. A creature can have only one Heroic Inspiration die at a time.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Your Heroic Inspiration die changes when you reach certain levels in this class. The die becomes a d6 at 2nd level, a d8 at 3rd level, a d10 at 3rd level, and a d12 at 5th level.

AURA OF COURAGE

At 2nd level, you and your allies have advantage to resist the frightened condition if they are aware of your presence within 10 feet by sight, sound, or smell.

At 4th level in this powerset, the range of this aura increases to 30 feet.

FINISHING MOVE

At 2nd level, following the efforts of your companions, you can execute a devastating move to finish off opponents. Once per turn, when you hit a creature with a weapon attack that has taken damage since the end of your last turn by one of your allies, you can choose to forgo your weapon's normal damage and replace it with your finishing move damage. You calculate your finishing move damage by rolling a number of your Heroic Inspiration dice equal to your Proficiency bonus and add your Charisma modifier. For example, if you your Charisma score is 20, you have 3 levels in this powerset, and you are 6th level, your finishing move damage would be 3d8 + 5. The damage type is still the same as your weapon.

If you reduce a creature to 0 hit points using this feature, you can immediately gain an additional use of your Heroic Inspiration feature but you must use it immediately and may do so without needing to use a bonus action.

FONT OF INSPIRATION

At 3rd level, you regain all expended uses of your Heroic Inspiration feature when you finish a short or long rest.

SELF-SACRIFICE

At 4th level, if at the start of your turn you have two or more hostile creatures within 10 feet of you and at least one ally within 10 feet, you gain temporary hit points equal to your levels in this powerset + your Charisma modifier.

FOLLOW MY LEAD

At 5th level, when you and your allies must make a saving throw against the same effect, you make your roll first. If you succeed, your allies gain advantage on their rolls.

NO ONE LEFT BEHIND

At 5th level, you can risk yourself to aid an ally in danger. An ally is considered in danger for this feature if a creature is not hostile to you and has 0 hit points or they have two or more hostile creatures within 5 feet of them. As a bonus action, you can move up to your feet in movement as long as you move closer to an ally in danger. During this movement, you have resistance to all damage and, if you end your movement by the end of your turn within 5 feet of an ally in danger, the ally in danger heals an amount of hit points equal to 1d10 per opportunity attack that hits you during this movement (a minimum of 1) as they become revitalized by your heroic gesture.

Once you use this feature, you cannot do so again until you finish a short or long rest.

MARTIAL ARTS

Martial arts is the versatile powerset that represents a character's intense training in physical combat, often using their body as a weapon or using generally light or simple weapons in combination of kicks, punches, etc. By developing a rigorous physical routine and study of martial combat, such as karate or jujitsu, one's body can become a deadly weapon.

MARTIAL ARTS LEVELS

Level Features Martial Arts Techniques
1 Martial Arts, Technique 2
2 Double Hit 3
3 Slow Fall 5
4 Fast Movements 6
5 Lethal Hit 7

MARTIAL ARTS

At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and martial arts weapons, which are shortswords and any simple melee weapons that does not have the two-handed or heavy property.

You gain the following benefits while you are unarmed or wielding only martial arts weapons and you aren’t wearing armor or wielding a shield:

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and martial arts weapons.

  • You can roll your specialty die in place of the normal damage die of your unarmed strike and martial arts weapon.

  • You gain a Martial Arts defense. Your martial arts defense is equal to 12 + your Dexterity modifier + your Proficiency bonus. You cannot use this defense if you are carrying any amount of weight that is equal to or greater than 1/4 your carrying capacity.

Certain martial arts ways, paths, and traditions use specialized forms of martial arts weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a martial arts weapon, you can use the game statistics provided for the weapon in the Equipment chapter.

TECHNIQUE

As 1st level, your martial arts training has aided you in developing certain techniques and styles of fighting. You gain two martial arts techniques, as decribed at the end of the description of this powerset. You gain additional ones for each level in this powerset, as found on the Martial Arts Techniques column of the Martial Arts table.

Some of your techniques require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:

Technique Save DC = 8 + your proficiency bonus +

your Strength or Dexterity modifier

DOUBLE HIT

At 2nd level, you are particularly effective at dealing quick, multiple blows to opponents. Once per turn, if you hit a creature the second time on your turn with a melee attack, you deal bonus damage on the second hit's damage roll equal to your specialty die without having to expend a specialty die.

SLOW FALL

At 3rd level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to 5 times your levels in this powerset.

FAST MOVEMENTS

At 4th level, while you are using your Martial Arts defense, your movement increases by 10 feet.

LETHAL HIT

At 5th level, your successive assaults on a single target can potentially pinpoint a lethal vulnerability. Once per turn, when you would be able to apply your bonus damage from Double Hit, you can choose to not deal this bonus damage if you are able to make an additional attack, your third, before your turn is over. If you do so and hit for a third time on your turn with a melee attack against the same target, you deal bonus damage on the third hit's damage roll equal to 1d20. If you roll a 20 on this damage, roll one more additional 1d20 for additional lethal damage.

MARTIAL ARTS TECHNIQUES

You know 2 techniques from below. You gain additional martial arts techniques as you gain levels in this powerset.

AMBUSH

When you make a Dexterity (Stealth) check or an initiative roll, you can expend one specialty die and add the die to the roll, provided you aren't incapacitated.

BAIT AND SWITCH

When you're within 5 feet of a creature on your turn, you can expend one specialty die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn't incapacitated. This movement doesn't provoke opportunity attacks.

Roll the specialty die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to defense equal to the number rolled.

BRACE

When a creature you can see moves into your reach, you can use your reaction to expend one specialty die and make one attack against the creature that has the appropriate reach. If the attack hits, add the specialty die to the damage roll.

DEVELOPED SNEAK ATTACK

You increase your Sneak Attack damage by +1d6. You can choose this technique a maximum of three times and only once before 3rd level and twice before 5th level. At 5th level in this powerset, you can choose it again.

DISARMING ATTACK

When you hit a creature with an unarmed strike or a martial arts weapon, you can expend one specialty die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the specialty die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

DISTRACTING STRIKE

When you hit a creature with an unarmed strike or a martial arts weapon, you can expend one specialty die to distract the creature, giving your allies an opening. You add the specialty die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

EVASIVE FOOTWORK

When you move, you can expend one specialty die, rolling the die and adding the number rolled to your AC until you stop moving.

FEINTING ATTACK

You can expend one specialty die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature before the end of your turn. If that attack hits, add the specialty die to the attack's damage roll.

GOADING ATTACK

When you hit a creature with an unarmed strike or a martial arts weapon, you can expend one specialty die to attempt to goad the target into attacking you. You add the specialty die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

GRAPPLING STRIKE

Immediately after you hit a creature with an unarmed strike or a martial arts weapon, you can expend one specialty die and then try to grapple the target as a bonus action. Add the specialty die to your Strength (Athletics) check.

LUNGING ATTACK

When you make an unarmed strike or a martial arts weapon, you can expend one specialty die to increase your reach for that attack by 5 feet. If you hit, you add the specialty die to the attack's damage roll.

MANUEVERING ATTACK

When you hit a creature with an unarmed strike or a martial arts weapon, you can expend one specialty die to maneuver one of your comrades into a more advantageous position. You add the specialty die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

MENACING ATTACK

When you hit a creature with an unarmed strike or a martial arts weapon, you can expend one specialty die to attempt to frighten the target. You add the specialty die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

PARRY

When another creature damages you with a melee attack, you can use your reaction and expend one specialty die to reduce the damage by the number you roll on your specialty die + your Dexterity modifier.

PRECISION ATTACK

When you make an attack roll with an unarmed strike or a martial arts weapon, you can expend one specialty die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

PUSHING ATTACK

When you hit a creature with an unarmed strike or a martial arts weapon, you can expend one specialty die to attempt to drive the target back. You add the specialty die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

QUICK TOSS

As a bonus action, you can expend one specialty die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the specialty die to the weapon's damage roll.

RIPOSTE

When a creature misses you with a melee attack, you can use your reaction and expend one specialty die to make a melee attack with an unarmed strike or using a martial arts weapon against the creature. If you hit, you add the specialty die to the attack's damage roll.

SWEEPING ATTACK

When you hit a creature with an unarmed strike or a martial arts weapon, you can expend one specialty die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your specialty die. The damage is of the same type dealt by the original attack.

TRIP ATTACK

When you hit a creature with an unarmed strike or a martial arts weapon, you can expend one specialty die to attempt to knock the target down. You add the specialty die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

SUBTERFUGE

Anyone can lie, but how does one develop their ability to lie? To deceive? To manipulate others? They practice and train subterfuge, the powerset that embodies both intrigue and treachery.

SUBTERFUGE LEVELS

Level Features Sneak Attack
1 Sneak Attack, Master of Intrigue +1d6
2 Style of Treachery +1d6
3 Insightful Manipulator +2d6
4 Tools of Treachery +2d6
5 Treacherous Fighting +3d6

SNEAK ATTACK

At 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse weapon, a ranged weapon, or use your specialty die for the damage.

You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this powerset, as shown in the Sneak Attack column of the Assassination table. If you already have sneak attack damage, increase the amount of die you gain from this powerset each level to your already existing sneak attack.

MASTER OF INTRIGUE

At 1st level, you gain proficiency with the disguise kit, the forgery kit, and one gaming set of your choice. You also learn two languages of your choice.

Additionally, you unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular land, provided that you know the language.

STYLE OF TREACHERY

At 2nd level, you gain two Styles of Treachery to specialize how you use your talent of subterfuge. You gain an additional style at each level you gain in this powerset after 2nd.

The choices for this feature are detailed at the end of this powerset's description.

INSIGHTFUL MANIPULATOR

At 3rd level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

  • Intelligence score
  • Wisdom score
  • Charisma score
  • Character levels (if any)

At the DM's option, you might also realize you know a piece of the creature's history or one of its personality traits, if it has any.

TOOLS OF TREACHERY

At 4th level, choose one set of tools or a kit you are proficient in. You gain expertise in that tool or kit and if using it takes an action, it instead takes a bonus action. If using that tool requires a time longer than an action, the time it takes to use it is reduced to half.

TREACHEROUS FIGHTING

At 5th level, you gain the ability to decipher an opponent's tactics by feinting attacks and developing a counter to them. As a bonus action, you can make a Charisma (Deception) check against a creature you can see that isn't incapacitated, contested by the target's Wisdom (Insight) check. If you succeed, you can use your Sneak Attack against that target even if you don't have advantage on the attack roll, but not if you have disadvantage on it.

This benefit lasts for 1 minute or until you successfully use this feature against a different target.

STYLES OF TREACHERY

You can choose two from below at 2nd level. You gain an additional style of your choice at 3rd, 4th, and 5th levels in the Subterfuge powerset. If a style of treachery has a prerequisite, you cannot choose it until you meet those prerequisites.

ALLURING PRESENCE

Your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you, and the two fo you must share a language.

If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you. This effect lasts 1 minute, until one of your companions attack the target or affects it with a power, or until you and the target are more than 60 feet apart.

If you succeed on the check and the creature isn't hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately after you or your companions do anything harmful to it.

EAR FOR DECEIT

You develop a talent for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.

ELEGANT MANUEVER

You can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.

EYE FOR WEAKNESS

(Prerequisites: 5th level in the Subterfuge powerset)


If you use your Treacherous Fighting feature on a target, you have learned to better exploit a creature's weaknesses. While your Treacherous Fighting applies to a creature, your Sneak Attack damage against that creature increases by 3d6.

FAST HANDS

You can use a bonus action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action.

IMPOSTOR

You can unfailingly create false identities for yourself. You can either make a new identity or adopt the identity of another.

If you make a new identity, you must spend seven days and at least 250 dollars to establish the history, profession, and affiliations for an identity. You cannot establish an identity that belongs to someone else with this. For example, you might acquire appropriate clothing, letters of introduction, and official-looking certification to establish yourself as a member of a university from a remote city so you can insinuate yourself into the company of another university. Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until give an obvious reason not to.

Alternatively, you can unerringly mimic another person's speech, writing, and behavior. You must spend at least three hours studying these three components of the person's behavior, listening to speech, and examining handwriting, and observing mannerisms.

Your ruses are indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.

MISDIRECTION

You can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while a creature within 5 feet of you is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you.

OPPORTUNIST

You can exploit a creature's momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.

SKIRMISHER

You are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn't provoke opportunity attacks.

SOUL OF DECEIT

(Prerequisites: 4th level in the Subterfuge powerset)


Your thoughts can't be read by telepathy or other means, unless you allow it or the creature manifesting the telepathy is of a Psionic level greater than your character level. Regardless, when your thoughts are read, you can present false thoughts by succeeding on a Charisma (Deception) check contested by the mind reader's Wisdom (Insight) check.

THIEF'S REFLEXES

(Prerequisites: 4th level in the Subterfuge powerset)


You have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You cannot use this feature when you are surprised.

VILLAINY

A variety of villains exist. Some prefer to be elitists while others have a cosmic, dramatic vision that drives them to an end that justify all means. Villainy, then, is the opposite of heroism. Through exploiting weaknesses in others and a profound sense of ego, villains who practice this powerset become the epitome.

VILLAINY LEVELS

Level Features Sneak Attack
1 Sneak Attack, Channel Villainy, Villainous Domain +1d6
2 Cutting Words +1d6
3 Domain Feature +2d6
4 The Upperhand +2d6
5 Domain Feature +3d6

SNEAK ATTACK

At 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse weapon, a ranged weapon, or use your specialty die for the damage.

You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this powerset, as shown in the Sneak Attack column of the Assassination table. If you already have sneak attack damage, increase the amount of die you gain from this powerset each level to your already existing sneak attack.

CHANNEL VILLAINY

At 1st level, you gain the ability to channel a villainous energy and presence. You start with one such effect: Mark For Dead. Some domains grant you additional effects as you advance in levels, as noted in the domain description.

When you use your Channel Villainy, you choose which effect to create. You can use this feature a number of times equal to your levels in this powerset and you regain all expended uses when you finish a long rest.

Some Channel Villainy effects require saving throws. When you use such an effect from this powerset, the DC is calculated as follows:

Villainous Save DC = 8 + your proficiency bonus +

your Charisma modifier
MARK FOR DEAD

You can use your Channel Villainy to mark another creature’s life for termination.

As an action, you choose one creature you can see within 30 feet of you, marking it until the end of your next turn. The next time you or an ally of yours hits the marked creature


with an attack, the creature has vulnerability to all of that attack's damage, and then the mark ends.

VILLAINOUS DOMAIN

At 1st level, you also choose a domain of villainous behavior that best reflects how you specialize in the art of dubious or criminal acts. Choose one domain described at the end of this powerset's description. You gain the features of that domain and additional ones when you reach 3rd and 5th levels in this powerset.

CUTTING WORDS

At 2nd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Specialty Dice, rolling a Specialty die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can't hear you or if it's immune to being charmed.

THE UPPERHAND

At 4th level, you excel at moments where you have the upperhand. When a hostile creature within 30 feet of you makes a roll at disadvantage, you gain the Upperhand. While you have the upperhand, the next ability check, attack roll, or saving throw you make has advantage. Once you gain advantage on a roll, you lose the upperhand, otherwise it expires within 10 minutes.

VILLAINOUS DOMAINS

Choose one from below. You gain features at 1st, 3rd, and 5th levels in the Villainy powerset.

VILLAINOUS ELITIST

This domain is that of the elitist, the upper class privileged snob who finds their lifestyle and existence superior to others that are less fortunate.

TENETS OF THE ELITISTs

The tenets of the elitists focuses on a strong sense of ego -- they believe themselves to be better than others and that most people are expendable to their

Exist Superiorly. You are above others -- let yourself be where you belong: the top.

Let the Meek Fall. People that are weak, or easily exploited, are there to be used and expended. Discard them as necessary. Use them appropriately.

The Ends Justify the Means. Some things must be done for the sake of a greater purpose. Do what you must to achieve your goals.

CHANNEL VILLAINY: THYSELF KNOWN

At 1st level, you can use your Channel Villainy feature to exert your powerful sense of self.

As an action, you take control over yourself and your destiny. If you are under the effects of any spell or power or effect that allows you to make a saving throw to end it, you can immediately make that roll with advantage, even if you already have that turn or will at some point during your turn.

BETRAYAL

At 3rd level in the Villainy powerset, you gain the ability to exploit an unsuspecting "friend". If a creature is charmed or friendly to you, you automatically have advantage on attack rolls against them and you gain +3d6 sneak attack damage if you hit and use your sneak attack damage. Additionally, you can expend a use of your Channel Villainy feature to increase your sneak attack damage by another +3d6 damage while using this feature.

Once you use this feature, the creature you attack is no longer friendly to you unless they are some magic or power compels them to ignore your attacks as part of being charmed.

CHANNEL VILLAINY: PROVEN SUPERIOR

At 5th level, you can use for your Channel Villainy feature to bolster yourself when you succeed and others fail.

As a reaction to a hostile creature being reduced to 0 hit points or when you succeed on a saving throw, you gain a powerful boost. For the next 1 minute, you gain a number of Ego points equal to your Proficiency bonus. You can expend an ego point to gain advantage on an ability check, attack roll, or saving throws equal to your Proficiency bonus. If you deal damage to a creature, you can also expend one ego point to deal bonus damage equal to 1d6 per Proficiency bonus.

Your ego points expire after 1 minute of using your Proven Superior feature.

VILLAINOUS MASTERMIND

The mob boss, the leader of the henchmen, the controller of the weak-willed but easily persuaded -- this is the mastermind. Often buffered with an array of thralls and individuals willing to do their dirty work, the mastermind's brilliance is not only in their potent persona, but also in the tight grip the keep on the organizations they run.

TENETS OF THE MASTERMIND

A mastermind wields the power of many and revels in the joys of ruling.

Subbordinate Others. Others, particuarly the weak-minded, are meant to be ruled by you.

Rule Through Fear. Determine what is the rule and make others obey it -- no matter the cost. Make others fear your rules.

Be the Head. Fund, own, steal, or start your own organization. Be the head of it. If you are not, find a way to cut off its current head and take your rightful place.

CHANNEL VILLAINY: ACQUIRE HENCHMEN

At 1st level, you can use for your Channel Villainy feature to make others want to work for you.

As an action, choose a target creature that has a challenge rating of less than 1 that understands your language and not hostile to you or your companions. That creature must make a Wisdom saving throw against your villainous DC or become one of your henchmen. Creatures that are frightened by you or have an Intelligence score 7 or lower have disadvantage on their Wisdom saving throw.

Creatures that are your henchmen obey your commands unless it would directly result in their death or demise, though they will listen to commands that put them in danger. When in initiative, they go on your initiative and will act according to what they assume to be your interests, but otherwise obey commands you make on your turn, such as "Attack!", "Take them alive!", or "Protect me!". If you or your companions directly harm a henchmen, the one you harmed and all others who see it can make another Wisdom saving throw with advantage to stop being your henchmen and ignore your commands.

You can have a number of henchmen equal to your Proficiency bonus at any one time. Your DM can have an infinite number of NPCs who follow your commands and want to please you, but official henchmen who must obey your commands are treated separately with this feature.

HEADS OF A HYDRA

At 3rd level, your henchmen become more and more expendable to your needs. If you are the target of an attack and you have a henchmen within 5 feet of you, you can use your reaction to make them the target of that attack instead of you. If that attack would reduce your henchmen to 0 hit points, it instead reduces them to 1. A henchmen reduced to 0 hit points again from this feature after the first time cannot be saved again.

Additionally, the number of henchmen you can have at any one time doubles.

SECOND IN COMMAND

At 5th level, you can acquire a powerful new henchmen. One of your henchmen can be of a Challenge Rating equal to half your character level, rounded up.

VILLAINOUS PSYCHOTIC

The reveler of chaos, the embodiment of self-indulgence -- a psychotic is a true villain. Often the most capricious of all villains, a psychotic villain is bent on only one goal: anarchy.

TENETS OF THE PSYCHOTIC

A psychotic gets special thrills from torturing and instilling fear in others.

From Pain is Life. Life is painful, living life in pain is art.

Power from Chaos. Others cannot expect from you anything but the unexpected. When others are confounded or horrified by you -- you gain power over them.

Control Your Fear. Because you know that fear is the enemy of the controlled, you cannot be afraid of anything.

CHANNEL VILLAINY: INSTILL FEAR

At 1st level, you can use for your Channel Villain feature to make others feel a sense of dread.

When a creature that is hostile to you takes damage within 30 feet of you that you can see, you can use a bonus action or reaction to perform some menacing act, such as laughing maniacally or spraying random bullets in the air. Whatever your act is, it cannot have any mechanical effect -- but it could make others afraid of you. Creatures other than you and your allies within 30 feet of you take 2d8 psychic damage and must succeed on a Wisdom saving throw against your villainous save DC or otherwise be frightened of you for 1 minute. A creature that is frightened by you from this feature can make another saving throw at the end of its turn to end this condition.

Your damage with this feature increases when your character level is 5th (3d8), 11th (4d8), and 17th (5d8).

REVEL IN DREAD

Also at 1st level, you get a special thrill when others are in a state of fear. When a creature is frightened and you apply your sneak attack damage to it with an attack, you deal an extra +3d6 sneak attack damage.

Additionally, as an action, you can expend a specialty die and roll a Charisma (Intimidation), Charisma (Deception), or Charisma (Persuasion) check against a target creature within 30 feet that can see and hear you. You roll your specialty die and add that as a bonus to your check. That creature must make a Wisdom (Insight) check. On a failure, that creature is frightened by you until the end of your next turn.

DISTURBED MIND

At 3rd level, your mind is very different from others and it becomes a dangerous place to toy with. You are immune to the frightened condition, you gain resistance to psychic damage, and you become proficient in Wisdom saving throws.

PSYCHOTIC FEEDBACK

Also at 3rd level, creature who attempt to enter your mind can face a psychotic feedback if they fail. Creatures who attempt to speak to you telepathically, read your thoughts, or deal psychic damage to you must succeed against your villainous DC or suffer 2d8 + your Proficiency bonus in psychic damage themselves.

Your psychotic feedback damage increases as you gain character levels. It increases by 1d8 at 5th level (3d8) and again at 11th level (4d8) and 17th level (5d8).

Once a creature successfully saves against this feature, they become immune to it for 24 hours. If they take damage from it, they cannot face your psychotic feedback until the beginning of their next turn.

CHANNEL VILLAINY: WHISPERED HORROR

At 5th level, you can use your Channel Villainy feature to make others feel an overwhelming sense of horror from your tangled mind.

If you speak to a humanoid alone for at least 1 minute, you can attempt to seed paranoia and fear into its mind. At the end of the conversation, the target must succeed on a Wisdom saving throw against your villainous save DC or be frightened of you or another creature of your choice. The target is frightened in this way for 1 hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged. If you are somewhat familiar with this target and you know something about what it cares about, is loyal to, or loves, the creature makes its save with disadvantage.

If the target succeeds on its saving throw, the target has no hint that you tried to frighten it.

A creature who successfully saves against this feature is immune to it for 24 hours.

VILLAINOUS VISIONARY

Some villains are obsessed with some vision or outcome, some end or goal that moves them, pushes them, to commit acts many others see as horrific, violent, or evil. But the visionaries do not -- they see only ambition.

TENETS OF THE VISIONARY

A villainous visionary sees their goals as the supreme reason and purpose for being, it motivates them and instills in them a purpose to do whatever is necessary.

There is One Purpose. Find your one goal, edict, or purpose -- the One Purpose that comes before you, love, friends, and law.

The Ends Justify the Means. Some things must be done for the sake of a greater purpose. Do what you must to achieve your goals.

Allies to the Cause. Those who support you in your One Purpose come first but remain forever second to it.

CHANNEL VILLAINY: SELF-RIGHTEOUS REBUKE

At 1st level, you can use your Channel Villainy feature to bolster yourself and impress others with your sense of purpose in life.

As a reaction to taking damage, you can roll your sneak attack damage + your Proficiency bonus and reduce the damage you take by that amount.

If this would reduce the damage to 0, all allies within 60 feet that can see you, including yourself, gain temporary hit points equal to your roll to reduce the damage.

AUDACIOUS FIGHTING

At 1st level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.

You also gain an additional way to use your Sneak Attack; you don't need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, the creature is not surprised, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.

CHANNEL VILLAINY: ENEMY OF THE PURPOSE

At 3rd level, you can use your Channel Villainy feature to identify an enemy against your agenda to destroy them outright.

As a bonus action, you are motivated to crush opponents who attempt to come between you and your purpose, without relying on others. Until the beginning of your next turn, when you use your Audacious Fighting feature to apply sneak attack damage, your sneak attack damage increases by 1d6 for each of your Proficiency bonuses. So if your Proficiency bonus is +2, you would deal an extra 2d6 damage when you use Audacious Fighting to apply sneak attack damage.

DESTROYER OF OPPOSITION

At 5th level, you become a nearly unstoppable force for your goals. Once per turn, when you make an attack roll and would be able to apply sneak attack damage with a successful hit with your Audacious Fighting feature, your attack scores a critical hit on an 15-20 instead of normally on a 20.

Once you use this feature, you cannnot do so again until you finish a short or long rest.

WEAPONMASTER

Some superheroes focus on becoming a master of a particular weapon or type of weapons. The weaponmaster is an exceptionally deadly individual when they have access to the weapons they have mastered, yet any weapon may do.

WEAPONMASTER LEVELS

Level Features Stratagems
1 Weapons Expert, Mastered Attacks
2 Weapon Stratagems 2
3 Improved Critical 3
4 Perfected Attacks 4
5 Superior Critical 5

WEAPONS EXPERT

At 1st level, your mastery of certain weapons extends to a diverse expertise with nearly all weapons. You are proficient in all simple and martial weapons.

Additionally, by spending at least 30 minutes as part of a short or long rest, you can familiarize yourself with one exotic weapon by inspecting the weapon and training with it, becoming permanently proficient with it.

MASTERED ATTACKS

At 1st level, you choose a class of weapons to master. If not already, you become proficient with a class of weapons, such as archery, blades, firearms, etc. These weapons are considered weapons you have mastered for the purposes of features within this powerset. You become proficient in all weapons that fall under that class. See the Weapon Classes section of the Equipment chapter for more information.

Once per turn, when you make an attack roll with a weapon belonging to the class of weapons you have mastered and roll a 6 or lower, you can instead choose to make the roll a 7. You must choose to do so before you know whether or not your attack was a hit.

WEAPON STRATAGEMS

At 2nd level, you choose to develop a series of battle stratagems that you can use with a variety of weapons. You could choose to diversify your weapon training or hyper-focus on certain weapons. Choose two stratagems from the list at the end of this powersets description. You gain additional stratagems to choose as you level in this powerset, as seen on the Stratagems column of the Weaponmaster powerset table.

IMPROVED CRITICAL

At 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.

PERFECTED ATTACKS

At 4th level, you have perfected the ability to attack with your mastered class of weapons. When you use your Mastered Attacks feature, you can now change an attack roll that is a 9 or lower into a 10 instead of a roll of 6 or lower. You can still only use this feature once per turn.

SUPERIOR CRITICAL

At 5th level, your weapon attacks score a critical hit on a roll of 18-20.

STRATAGEMS

You can choose from the following stratagems below.

AGILE PARRY

If you make an unarmed strike as part of the Attack action on your turn and are holding a weapon you mastered, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren’t incapacitated.

BLADEMASTER

On your turn, you can use your reaction to assume a parrying stance, provided you have a weapon in hand that deals slashing damage that is not a polearm weapon. Doing so grants a +1 bonus to your defense until the start of your next turn or until you're not holding the weapon. Additionally, when you make an opportunity attack with the weapon, you have advantage on the attack roll.

DEADLY SHOT

You can use a bonus action on your turn to make your ranged attacks with a weapon you mastered to make it more deadly. When you do so, any target you hit with a ranged attack using a weapon you mastered takes extra damage of the weapon’s type equal to your specialty die or 1d4. You retain this benefit until the end of the current turn.

DEFT STRIKE

When you hit a target with a weapon you mastered, you can spend 1 energy or expend 1 specialty die to cause the weapon to deal extra damage to the target equal to your specialty die or 1d4. You can use this feature only once on each of your turns.

ESCAPE THE HENCHMEN

Opportunity attacks against you are made with disadvantage.

EXPLOIT WOUND

Your tenacity can wear down already injured foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.

GIANT KILLER

When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.

HENCHMAN BREAKER

Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

MULTIATTACK DEFENSE

When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.

SHIELD MASTER

If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield. If you aren't incapacitated, you can add your shield's Defense bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you. Also, if you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.

PIERCER

Once per turn, when you hit a creature with an attack that deals piercing damage, you can re-roll one of the attack’s damage dice, and you must use the new roll. Additionally, when you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes.

POLEARM MASTER

When you take the Attack action and attack with a weapon belonging to the polearm class, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is equal to your specialty die or 1d4, and it deals bludgeoning damage. Additionally, while you are wielding a weapon belonging to the polearm class, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.

QUICKLOAD FIRE

You ignore the loading quality of weapons that you have mastered. Also, being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls. Finally, when you use the Attack action and attack with a one handed weapon, you can use a bonus action to attack with a ranged weapon that is does not have the Two-Handed property that you are holding.

UNERRING ACCURACY

Your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a weapon you mastered on your turn, you can reroll it. You can use this feature only once on each of your turns.

VOLLEY

You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target

WHIRLWIND ATTACK

As an action, you can make melee attacks against any number of creatures within 5 feet of you, with a separate attack roll for each target.

CHAPTER 4: PERSONALITY & ORIGIN

Characters are defined by much more than their species, class, and powersets. They're individuals with their own stories, interests, connections, and capabilities beyond those that class and species define. This chapter expounds on the details that distinguish characters from one another, including the basics of name and physical description, the rules of origins and languages, and the finer poitns of personality and alignment.

CHARACTER DETAILS

Your character's name and physical description might be the first things that hte other players at the table learn about you. It's worth thinking about how these characteristics reflect the character you have in mind.

NAME

Your characters name can be more than just your typical species' name -- it could be your superhero or supervillain name. Consider your powersets and the general "type" of individual is and pick both a name and a "codename" that matches the theme of your character.

SEX

Think about how your character does or does not conform to the broader culture's expectations of sex, gender, and sexual behavior. For example, a female kree with psychic powers is a complete pariah, typically -- does she rebel against this notion or is she actively hiding her powers?

ALIGNMENT

A typical creature in M5e has an alignment, which broadly describes its moral and personal attitudes. Alignment is a combination of two factors: one identifies morality (good, evil, and neutral), and the other describes attitudes toward society and order (lawful, chaotic, or neutral). Thus, nine distinct alignments define the possible combinations.

These brief summaries of the nine alignments describe the typical behavior of a creature with that alignment. Individuals might vary significantly from that typical behavior, and few people are perfectly and consistently faithful to the precepts of their alignment. Consider alignment as a guide, not a mandate.

Lawful Good (LG) creatures can be counted on to do the right thing as expected by society, both morally and lawfully. Nova and War Machine are good examples of Lawful Good creatures.

Neutral Good (NG) individuals do the best they can to help others according to their needs. Captain America, Cyclops, and Storm are examples of Neutral Good creatures.

Chaotic Good (CG) creatures act as their conscience directs, with little regard for what others expect. Wolverine, Iron Man, and Gamora are examples of Chaotic Good creatures.

Lawful Neutral (LN) individuals act in accordance with law, tradition, or personal codes -- regardless of morality. Doctor Strange, Magneto, and Black Widow are examples of Lawful Neutral creatures.

Neutral (N), sometimes called true neutral, is the alignment of those who prefer to steer clear of moral questions and do not usually take sides. Drax the Destroyer, Cable, and Blade are examples of Neutral characters.

Chaotic Neutral (CN) creatures follow their whims, holding their personal freedom above all else. Hulk, Deadpool, and Loki are examples of Chaotic Neutral characters.

Lawful Evil (LE) creatures methodically take what they want, within the limits of a code of tradition, loyalty, or order. Red Skull, Thanos, and Apocalypse are examples of Lawful Evil characters.

Neutral Evil (NE) is the alignment of those who do whatever they can get away with, without compassion or qualms. Selene, Doctor Doom, and Dormammu are examples of Neutral Evil characters.

Chaotic Evil (CE) creatures act with arbitrary violence, spurred by their greed, hatred, or bloodlust. Sabertooth, Carnage, and Galactus are examples of Chaotic Evil characters.

ALIGNMENT IN THE MULTIVERSE

For many thinking creatures, alignment is a moral choice. Humans, Shi'ar, mutants, and other humanoid species can choose whether to follow the paths of good or evil, law of chaos.

Alignment is an essential part of the nature of dimensional creatures outside of the typical universe. While a human may choose to be good or evil, a darkforce entity of the Darkforce dimension has no choice but to be neutral evil. If it somehow ceased to be lawful evil, it would cease to be itself.

Most creatures that lack the capacity for rational thought do not have alignments--they are unaligned. Such a creature is incapable of making a moral or ethical choice and acts according to its bestial nature. Sharks are savage predators, for example, but they are not evil; they have no alignment.

LANGUAGES

Your species indicates the languages your character can speak by default, and your background might give you access to one or more additional languages of your choice. Note these languages on your character sheet.

Choose your languages from the Earth Languages table or from the Languages of the Universe table.

EARTH LANGUAGES
Language Typical Speakers
English Anyone
French Human
Russian Human
German Human
Chinese Human
Japanese Human
Africani Human
Italian Human
Wakandan Human
LANGUAGES OF THE UNIVERSE
Language Typical Speakers
Kree Krees
Shi'arion Shi'ar
Skrullon Skrulls
Xandarian Xandars
Asgardian Asgards

PERSONAL CHARACTERISTICS

Fleshing out your character's personality--the array of traits, mannerisms, habits, beliefs, and flaws that give a person a unique identity--will help you bring him or her to life as you play the game. Four categories of characteristics are presented here: personality traits, ideals, bonds, and flaws. Beyond those categories, think about your character's favorite words or phrases, tics, and habitual gestures, vices and pet peeves, and whatever else you can imagine.

Each background presented later in this chapter includes suggested characteristics that you can use to spark your imagination. You're not bound to those options, but they're a good starting point.

PERSONALITY TRAITS

Give your character two personality traits. Personality traits are small, simple ways to help you set your character apart from every other character. Your personality traits should tell you something interesting and fun about your character. They should be self descriptions that are specific about what makes your character stand out. “I’m smart” is not a good trait, because it describes a lot of characters. “I’ve read every book about the Kree” tells you something specific about your character’s interests and disposition.

Personality traits might describe the things your character likes, his or her past accomplishments, things your character dislikes or fears, your character’s self attitude or mannerisms, or the influence of his or her ability scores.

A useful place to start thinking about personality traits is to look at your highest and lowest ability scores and define one trait related to each. Either one could be positive or negative: you might work hard to overcome a low score, for example, or be cocky about your high score.

IDEALS

Describe one ideal that drives your character. Your ideals are the things that you believe in most strongly, the fundamental moral and ethical principles that compel you to act as you do. Ideals encompass everything from your life goals to your core belief system. Ideals might answer any of these questions: What are the principles that you will never betray? What would prompt you to make sacrifices? What drives you to act and guides your goals and ambitions? What is the single most important thing you strive for? You can choose any ideals you like, but your character’s alignment is a good place to start defining them. Each background in this chapter includes six suggested ideals. Five of them are linked to aspects of alignment: law, chaos, good, evil, and neutrality. The last one has more to do with the particular background than with moral or ethical perspectives.

BONDS

Create one bond for your character. Bonds represent a character’s connections to people, places, and events in the world. They tie you to things from your background. They might inspire you to heights of heroism, or lead you to act against your own best interests if they are threatened. They can work very much like ideals, driving a character’s motivations and goals. Bonds might answer any of these questions: Whom do you care most about? To what place do you feel a special connection? What is your most treasured possession? Your bonds might be tied to your class, your origin, your species, or some other aspect of your character’s history or personality. You might also gain new bonds over the course of your adventures.

FLAWS

Finally, choose a flaw for your character. Your character’s flaw represents some vice, compulsion, fear, or weakness—in particular, anything that someone else could exploit to bring you to ruin or cause you to act against your best interests. More significant than negative personality traits, a flaw might answer any of these questions: What enrages you? What’s the one person, concept, or event that you are terrified of? What are your vices?

PLOT POINT

A plot point is a rule the Marvel Master can use to reward you for playing your character in a way that’s true to his or her personality traits, ideal, bond, and flaw. By using a plot point, you can draw on your personality trait of compassion for the downtrodden to give you an edge in negotiating with the Goblin Queen. Or a plot point can let you call on your bond to the defense of your home country to push past the effect of a power that has been laid on you.

GAINING A PLOT POINT

Your MM can choose to give you a plot point for a variety of reasons. Typically, MM awards it when you play out your personality traits, give in to the drawbacks presented by a flaw or bond, and otherwise portray your character in a compelling way. Your MM will tell you how you can earn plot points in the game. You either have a plot point or you don’t—you can’t stockpile multiple “plot points” for later use.

USING A PLOT POINT

If you have a plot point, you can expend it when you make an attack roll, saving throw, or ability check. Spending your plot point gives you advantage on that roll. Additionally, if you have a plot point, you can reward another player for good roleplaying, clever thinking, or simply doing something exciting in the game. When another player character does something that really contributes to the story in a fun and interesting way, you can give up your plot point to give that character a plot point.

ORIGINS

Every story has a beginning. Your character’s origin reveals where you came from, how you became who you are, and your place in the world. Your mutant controller might have been a street urchin or a survivor of the Russian Red Room. Your shi'ar stalwart could have been a scientist or a spy. Your human specialist that specializes in assassin and subterfuge might be a celebrity in the public light or simple suburbanite.

Choosing an origin provides you with important story cues about your character’s identity. The most important question to ask about your origin is what changed? Why did you stop doing whatever your background describes, if you have, and start whatever misssion the campaign is involved with? Where did you get the money to purchase your starting gear, or, if you come from a wealthy background, why don't you have more money? How did you learn the skills of your class? What sets you apart from others who share your origin?

The sample origins in this chapter provide both concrete benefits (features, proficiencies, and languages) and roleplaying suggestions.

THE BELIEVER

You have spent your life in the service of some idea, a cult worshipping a certain power source or creature, or an organization which thoroughly brainwashed you into some code of conduct or belief system. You know a great deal about this organization, religion, or belief -- and may or may not continue to adhere to it. You could have been a simple worker or child of a member, though you somehow escaped or are no longer connected to this organization.

Choose a relevant organization, such as the Purifiers or Hydra, and determine whether or not you still agree with that organizations belief system and goals.


  • Skill Proficiencies: Insight and one other skill of your choice
  • Tool Proficiencies: None
  • Languages: One of your choice
  • Equipment: A special symbol (a gift to you when you entered the organization); a rulebook, scripture, or manifesto; 5 sticks of incense, vestments, a set of common clothes, and a wallet containing $1,500

FEATURE: SHELTER OF THE BELIEVER

As a believer, you command the respect of those who share your belief, and you can perform the expected duties of that organization. You and your adventuring companions can expect to receive free aid and care at a building, country, or other established presence of your belief or organization. Those who share your belief will support you (but only you) at a modest lifestyle.

SUGGESTED CHARACTERISTICS

Believers are shaped by their experience in temples or other religious communities. Their study of the history and tenets of their organization and their relationships to temples, locales, or hierarchies affect their mannerisms and ideals. Their flaws might be some hidden hypocrisy or heretical idea, or an ideal or bond taken to an extreme.

d8 Personality Traits
1 I idolize a particular hero of my organization, and constantly refer to that person's deeds and example.
2 I can find common ground between the fiercest enemies, empathizing with them and always working toward peace.
3 I see omens in every event and action.
4 Nothing can shake my optimistic attitude.
5 I quote (or misquote) sacred texts and proverbs in almost every situation.
6 I am tolerant (or intolerant) of other beliefs and respect (or condemn) the worship of other ideologies/religions.
7 I've enjoyed fine food, drink, and high society among my organization's elite. Rough living grates on me.
8 I've spent so long in the organization that I have little practical experience dealing with people outside of it.

d6 Ideals
1 Tradition. The ancient and orthodox traditions must be preserved and upheld. (Lawful)
2 Charity. I always try to help those in need, no matter what the personal cost. (Good)
3 Change. We must help bring about the changes that are constantly working in the world. (Chaotic)
4 Power. I hope to one day rise to the top of my organization's hierarchy. (Lawful)
5 Faith. I trust that my beliefs will guide my actions. I have faith that if I work hard, things will go well. (Lawful)
6 Aspiration. I seek to prove myself worthy of my organization's favor by matching my actions against their teachings. (Any)
d6 Bonds
1 I would die to recover an ancient relic of my belief that was lost long ago.
2 I will someday get revenge on the corrupt hierarchy who branded me a traitor.
3 I owe my life to the person who took me in when my parents died.
4 Everything I do is for the common people.
5 I will do anything to protect the organization where I served.
6 I seek to preserve a sacred text that my enemies consider heretical and seek to destroy.
d6 Flaws
1 I judge others harshly, and myself even more severely.
2 I put too much trust in those who wield power within my organization's hierarchy.
3 My beliefs sometimes leads me to blindly trust those that profess they agree to my beliefs as well.
4 I am inflexible in my thinking.
5 I am suspicious of strangers and expect the worst of them.
6 Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.

ANTHROPOLOGIST

You have always been fascinated by other cultures, from the most ancient and primeval lost lands to the most modern civilizations. By studying other cultures' customs, philosophies, laws, rituals, religious beliefs, languages, and art, you have learned how tribes, empires, and all forms of society in between craft their own destinies and doom. This knowledge came to you not only through books and scrolls, but also through firsthand observation – by visiting far-flung settlements and exploring local histories and customs.


  • Skill Proficiencies: Insight and Occult
  • Tool Proficiencies: None
  • Languages: Two of your choice
  • Equipment: A leather-bound diary, a bottle of ink, an ink pen, a set of traveler's clothes, one trinket of special significance, and a wallet containing $1,000

FEATURE: ADEPT LINGUIST

You can communicate with humanoids who don't speak any language you know. You must observe the humanoids interacting with one another for at least 1 day, after which you learn a handful of important words, expressions, and gestures – enough to communicate on a rudimentary level.

SUGGESTED CHARACTERISTICS

Anthropologists leave behind the societies into which they were born to discover what life ls like in other parts of the world. Some anthropologists are driven by intellectual curiosity, while others want the fame and recognition that comes with being the first to discover a new people, a lost tribe, or the truth about an ancient empire's downfall.

d6 Personality Traits
1 I prefer the company of those who aren't like me, including people of other species and ethnicities.
2 I'm a stickler when it comes to observing proper etiquette and local customs.
3 I would rather observe than meddle.
4 By living among violent people, I have become desensitized to violence.
5 I would risk life and limb to discover a new culture or unravel the secrets of a dead one.
6 When I arrive at a new settlement for the first time, I must learn all its customs.

CURRENCY IN THE MULTIVERSE

The amount of money a character recieves from their origin assumes the character is from modern Earth. If not, simply use the dollars worth as equal currency that translates to whatever form is used.

To make currency exchange simple, just assume that transactions take into account currency exchanges and that characters have the required currency in that form unless they're traveling from one place or time from another.

d6 Ideals
1 Discovery. I want to be the first person to discover a lost culture. (Any)
2 Distance. One must not interfere with the affairs of another culture – even one in need of aid. (Lawful)
3 Knowledge. By understanding other races and cultures, we learn to understand ourselves. (Any)
4 Power. Common people crave strong leadership, and I do my utmost to provide it. (Lawful)
5 Protection. I must do everything possible to save a society facing extinction. (Good)
6 Indifferent. Life is cruel. What's the point in saving people if they're going to die anyway? (Chaotic)
d6 Bonds
1 My mentor gave me a journal filled with lore and wisdom. Losing it would devastate me.
2 Having lived among the people of a primeval tribe or clan, I long to return and see how they are faring.
3 Years ago, tragedy struck the members of an isolated society I befriended, and I will honor them.
4 I want to learn more about a particular species' culture or civilization that fascinates me.
5 I seek to avenge a clan, tribe, kingdom, or empire that was wiped out.
6 I have a trinket that I believe is the key to finding a long-lost society.
d6 Flaws
1 Boats make me seasick.
2 I talk to myself, and I don't make friends easily.
3 I believe that I'm intellectually superior to people from other cultures and have much to teach them.
4 I've picked up some unpleasant habits living among rough or 'savage-like' species or ethnicities.
5 I complain about everything.
6 I wear a tribal mask and never take it off.

ARCHEOLOGIST

An archaeologist learns about the long-lost and fallen cultures of the past by studying their remains – their bones, their ruins, their surviving masterworks, and their tombs. Those who practice archaeology travel to the far corners of the world to root through crumbled cities and ruins that might tell the stories of monarchs, wars, and cataclysms.


  • Skill Proficiencies: Insight and Survival
  • Tool Proficiencies: Navigator's tools
  • Languages: One of your choice
  • Equipment: A map to a ruin, a lantern or flashlight, a set of traveler's clothes, a two-person tent, a trinket recovered from a dig site, and a wallet containing $2,000

FEATURE: HISTORICAL KNOWLEDGE

When you enter a ruin or dungeon, you can correctly ascertain its original purpose and determine its builders, whether those were dwarves, elves, humans, yuan-ti, or some other known race. In addition, you can determine the monetary value of art objects more than a century old.

SUGGESTED CHARACTERISTICS

Few archaeologists can resist the lure of an unexplored ruin or dungeon, particularly if such a site is the source of legends or is rumored to contain the treasures and relics of wizards, warlords, or royalty. Some archaeologists plunder for wealth or fame, while others consider it their calling to illuminate the past or keep the world's greatest treasures from falling into the wrong hands. Whatever their motivations, archaeologists combine the qualities of a scrappy historian with the self-made heroism of a treasure-hunting scoundrel.

d8 Personality Traits
1 I love a good puzzle or mystery.
2 I'm a pack rat who never throws anything away.
3 Fame is more important to me than money.
4 I have no qualms about stealing from the dead.
5 I'm happier in a dusty old tomb than I am in the centers of civilization.
6 Traps don't make me nervous. Idiots who trigger traps make me nervous.
7 I might fail, but I will never give up.
8 You might think I'm a scholar, but I love a good brawl. These fists were made for punching.
d6 Ideals
1 Preservation. That artifact belongs in a museum. (Good)
2 Greed. I won't risk my life for nothing. I expect some kind of payment. (Any)
3 Death Wish. Nothing is more exhilarating than a narrow escape from the jaws of death. (Chaotic)
4 Dignity. The dead and their belongings deserve to be treated with respect. (Lawful)
5 Immortality. All my exploring is part of a plan to find the secret of everlasting life. (Any)
6 Danger. With every great discovery comes grave danger. The two walk hand in hand. (Any)
d6 Bonds
1 Ever since I was a child, I've heard stories about a lost city. I aim to find it, learn its secrets, and earn my place in the history books.
2 I want to find my mentor, who disappeared on an expedition some time ago.
3 I have a friendly rival. Only one of us can be the best, and I aim to prove it's me.
4 I won't sell an art object or other treasure that has historical significance or is one of a kind.
5 I'm secretly in love with the wealthy patron who sponsors my archaeological exploits.
6 I hope to bring prestige to a library, a museum, or a university.
d6 Flaws
1 I have a secret fear of some common wild animal – and in my work, I see them everywhere.
2 I can't leave a room without searching it for secret doors.When I'm not exploring dungeons or ruins, I get jittery and impatient.
3 When I'm not exploring dungeons or ruins, I get jittery and impatient.
4 I have no time for friends or family. I spend every waking moment thinking about and preparing for my next expedition.
5 When given the choice of going left or right, I always go left.
6 I can't sleep except in total darkness.

ATHLETE

You strive to perfect yourself physically and in execution of everything you do. The thrill of competition lights fire in your blood, and the roar of the crowd drives you forward. Tales of your exploits precede you and might open doors or loosen tongues.


  • Skill Proficiencies: Acrobatics and Athletics
  • Tool Proficiencies: Vehicle (Modern)
  • Languages: None
  • Equipment: A bronze discus or leather ball, a lucky charm or past trophy, a set of traveler's clothes, and a wallet containing $1,000

FEATURE: ECHOES OF VICTORY

You have attracted admiration among spectators, fellow athletes, and trainers in the region that hosted your past athletic victories. When visiting any settlement within 100 miles of where you grew up, there is a 50 percent chance you can find someone there who admires you and is willing to provide information and temporary shelter.

SUGGESTED CHARACTERISTICS

Competition can forge strong bonds between teammates and rivals or ignite bitter feuds that burn outside the arena. Athletes often apply lessons from their training to their lives in general.

d8 Personality Traits
1 I feel most at peace during physical exertion, whether exercise or battle.
2 I don't like to sit idle.
3 I have a daily exercise routine I refuse to break.
4 Obstacles exist to be overcome.
5 When I see others struggling, I offer to help.
6 I love to trade banter and gibes.
7 Anything worth doing is worth doing best.
8 I get irritated if people praise someone else and not me.

d6 Ideals
1 Competition. I strive to test myself in all things. (Chaotic)
2 Triumph. The best part of winning is seeing my rivals brought low. (Evil)
3 Camaraderie. The strongest bonds are forged through struggle. (Good)
4 People. I strive to inspire my spectators. (Neutral)
5 Tradition. Every game has rules, and the playing field must be level. (Lawful)
6 Growth. Lessons hide in victory and defeat. (Any)
d6 Bonds
1 My teammates are my family.
2 I will overcome a rival and prove myself their better.
3 My mistake got someone hurt. Ill never make that mistake again.
4 I will be the best for the honor and glory of my home.
5 The person who trained me is the most important person in my world.
6 I strive to live up to a specific hero's example.
d6 Flaws
1 I indulge in a habit that threatens my reputation or health.
2 I'll do absolutely anything to win.
3 I ignore anyone who doesn't compete and anyone who loses to me.
4 I have lingering pain of old injuries.
5 Any defeat or failure on my part is because my opponents cheated.
6 I must be the captain of any group I join.

CHARLATAN

You have always had a way with people. You know what makes them tick, you can tease out their hearts' desires after a few minutes of conversation, and with a few leading questions you can read them like they were children's books. It's a useful talent, and one that you're perfectly willing to use for your advantage.

You know what people want and you deliver, or rather, you promise to deliver. Common sense should steer people away from things that sound too good to be true, but common sense seems to be in short supply when you're around. The bottle of pink colored liquid will surely cure that unseemly rash, this ointment – nothing more than a bit of fat with a sprinkle of silver dust can restore youth and vigor, and there's a bridge in the city that just happens to be for sale. These marvels sound implausible, but you make them sound like the real deal.


  • Skill Proficiencies: Deception and Sleight of Hand
  • Tool Proficiencies: Disguise Kit and Forgery Kit
  • Languages: None
  • Equipment: A set of fine clothes, a disguise kit, tools of the con of your choice, and a wallet containing $1,500

FAVORITE SCHEMES

Every charlatan has an angle they use in preference to other schemes. Choose a favorite scam or roll on the table below.

d6 Scam
1 I cheat at games of chance.
2 I shave coins or forge documents.
3 I insinuate myself into people's lives to prey on their weakness and secure their fortunes.
4 I put on new identities like clothes.
5 I run sleight-of-hand cons on street corners.
6 I convince people that worthless junk is worth their hard-earned money.

FEATURE: FALSE IDENTITY

You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.

SUGGESTED CHARACTERISTICS

Charlatans are colorful characters who conceal their true selves behind the masks they construct. They reflect what people want to see, what they want to believe, and how they see the world.

d8 Personality Traits
1 I fall in and out of love easily, and am always pursuing someone.
2 I have a joke for every occasion, especially occasions where humor is inappropriate.
3 Flattery is my preferred trick for getting what I want.
4 I'm a born gambler who can't resist taking a risk for a potential payoff.
5 I lie about almost everything, even when there's no good reason to.
6 Sarcasm and insults are my weapons of choice.
7 I keep multiple holy symbols on me and invoke whatever deity might come in useful at any given moment.
8 I pocket anything I see that might have some value.
d6 Ideals
1 Independence. I am a free spirit – no one tells me what to do. (Chaotic)
2 Fairness. I never target people who can't afford to lose a few coins. (Lawful)
3 Charity. I distribute the money I acquire to the people who really need it. (Good)
4 Creativity. I never run the same con twice. (Chaotic)
5 Friendship. Material goods come and go. Bonds of friendship last forever. (Good)
6 Aspiration. I'm determined to make something of myself. (Any)

d6 Bonds
1 I fleeced the wrong person and must work to ensure that this individual never crosses paths with me or those I care about.
2 I owe everything to my mentor – a horrible person who's probably rotting in jail somewhere.
3 Somewhere out there, I have a child who doesn't know me. I'm making the world better for him or her.
4 I come from a noble family, and one day I'll reclaim my lands and title from those who stole them from me.
5 A powerful person killed someone I love. Some day soon, I'll have my revenge.
6 I swindled and ruined a person who didn't deserve it. I seek to atone for my misdeeds but might never be able to forgive myself.
d6 Flaw
1 I can't resist a pretty face.
2 I'm always in debt. I spend my ill-gotten gains on decadent luxuries faster than I bring them in.
3 I'm convinced that no one could ever fool me the way I fool others.
4 I'm too greedy for my own good. I can't resist taking a risk if there's money involved.
5 I can't resist swindling people who are more powerful than me.
6 I hate to admit it and will hate myself for it, but I'll run and preserve my own hide if the going gets tough.

CRIMINAL

You are an experienced criminal with a history of breaking the law. You have spent a lot of time among other criminals and still have contacts within the criminal underworld. You're far closer than most people to the world of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society.


  • Skill Proficiencies: Deception and Stealth
  • Tool Proficiencies: One type of gaming set and theives' tools or hacker's kit
  • Languages: None
  • Equipment: A crowbar, a set of dark common clothes including a hood, and a wallet containing $1,500

VARIANT: SPY

Although your capabilities are not much different from those of a burglar or smuggler, you learned and practiced them in a very different context: as an espionage agent. You might have been an officially sanctioned agent of the crown or state, or perhaps you sold the secrets you uncovered to the highest bidder and worked independently. As a spy, consider carefully the organizations you've worked with, such as HYDRA or SHIELD.

CRIMINAL SPECIALTY

There are many kinds of criminals, and within a thieves' guild or similar criminal organization, individual members have particular specialties. Even criminals who operate outside of such organizations have strong preferences for certain kinds of crimes over others. Choose the role you played in your criminal life, or roll on the table below.

d6 Specialty
1 Blackmailer
2 Burglar
3 Enforcer
4 Fence
5 Highway robber
6 Hired killer
7 Pickpocket
8 Smuggler

FEATURE: CRIMINAL CONTACT

You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.

SUGGESTED CHARACTERISTICS

Criminals might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming, characteristics. There might be honor among thieves, but criminals rarely show any respect for law or authority.

d8 Personality Traits
1 I always have a plan for what to do when things go wrong.
2 I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
3 The first thing I do in a new place is note the locations of everything valuable – or where such things could be hidden.
4 I would rather make a new friend than a new enemy.
5 I am incredibly slow to trust. Those who seem the fairest often have the most to hide.
6 I don't pay attention to the risks in a situation. Never tell me the odds.
7 The best way to get me to do something is to tell me I can't do it.
8 I blow up at the slightest insult.
d6 Ideals
1 Honor. I don't steal from others in the trade. (Lawful)
2 Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)
3 Charity. I steal from the wealthy so that I can help people in need. (Good)
4 Greed. I will do whatever it takes to become wealthy. (Evil)
5 People. I'm loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral)
6 Redemption. There's a spark of good in everyone. (Good)
d6 Bonds
1 I'm trying to pay off an old debt I owe to a generous benefactor.
2 My ill-gotten gains go to support my family.
3 Something important was taken from me, and I aim to steal it back.
4 I will become the greatest thief that ever lived.
5 I'm guilty of a terrible crime. I hope I can redeem myself for it.
6 Someone I loved died because of I mistake I made. That will never happen again.
d6 Flaws
1 When I see something valuable, I can't think about anything but how to steal it.
2 When faced with a choice between money and my friends, I usually choose the money.
3 If there's a plan, I'll forget it. If I don't forget it, I'll ignore it.
4 I have a "tell" that reveals when I'm lying.
5 I turn tail and run when things look bad.
6 An innocent person is in prison for a crime that I committed. I'm okay with that.

ENTERTAINER

You thrive in front of an audience. You know how to entrance them, entertain them, and even inspire them. Your poetics can stir the hearts of those who hear you, awakening grief or joy, laughter or anger. Your dance steps captivate, your humor cuts to the quick. Whatever techniques you use, your art is your life.


  • Skill Proficiencies: Performance and one skill of your choice
  • Tool Proficiencies: Disguise Kit and one musical instrument
  • Languages: None
  • Equipment: A musical instrument (one of your choice), the favor of an admirer (love letter, lock of hair, or trinket), a costume, and a wallet containing $1,500

ENTERTAINER PROFESSION

A good entertainer is versatile, spicing up every performance with a variety of different professions. Choose one to three professions or roll on the table below.

d6 Professions
1 Actor
2 Dancer
3 Carnival Act
4 Jester / Comedian
5 Juggler
6 Instrumentalist
7 Poet
8 Singer
9 Storyteller
10 Popstar
d6 Bonds
1 My instrument is my most treasured possession, and it reminds me of someone I love.
2 Someone stole my precious instrument, and someday I'll get it back.
3 I want to be famous, whatever it takes.
4 I idolize a hero of the old tales and measure my deeds against that person's.
5 I will do anything to prove myself superior to my hated rival.
6 I would do anything for the other members of my old troupe.
d6 Flaws
1 I'll do anything to win fame and renown.
2 I'm a sucker for a pretty face.
3 A scandal prevents me from ever going home again. That kind of trouble seems to follow me around.
4 I once satirized a politician who still wants my head. It was a mistake that I will likely repeat.
5 I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble.
6 Despite my best efforts, I am unreliable to my friends.

HEIR

You understand wealth, power, and privilege. You could carry a noble title, your family owns land, collects taxes, and wields significant political influence -- or you could just be the heir of a large company or fortune. You might be a pampered aristocrat unfamiliar with work or discomfort, a former merchant just elevated to the nobility, or a disinherited scoundrel with a disproportionate sense of entitlement. Or you could be an honest, hard-working landowner who cares deeply about the people who live and work on your land, keenly aware of your responsibility to them.

Is your family old and established, or was your wealth only recently bestowed? How much influence does your family wield, and over what area? What kind of reputation does your family have among the other aristocrats or business people of the region? How do the common people regard them?

What's your position in the family? Are you the heir to the head of the family? Have you already inherited the title and fortune or is it to come? How do you feel about that responsibility? Or are you so far down the line of inheritance that no one cares what you do, as long as you don't embarrass the family? How does the head of your family feel about your adventuring career? Are you in your family's good graces, or shunned by the rest of your family?

Does your family have a coat of arms? An insignia you might wear on a signet ring? Particular colors you wear all the time? An animal you regard as a symbol of your line or even a spiritual member of the family?

These details help establish your family and what it is you will as features of the world of the campaign.


  • Skill Proficiencies: History and Persuasion
  • Tool Proficiencies: One type of gaming set
  • Languages: One of your choice
  • Equipment: A set of fine clothes, a signet ring, an official document of pedigree, and a wallet containing $2,500

FEATURE: POSITION OF PRIVILEGE

Because of your origin, you can maintain the expenses of a Wealthy Lifestyle for yourself and up to 10 other characters without actually having to pay any of the costs as it is covered by your family. See Lifestyle Expenses section in Chapter 7: Equipment for more information. Additionally, thanks to your birthright, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high social standing treat you as a member of the same social sphere. You can secure an audience with a local celebrity, politician, or high-ranking social person if you need to.

VARIANT FEATURE: RETAINERS

If your character has a heir origin, you may select this background feature instead of Position of Privilege.

You have the service of three retainers loyal to your family. These retainers can be attendants or messengers, and one might be a majordomo. Your retainers are commoners who can perform mundane tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas (such as dungeons), and will leave if they are frequently endangered or abused.

SUGGESTED CHARACTERISTICS

Heirs are born and raised to a very different lifestyle than most people ever experience, and their personalities reflect that upbringing. An heir comes with a plethora of bonds –responsibilities to family, to other high-ranking people (perhaps including a sovereign), to the people entrusted to the family's care, or even to the title itself. But this responsibility is often a good way to undermine a person of such social status.

d8 Personality Traits
1 My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world.
2 The common folk love me for my kindness and generosity.
3 No one could doubt by looking at my regal bearing that I am a cut above the unwashed masses.
4 I take great pains to always look my best and follow the latest fashions.
5 I don't like to get my hands dirty, and I won't be caught dead in unsuitable accommodations.
6 Despite my noble birth, I do not place myself above other folk. We all have the same blood.
7 My favor, once lost, is lost forever.
8 If you do me an injury, I will crush you, ruin your name, and salt your fields.
d6 Ideals
1 Respect. Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity. (Good)
2 Responsibility. It is my duty to respect the authority of those above me, just as those below me must respect mine. (Lawful)
3 Independence. I must prove that I can handle myself without the coddling of my family. (Chaotic)
4 Power. If I can attain more power, no one will tell me what to do. (Evil)
5 Family. Blood runs thicker than water. (Any)
6 Noble Obligation. It is my duty to protect and care for the people beneath me. (Good)
d6 Bonds
1 I will face any challenge to win the approval of my family,
2 My house's alliance with another noble family must be sustained at all costs.
3 Nothing is more important than the other members of my family.
4 I am in love with the heir of a family that my family despises.
5 My loyalty to my sovereign is unwavering.
6 The common folk must see me as a hero of the people.
d6 Flaws
1 I secretly believe that everyone is beneath me.
2 I hide a truly scandalous secret that could ruin my family forever.
3 I too often hear veiled insults and threats in every word addressed to me, and I'm quick to anger.
4 I have an insatiable desire for carnal pleasures.
5 In fact, the world does revolve around me.
6 By my words and actions, I often bring shame to my family.

HERMIT

You lived in seclusion – either in a sheltered community such as a monastery, or entirely alone – for a formative part of your life. In your time apart from the clamor of society, you found quiet, solitude, and perhaps some of the answers you were looking for.


  • Skill Proficiencies: Medicine and Occult
  • Tool Proficiencies: Herbalism kit
  • Languages: One of your choice
  • Equipment: A case stuffed full of notes from your studies or prayers, a winter blanket, a set of common clothes, an herbalism kit, and $500

LIFE OF SECULSION

What was the reason for your isolation, and what changed to allow you to end your solitude? You can work with your MM to determine the exact nature of your seclusion.

d8 Life of Seclusion
1 I was searching for spiritual enlightenment.
2 I was partaking of communal living in accordance with the dictates of a religious order.
3 I was exiled for a crime I didn't commit.
4 I retreated from society after a life-altering event.
5 I needed a quiet place to work on my art, literature, music, or manifesto.
6 I needed to discover how to control my powers.
7 I was the caretaker of an ancient ruin or relic.
8 I was a pilgrim in search of a person, place, or relic of spiritual significance.

FEATURE: DISCOVERY

The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of another dimension or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society.

Work with your MM to determine the details of your discovery and its impact on the campaign.

SUGGESTED CHARACTERISTICS

Some hermits are well suited to a life of seclusion, whereas others chafe against it and long for company. Whether they embrace solitude or long to escape it, the solitary life shapes their attitudes and ideals. A few are driven slightly mad by their years apart from society.

d8 Personality Traits
1 I've been isolated for so long that I rarely speak, preferring gestures and the occasional grunt.
2 I am utterly serene, even in the face of disaster.
3 The leader of my community had something wise to say on every topic, and I am eager to share that wisdom.
4 I feel tremendous empathy for all who suffer.
5 I'm oblivious to etiquette and social expectations.
6 I connect everything that happens to me to a grand, cosmic plan.
7 I often get lost in my own thoughts and contemplation, becoming oblivious to my surroundings.
8 I am working on a grand philosophical theory and love sharing my ideas.
d6 Ideals
1 Greater Good. My gifts are meant to be shared with all, not used for my own benefit. (Good)
2 Logic. Emotions must not cloud our sense of what is right and true, or our logical thinking. (Lawful)
3 Free Thinking. Inquiry and curiosity are the pillars of progress. (Chaotic)
4 Power. Solitude and contemplation are paths toward mystical or magical power. (Evil)
5 Live and Let Live. Meddling in the affairs of others only causes trouble. (Neutral)
6 Self-Knowledge. If you know yourself, there's nothing left to know. (Any)
d6 Bonds
1 Nothing is more important than the other members of my hermitage, order, or association.
2 I entered seclusion to hide from the ones who might still be hunting me. I must someday confront them.
3 I'm still seeking the enlightenment I pursued in my seclusion, and it still eludes me.
4 I entered seclusion because I loved someone I could not have.
5 Should my discovery come to light, it could bring ruin to the world.
6 My isolation gave me great insight into a great evil that only I can destroy.
d6 Flaws
1 Now that I've returned to the world, I enjoy its delights a little too much.
2 I harbor dark, bloodthirsty thoughts that my isolation and meditation failed to quell.
3 I am dogmatic in my thoughts and philosophy.
4 I let my need to win arguments overshadow friendships and harmony.
5 I'd risk too much to uncover a lost bit of knowledge.
6 I like keeping secrets and won't share them with anyone.

LOCAL HERO

You come from a humble social rank, perhaps even a working class background, but you are destined for so much more. Already the people of your home village, town, city, or region regard you as their champion, and your destiny calls you to stand against the tyrants and opponents that threaten the common folk everywhere. Because of this, you already have some notoriety or fame, whether locally or even nationally.


  • Skill Proficiencies: Athletics, Perception
  • Tool Proficiencies: One type of artisan's tools, vehicles (land)
  • Languages: None
  • Equipment: A set of artisan's tools (one of your choice), a set of common clothes, and a wallet containing $1,000

DEFINING EVENT

You previously pursued a simple profession among the locals, perhaps as a farmer, miner, servant, factory-worker, woodcutter, or gravedigger. But something happened that set you on a different path and marked you for greater things. Choose or randomly determine a defining event that marked you as a hero of the people.

d10 Defining Event
1 I stood up to the agents of a local crime boss.
2 I saved people during a natural disaster.
3 I stood alone against a terrible opponent.
4 I stole from a corrupt merchant to help the poor.
5 I led a militia to fight off an invading army.
6 I broke into a crimelord's hideout and stole weapons or funds to help the people.
7 I trained the locals to use farm implements as weapons against a tyrant's soldiers.
8 A lord rescinded an unpopular decree after I led a symbolic act of protect against it.
9 A otherworldly, dimensional creature gave me a blessing or revealed my secret origin.
10 Recruited into a lord's army, I rose to leadership and was commended for my heroism.

HOSPITALITY

A local hero is one of the common people, for better or for worse. Most heroes look on their humble origins as a virtue, and their home communities remain very important to them.

d8 Personality Traits
1 I judge people by their actions, not their words.
2 If someone is in trouble, I'm always ready to lend help.
3 When I set my mind to something, I follow through no matter what gets in my way.
4 I have a strong sense of fair play and always try to find the most equitable solution to arguments.
5 I'm confident in my own abilities and do what I can to instill confidence in others.
6 Thinking is for other people. I prefer action.
7 I misuse long words in an attempt to sound smarter.
8 I get bored easily. When does destiny start?
d6 Ideals
1 Respect. People deserve to be treated with dignity and respect. (Good)
2 Fairness. No one should get preferential treatment before the law, and no one is above the law. (Lawful)
3 Freedom. Tyrants must not be allowed to oppress the people. (Chaotic)
4 Might. If I become strong, I can take what I want – what I deserve. (Evil)
5 Sincerity. There's no good in pretending to be something I'm not. (Neutral)
6 Destiny. Nothing and no one can steer me away from my higher calling. (Any)
d6 Bonds
1 I have a family, but I have no idea where they are. One day, I hope to see them again.
2 I worked the land, I love the land, and I will protect it.
3 A proud noble once gave me a horrible beating, and I will take my revenge on any bully I encounter.
4 My tools are symbols of my past life, and I carry them so that I will never forget my roots.
5 I protect those who cannot protect themselves.
6 I wish my childhood sweetheart had come with me to pursue my destiny.
d6 Flaws
1 The tyrant who rules my land will stop at nothing to see me killed.
2 I'm convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.
3 The people who knew me when I was young know my shameful secret, so I can never go home again.
4 I have a weakness for the vices of the city, especially hard drink.
5 Secretly, I believe that things would be better if I were a tyrant lording over the land.
6 I have trouble trusting in my allies.

MODERN ARTISAN

You are an artisan, skilled in a particular field and closely associated with other artisans. You may have learned your skills as an apprentice to a master artisan, under the sponsorship of your guild, until you became a master in your own right -- or by yourself as some self-taught prodigy.


  • Skill Proficiencies: Insight and your choice between History, Persuasion
  • Tool Proficiencies: One type of tools of your choice
  • Languages: One of your choice
  • Equipment: A set of artisan's tools (one of your choice), a letter of certification from an training program or apprenticeship, a set of traveler's clothes, and a wallet containing $1,500

FEATURE: CRAFTSMANSHIP

You can select your specialty of craftsmanship table below, roll randomly, or work with your MM to determine a craft you specialize in.

As an artisan of your chosen craft, you know the skills needed to create finished items from raw materials (reflected in your proficiency with a certain kind of artisan's tools), as well as the principles of trade and good business practices. The question now is whether you abandon your trade for adventure, or take on the extra effort to weave adventuring and trade together.

d20 Craftsmanship Specialty
1 Alchemists and apothecaries
2 Armorers, locksmiths, and finesmiths
3 Brewers, distillers, and vintners
4 Calligraphers, scribes, and scriveners
5 Carpenters, roofers, and plasterers
6 Cartographers, surveyors, and chart-makers
7 Cobblers and shoemakers
8 Cooks and bakers
9 Glassblowers and glaziers
10 Jewelers and gemcutters
11 Leatherworkers, skinners, and tanners
12 Masons and stonecutters
13 Painters, limners, and sign-makers
14 Potters and tile-makers
15 Shipwrights and sailmakers
16 Smiths and metal-forgers
17 Tinkers, engineers, and casters
18 Wagon-makers and wheelwrights
19 Weavers and dyers
20 Woodcarvers, coopers, and bowyers

SUGGESTED CHARACTERISTICS

Artisans understand the value of hard work and the importance of community, but they're vulnerable to sins of greed and covetousness.

d8 Personality Traits
1 I believe that anything worth doing is worth doing right. I can't help it – I'm a perfectionist.
2 I'm a snob who looks down on those who can't appreciate fine art.
3 I always want to know how things work and what makes people tick.
4 I'm full of witty aphorisms and have a proverb for every occasion.
5 I'm rude to people who lack my commitment to hard work and fair play.
6 I like to talk at length about my profession.
7 I don't part with my money easily and will haggle tirelessly to get the best deal possible.
8 I'm well known for my work, and I want to make sure everyone appreciates it. I'm always taken aback when people haven't heard of me.
d6 Ideals
1 Community. It is the duty of all civilized people to strengthen the bonds of community and the security of civilization. (Lawful)
2 Generosity. My talents were given to me so that I could use them to benefit the world. (Good)
3 Freedom. Everyone should be free to pursue his or her own livelihood. (Chaotic)
4 Greed. I'm only in it for the money. (Evil)
5 People. I'm committed to the people I care about, not to ideals. (Neutral)
6 Aspiration. I work hard to be the best there is at my craft.
d6 Bonds
1 The workshop where I learned my trade is the most important place in the world to me.
2 I created a great work for someone, and then found them unworthy to receive it. I'm still looking for someone worthy.
3 I owe my guild a great debt for forging me into the person I am today.
4 I pursue wealth to secure someone's love.
5 One day I will return to my guild and prove that I am the greatest artisan of them all.
6 I will get revenge on the evil forces that destroyed my place of business and ruined my livelihood.
d6 Flaws
1 I'll do anything to get my hands on something rare or priceless.
2 I'm quick to assume that someone is trying to cheat me.
3 No one must ever learn that I once stole money from guild coffers.
4 I'm never satisfied with what I have – I always want more.
5 I would kill to acquire a noble title.
6 I'm horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I'm surrounded by rivals.

ORPHAN

You grew up on the streets alone, orphaned, and poor. You had no one to watch over you or to provide for you, so you learned to provide for yourself. You fought fiercely over food and kept a constant watch out for other desperate souls who might steal from you. You slept on rooftops and in alleyways, exposed to the elements. You've survived despite all odds, and did so through cunning, strength, speed, or some combination of each.


  • Skill Proficiencies: Sleight of Hand and Stealth
  • Tool Proficiencies: Disguise kit, thieves' tools
  • Languages: None
  • Equipment: A small knife, a map of the city you grew up in, a pet mouse, a token to remember your parents by, a set of common clothes, and a pouch containing $500

FEATURE: CITY SECRETS

You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.

SUGGESTED CHARACTERISTICS

Orphans are shaped by lives of desperate poverty, for good and for ill. They tend to be driven either by a commitment to the people with whom they shared life on the street or by a burning desire to find a better life and maybe get some payback on all the rich people who treated them badly.

d8 Personality Traits
1 I hide scraps of food and trinkets away in my pockets.
2 I ask a lot of questions.
3 I like to squeeze into small places where no one else can get to me.
4 I sleep with my back to a wall or tree, with everything I own wrapped in a bundle in my arms.
5 I eat like a pig and have bad manners.
6 I think anyone who's nice to me is hiding evil intent.
7 I don't like to bathe.
8 I bluntly say what other people are hinting at or hiding.
d6 Ideals
1 Respect. All people, rich or poor, deserve respect. (Good)
2 Community. We have to take care of each other, because no one else is going to do it. (Lawful)
3 Change. The low are lifted up, and the high and mighty are brought down. Change is the nature of things. (Chaotic)
4 Retribution. The rich need to be shown what life and death are like in the gutters. (Evil)
5 People. I help the people who help me-that's what keeps us alive. (Neutral)
6 Aspiration. I'm going to prove that I'm worthy of a better life. (Any)
d6 Bonds
1 My town or city is my home, and I'll fight to defend it.
2 I sponsor an orphanage to keep others from enduring what I was forced to endure.
3 I owe my survival to another urchin who taught me to live on the streets.
4 I owe a debt I can never repay to the person who took pity on me.
5 I escaped my life of poverty by robbing an important person, and I'm wanted for it.
6 No one else should have to endure the hardships I've been through.
d6 Flaws
1 If I'm outnumbered, I will run away from a fight.
2 Gold seems like a lot of money to me, and I'll do just about anything for more of it.
3 I will never fully trust anyone other than myself.
4 I'd rather kill someone in their sleep then fight fair.
5 It's not stealing if I need it more than someone else.
6 People who can't take care of themselves get what they deserve.

SCHOLAR

You spent years learning the lore of the multiverse. You scoured manuscripts, studied scrolls, and listened to the greatest experts on the subjects that interest you. Your efforts have made you a master in your fields of study.


  • Skill Proficiencies: History and the skill proficiency granted by your specialty
  • Tool Proficiencies: One set of tools of your choice
  • Languages: One of your choice
  • Equipment: A small knife, a map of the city you grew up in, a pet mouse, a token to remember your parents by, a set of common clothes, and a pouch containing $500

SPECIALTY

To determine the nature of your scholarly training, roll a d8 or choose from the options in the table below.

d8 Specialty
1 Alchemist Nature
2 Doctor Medicine
3 Engineer Technology
4 Historian History
5 Occultist Occult
6 Professor Investigation
7 Psychologist Insight
8 Zoologist Animal Handling or Nature

FEATURE: RESEARCHER

When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your MM might rule that the knowledge you seek simply cannot be found, however.

SUGGESTED CHARACTERISTICS

Scholars are defined by their extensive studies, and their characteristics reflect this life of study.

d8 Personality Traits
1 I use polysyllabic words that convey the impression of great erudition.
2 I've read every book in the world's greatest libraries – or I like to boast that I have.
3 I'm used to helping out those who aren't as smart as I am, and I patiently explain anything and everything to others.
4 There's nothing I like more than a good mystery.
5 I'm willing to listen to every side of an argument before I make my own judgment.
6 I… speak… slowly… when talking… to idiots,… which… almost… everyone… is… compared… to me.
7 I am horribly, horribly awkward in social situations.
8 I'm convinced that people are always trying to steal my secrets.
d6 Ideals
1 Knowledge. The path to power and self-improvement is through knowledge. (Neutral)
2 Beauty. What is beautiful points us beyond itself toward what is true. (Good)
3 Logic. Emotions must not cloud our logical thinking. (Lawful)
4 No Limits. Nothing should fetter the infinite possibility inherent in all existence. (Chaotic)
5 Power. Knowledge is the path to power and domination. (Evil)
6 Self-Improvement. The goal of a life of study is the betterment of oneself. (Any)
d6 Bonds
1 It is my duty to protect my students.
2 I have an ancient text that holds terrible secrets that must not fall into the wrong hands.
3 I work to preserve a library, university, scriptorium, or monastery.
4 My life's work is a series of tomes related to a specific field of lore.
5 I've been searching my whole life for the answer to a certain question.
6 I sold my soul for knowledge. I hope to do great deeds and win it back.
d6 Flaws
1 I am easily distracted by the promise of information.
2 Most people scream and run when they see a demon. I stop and take notes on its anatomy.
3 Unlocking an ancient mystery is worth the price of a civilization.
4 I overlook obvious solutions in favor of complicated ones.
5 I speak without really thinking through my words, invariably insulting others.
6 I can't keep a secret to save my life, or anyone else's.

SOLDIER

War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and armor, learned basic survival techniques, including how to stay alive on the battlefield. You might have been part of a standing national army or a mercenary company, or perhaps a member of a local militia who rose to prominence during a recent war.

When you choose this background, work with your MM to determine which military organization you were a part of, how far through its ranks you progressed, and what kind of experiences you had during your military career. Was it a standing army, a town guard, or a village militia? Or it might have been a noble's or merchant's private army, or a mercenary company.


  • Skill Proficiencies: Athletics and Intimidation
  • Tool Proficiencies: One type of Gaming set, vehicles (your choice of air, land, or water)
  • Languages: None
  • Equipment: An insignia of rank, a trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner), a set of bone dice or a deck of cards, a set of common clothes, and a pouch containing $1,000

FEATURE: RANK

You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.

SUGGESTED CHARACTERISTICS

The horrors of war combined with the rigid discipline of military service leave their mark on all soldiers, shaping their ideals, creating strong bonds, and often leaving them scarred and vulnerable to fear, shame, and hatred.

d8 Personality Traits
1 I'm always polite and respectful.
2 I'm haunted by memories of war. I can't get the images of violence out of my mind.
3 I've lost too many friends, and I'm slow to make new ones.
4 I'm full of inspiring and cautionary tales from my military experience relevant to almost every combat situation.
5 I can stare down a hell hound without flinching.
6 I enjoy being strong and like breaking things.
7 I have a crude sense of humor.
8 I face problems head-on. A simple, direct solution is the best path to success.
d6 Ideals
1 Greater Good. Our lot is to lay down our lives in defense of others. (Good)
2 Responsibility. I do what I must and obey just authority. (Lawful)
3 Independence. When people follow orders blindly, they embrace a kind of tyranny. (Chaotic)
4 Might. In life as in war, the stronger force wins. (Evil)
5 Live and Let Live. Ideals aren't worth killing over or going to war for. (Neutral)
6 Nation. My city, nation, or people are all that matter. (Any)
d6 Bonds
1 I would still lay down my life for the people I served with.
2 Someone saved my life on the battlefield. To this day, I will never leave a friend behind.
3 My honor is my life.
4 I'll never forget the crushing defeat my company suffered or the enemies who dealt it.
5 Those who fight beside me are those worth dying for.
6 I fight for those who cannot fight for themselves.
d6 Flaws
1 The monstrous enemy we faced in battle still leaves me quivering with fear.
2 I have little respect for anyone who is not a proven warrior.
3 I made a terrible mistake in battle that cost many lives – and I would do anything to keep that mistake secret.
4 My hatred of my enemies is blind and unreasoning.
5 I obey the law, even if the law causes misery.
6 I'd rather eat my armor than admit when I'm wrong.

SPACER

You come from space, traveling the great cosmic universe in a variety of vessels. Discuss the nature of the ship you previously sailed with your MM. Was it a merchant ship, a naval vessel, a ship of discovery, or a pirate ship? How famous (or infamous) is it? Is it widely traveled? Is it still sailing, or is it missing and presumed lost with all hands?

What were your duties on board – boatswain, captain, navigator, cook, or some other position? Who were the captain and first mate? Did you leave your ship on good terms with your fellows, or on the run?


  • Skill Proficiencies: Athletics and Perception
  • Tool Proficiencies: Mechanic's kit, vehicles (space)
  • Languages: None
  • Equipment: A mechanic's kit, a set of common clothes, a small souvenir from your travels, and a wallet containing $1,000 in either dollars or another form of currency

FEATURE: SHIP'S PASSAGE

When you need to, you can secure free passage on a space ship for yourself and your adventuring companions. You might travel on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need. Your MM will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.

SUGGESTED CHARACTERISTICS

Spacers can be a rough lot, but the responsibilities of life on a ship make them generally reliable as well. Life aboard a ship shapes their outlook and forms their most important attachments.

d8 Personality Traits
1 My friends know they can rely on me, no matter what.
2 I work hard so that I can play hard when the work is done.
3 I enjoy sailing into new ports and making new friends over a flagon of ale.
4 I stretch the truth for the sake of a good story.
5 To me, a tavern brawl is a nice way to get to know a new city.
6 I never pass up a friendly wager.
7 My language is as foul as an otyugh nest.
8 I like a job well done, especially if I can convince someone else to do it.
d6 Ideals
1 Respect. The thing that keeps a ship together is mutual respect between captain and crew. (Good)
2 Fairness. We all do the work, so we all share in the rewards. (Lawful)
3 Freedom. The sea is freedom-the freedom to go anywhere and do anything. (Chaotic)
4 Mastery. I'm a predator, and the other ships on the sea are my prey. (Evil)
5 People. I'm committed to my crewmates, not to ideals. (Neutral)
6 Aspiration. Someday I'll own my own ship and chart my own destiny. (Any)
d6 Bonds
1 I'm loyal to my captain first, everything else second.
2 The ship is most important – crewmates and captains come and go.
3 I'll always remember my first ship.
4 In a harbor town, I have a paramour whose eyes nearly stole me from the sea.
5 I was cheated out of my fair share of the profits, and I want to get my due.
6 Ruthless pirates murdered my captain and crewmates, plundered our ship, and left me to die. Vengeance will be mine.
d6 Flaws
1 I follow orders, even if I think they're wrong.
2 I'll say anything to avoid having to do extra work.
3 Once someone questions my courage, I never back down no matter how dangerous the situation.
4 Once I start drinking, it's hard for me to stop.
5 I can't help but pocket loose coins and other trinkets I come across.
6 My pride will probably lead to my destruction.

VAGABOND

You grew up in the wilds, far from civilization and the comforts of town and technology. You've witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don't know the specific features of the terrain, you know the ways of the wild.


  • Skill Proficiencies: Athletics and Survival
  • Tool Proficiencies: One type of musical instrument
  • Languages: One of your choice
  • Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler's clothes, and a wallet containing $1,000

FEATURE: WANDERER

You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

SUGGESTED CHARACTERISTICS

Often considered rude and uncouth among civilized folk, outlanders have little respect for the niceties of life in the cities. The ties of tribe, clan, family, and the natural world of which they are a part are the most important bonds to most outlanders.

d8 Personality Traits
1 I'm driven by a wanderlust that led me away from home.
2 I watch over my friends as if they were a litter of newborn pups.
3 I once ran twenty-five miles without stopping to warn my clan of an approaching orc horde. I'd do it again if I had to.
4 I have a lesson for every situation, drawn from observing nature.
5 I place no stock in wealthy or well-mannered folk. Money and manners won't save you from a hungry owlbear.
6 I'm always picking things up, absently fiddling with them, and sometimes accidentally breaking them.
7 I feel far more comfortable around animals than people.
8 I was, in fact, raised by wolves.
d6 Ideals
1 Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic)
2 Greater Good. It is each person's responsibility to make the most happiness for the whole tribe. (Good)
3 Honor. If I dishonor myself, I dishonor my whole clan. (Lawful)
4 Might. The strongest are meant to rule. (Evil)
5 Nature. The natural world is more important than all the constructs of civilization. (Neutral)
6 Glory. I must earn glory in battle, for myself and my clan. (Any)
d6 Bonds
1 My family, clan, or tribe is the most important thing in my life, even when they are far from me.
2 An injury to the unspoiled wilderness of my home is an injury to me.
3 I will bring terrible wrath down on the evildoers who destroyed my homeland.
4 I am the last of my tribe, and it is up to me to ensure their names enter legend.
5 I suffer awful visions of a coming disaster and will do anything to prevent it.
6 It is my duty to provide children to sustain my tribe.
d6 Flaws
1 I am too enamored of ale, wine, and other intoxicants.
2 There's no room for caution in a life lived to the fullest.
3 I remember every insult I've received and nurse a silent resentment toward anyone who's ever wronged me.
4 I am slow to trust members of other races, tribes, and societies.
5 Violence is my answer to almost any challenge.
6 Don't expect me to save those who can't save themselves. It is nature's way that the strong thrive and the weak perish.

CHAPTER 6: EQUIPMENT

Even though many characters rely on mostly their powers and abilities, equipment can come in handy for a variety of purposes, particularly for the less magical or energy manipulating characters. Currency has been changed to US $ to reflect modernity. Magic items have been adjusted to reflect more enhanced or modified armor, gear, or equipment. Some equipment or powerwields, can become character defining, such as the Gem of Cyttorak or the Phoenix Force.

STARTING EQUIPMENT

When you create your character, you receive equipment based on your origin. Alternatively, you can start with a number of dollars based on your origin and spend them on items from the lists in this chapter. See the Starting Wealth by Origin table to determine how much gold you have to spend.

You decide how your character came by this starting equipment. It might have been an inheritance, or goods that the character purchased during his or her upbringing. You might have been equipped with a weapon, protective gear, and a backpack as part of military service. You might even have stolen your gear. A weapon could be a family heirloom, passed down from generation to generation until your character finally took up the mantle and followed in an ancestor’s adventurous footsteps.

STARTING WEALTH BY ORIGIN

Origin Funds
Believer 1500
Antropologist 1000
Archeologist 2000
Charlatan 1500
Criminal 1500
Entertainer 1500
Heir 2500
Hermit 500
Local Hero 1000
Modern Artisan 1500
Orphan 500
Scholar 500
Soldier 1000
Spacer 1000
Vagabond 1000

CURRENCY

The starting funds is based on American dollars, which of course is very different if a character is French or German--let alone a Skrull. Consider the dollar value as the same across the board, whether it is Kree Credits or Shi'ar Coins, use the same dollar amount but just call it by a different name. Kree on Earth certainly have Earth currency and humans who have arrived on Kree likely have converted their currency.

SELLING TREASURE

Opportunities abound to find treasure, equipment, weapons, armor, and more in the multiverse. Normally, you can sell your treasures and trinkets when you return to a town or other settlement, provided that you can find buyers and merchants interested in your loot.

Arms, Armor, and Other Equipment. As a general rule, undamaged weapons, armor, and other equipment fetch half their cost when sold in a market. Weapons and armor used by opponents and other creatures are rarely in good enough condition to sell.

Enhanced and Magic Items. Selling enhanced and magic items can be problematic. Finding someone to buy a unique material over armor may not be too hard, but other items are out of the realm of most but the wealthiest or wealthy individuals who actually know and understand the value of what you may be selling. Likewise, aside from a few common enhanced or magic items, you won’t normally come across many to purchase.

Gems, Jewelry, and Art Objects. These items retain their full value in the marketplace, and you can either trade them in for money or use them as currency for other transactions. For exceptionally valuable treasures, the MM might require you to find a buyer in a large city, the black market, or a larger community first.

Trade Goods. On the borderlands of civiliation and planets, many people conduct transactions through barter. Like gems and art objects, trade goods—bars of iron, bags of salt, livestock, and so on—retain their full value in the market and can be used as currency.

ARMOR ENHANCEMENTS
Armor Cost Benefit Disadvantage Integration Weight
Defense Type: Any
Adapted Armoring $1,000 Special 2 Hours 10 lbs.
Interwoven Mesh $400 Defense +1 4 Hours 15 lbs.
Dermosteel Plates $2,000 Defense +1, Damage Immunity 5 Stealth 8 Hours 25 lbs.
Vibranium Weave $800,000 Defense +2, Damage Immunity 10 Special 10 lbs.
Defense Type: Light
Tactical Gear $500 Defense +1, Special 30 Minutes 5 lbs.
Techpadding $1,000 Defense +2 Stealth 2 Hours 5 lbs.
Defense Type: Balanced or Heavy
Ballistic Plating $500 Defense +1, Damage Immunity 5 Stealth 9 Hours 35 lbs.
Reactive Alloy $50,000 Defense +2, Damage Immunity 10 12 Hours 20 lbs.
Titanium-Chromium Alloy $800,000 Defense +2, Unenhanced Immunity Stealth Special 70 lbs.
Vibranium Plating $100,000 Defense +3, Damage Immunity 15 Stealth Special 50 lbs.

ARMOR ENHANCEMENTS

Generally, your armor "appearance" is what you like it to be and what you can reasonably afford and have access to with your origin and MM approval. In terms of game mechanics, there are potential equipment you can acquire to give your defense bonuses or to gain other advantages in the form of enhancements.

See the Armor Enhancements table for more details.

Defense Type. Armor may be listed under a type, such as Any, Light, Balanced, or Heavy. This means you cannot use a Defense other than the type of defense listed here.

Cost. This is, generally, how much this enhancement may cost at an appropriate vendor or market.

Benefit. Armor, shields, and gear that are equipped are meant to provide some tangible benefit to its wearer. When your defense is ignored, you still benefit from whatever equipped armor you have.

Integration. Any character can integrate enhancements into armor by doing nothing but working on enhancing the armor for the listed time in the Integration column of the Armor Enhancements table.

Special. This means this enhancement is particularly special and has further details described below in the enhancement description. For example, if Special appears in the Integration column, there is a special way that the armor must be integrated in order to use the enhancement.

MORE THAN ONE ENHANCEMENTS

You can apply more than one enhancement to your armor, but only one of the same kind at a time. However, you can only gain the benefit of one type of Benefit at a time,


regardless of how many enhancements you apply to an armor. You also suffer the disadvantages of all armor intergrated. For example, if you apply the Dermosteel Plates and Techpadding, then you would only have Defense +2, Damage Immunity 5, and disadvantage on Stealth checks but you can only use the Light defense. Additionally, you add all the weight together for all enhancements.

ARMOR BENEFITS & DISADVANTAGES

The following are types of armor benefits that you can acquire.

DAMAGE IMMUNITY

Damage Immunity benefits are listed as a set amount. If you gain a benefit that has a set amount, such as from Dermosteel Plates which is Damage Immunity 5, then your Damage Immunity becomes at least 5. If you already have a damage immunity equal to or greater than that set amount, the enhancement gives you no benefit.

See Chapter 10: Combat for more information about Damage Immunity.

DEFENSE

You gain a bonus to your Defense equal to the amount listed.

UNENHANCED IMMUNITY

You are immune to damage from unenhanced weapons that deal bludgeoning, piercing, or slashing damage.

STEALTH

Some armor is intentionally noisey and loud, the plating creaking and clashing to other materials to itself and the other materials in the armor. Because of this, Stealth checks are made with disadvantage when wearing certain armor enhancements.

DEFENSE TYPE: ANY

Generally these types of enhancements are light weight and provide little to no impediments to movement or mobility for the user.

Adapted Armoring. This enhancement is unique to each individual application, embedded with lightweight materials designed to repel certain forms of attacks and damage. When you find or make this enhancement, or your MM may decide to choose for you, this enhancement offers Damage Resistance to one damage type of your choice between Acid, Bludgeoning, Cold, FIre, Force, Lightning, Piercing, Poison, Slashing, or Sonic.

Interwoven Mesh. This lightweight mesh offers light protection without any sacrifice for mobility or stealth. It is what kevlar and other forms of tactical or leathered gear is made from.

EQUIPPING ENHANCED ARMOR & SUITS

Even though you have integrated enhancements into armor, you still must have them 'equiped' in order to gain and use their benefits. For example, if you have a 'combat suit' as gear and you enhance it, you must have that combat suit equipped in order to gain the benefits of whatever you enhance it with. If you enhance a different combat suit, you must choose which one you have equipped at a time. The time it takes to equip suits and armor is either described in the suit and armor or, at most, is part of a short rest.

Dermosteel Plates. Dermosteel is a unique material made of synthetically designed steel, combining both the fortitude of steel with the lightness of a thin sheet, similar to a polyfibre blended fabric. However, once dermosteel is set, it becomes hardened and therefore somewhat loud and clangy.

Vibranium Weave. Vibranium weave is melted vibranium synthesized with fibers, creating a uniquely sturdy material. In order to integrate vibranium weave into armor, you must be proficient in Smith's tools and it takes 8 hours to do so. After each hour, a Smith's tools check with a DC or 13 is required to make progress. After 8 successful checks, one for each hour, the weave is integrated.

DEFENSE TYPE: LIGHT

These types of armor enhancements are nearly weightless and are perfectly designed to lightweight defense styles and gear.

Tactical Gear. This gear has some minor lining and padding that offers protection, but also have some equipment designed to blend into surroundings and remain undetected. When you make a Stealth check while using this enhancement, you roll at advantage.

Techpadding. Techpadding is dense padding material that is synthetically designed and integrated with technology that adjusts its density based on the assault. Because of this, it is somewhat bulky and makes noiseless movement difficult.

DEFENSE TYPE: BALANCED OR HEAVY

You can use the Balanced or the Heavy defense while using armor with these enhancements.

Ballistic Plating. These heavyweight plates protect the most vital areas of the body, designed to withstand simple bullets and ballistics.

Reactive Alloy. This rare, unique alloy is a special material that covers various metal or hardened plates that offer uniquely reactive properties to withstand a variety of physical forces.

Titanium-Chromium Alloy. This alloy is profoundly difficult to manipulate and integrate into armor plates. Providing some of the strongest alloy that reinforces the metal it inlays, titanium-chromium can serve to withstand most physical attacks. Because of its unique properties, it is especially difficult to integrate. In order to integrate this enhancement into armor, you must be proficient in Smith's tools and it takes 6 hours to do so. After each hour, a Smith's tools check with a DC or 15 is required to make progress. After 6 successful checks, one for each hour, the weave is integrated.

Vibranium Plating. Similar to other alloys, vibranium plating is the melted form of vibranium that serves as an inlay coating to a variety of other materials. While it makes it somewhat easy to integrate in terms of time, the manipulation of vibranium requires an understanding of armored technology. In order to integrate vibranium plating into armor, you must be proficient in Smith's tools and it takes 6 hours to do so. After each hour, a Smith's tools check with a DC or 15 is required to make progress. After 6 successful checks, one for each hour, the weave is integrated.

SHIELDS & ENHANCEMENTS

It's possible for a character to acquire a shield and integrate enhancements onto the shield, like they would a piece of armor. An unenhanced shield should not be considered significant enough to merit any defense bonus or other properties, except perhaps some form of cover depending upon the size of the shield. Your MM will determine if that is appropriate or necessary.

When you integrate an enhancement into a shield, you must be wielding that shield in one or two hands in order to gain any of its benefits. For repeating benefits of shields, the same rule applies towards multiple enhancements on armor. For example, if you are wielding a vibranium plated shield while also wearing armor with reactive alloy, your total enhancement benefits from the armor and shield would be Defense +3, Damage Immunity 15 with disadvantage on Stealth checks. The +2 Defense of the Reactive Alloy and the +3 Defense of the Vibranium Plating would not stack.

WEAPONS

Your class grants proficiency in certain weapons, reflecting both the class’s focus and the tools you are most likely to use. Whether you favor a longsword or a longbow, your weapon and your ability to wield it effectively can mean the difference between life and death while adventuring.

The Weapons table shows the most common weapons used in the worlds of the Multivrese, particularly modern Earth, their price and weight, the damage they deal when they hit, and any special properties they possess. Every weapon is classified as either melee or ranged. A melee weapon is used to attack a target within 5 feet of you, whereas a ranged weapon is used to attack a target at a distance.

WEAPON PROFICIENCY

Your species, class, and feats can grant you proficiency with certain weapons or categories of weapons. The three categories of weapons are simple, martial, and unique. Most people can use simple weapons with proficiency. These weapons include clubs, maces, and other weapons often found in the hands of everyday people, including private citizens and police officers. Martial weapons, including swords, assault rifles, axes, and polearms, require more specialized training to use effectively. Most weaponmasters and physical-combatants use martial weapons because these weapons put their fighting style and training to best use.

Proficiency with a weapon allows you to add your proficiency bonus to the attack roll for any attack you make with that weapon. If you make an attack roll using a weapon with which you lack proficiency, you do not add your proficiency bonus to the attack roll.

WEAPON CLASSES

All weapons are divided into weapon classes. The general class of weaponry, such as Blades, Polearms, Firearms, etc. work with the Weaponmaster powerset and a variety of feats.

RANGE

A weapon that can be used to make a ranged attack has a range as well as the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range.

WEAPON PROPERITES

Many weapons have special properties related to their use, as shown in the Weapons table.

Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. However, the firearms class of weapons have ammunition that cannot be recovered after being used.

If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see “Improvised Weapons” later in the section). A sling or firearm must be loaded to deal any damage when used in this way. The type of ammunition required for each weapon ist listed on the Properties column of the Weapon's Table.

Burst Fire. A weapon that has the burst fire property can make a normal single-target attack, or it can spray a 10-foot-cube area within normal range with shots. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take the weapon's normal damage. This action uses ten pieces of ammunition.

Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.

Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.

Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.

Reload. A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character's choice), provided they have the required amount and type of ammunition.

Special. A weapon with the special property has unusual rules governing its use, explained in the weapon's description (see "Special Weapons" later in this section).

Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

Two-Handed. This weapon requires two hands when you attack with it.

Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property--the damage when the weapon is used with two hands to make a melee attack.

IMPROVISED WEAPONS

Sometimes characters don't have their weapons and have to attack with whatever is at hand. An improvised weapon includes any object you can wield in one or two hands, such as broken glass, a table leg, a frying pan, a wagon wheel, or a dead goblin.

Often, an improvised weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club. At the MM's option, a character proficient with a weapon can use a similar object as if it were that weapon and use his or her proficiency bonus.

An object that bears no resemblance to a weapon deals 1d4 damage (the MM assigns a damage type appropriate to the object). If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet.

SPECIAL WEAPONS

Weapons with special rules are described here.

Lance. You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren’t mounted.

Net. A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.

When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.

BULLETS

You can play as though any 'bullet' counts as the required bullet ammunition for firearms, or your MM may require you to have the specific bullet 'type' for each indidivudal weapon. If so, a 'revolver bullet' would be ammunition for a revolver.

ENHANCED WEAPONS

Weapons found on the Weapons table are considered unenhanced until otherwise enhanced. See the Weapons Enhancement table for more information on enhancing weapons.

Weapon Enhancement Benefit Cost Integration
1 100gp
2 200gp
3 300gp
4 400gp
5 500gp
6 600gp
7 700gp
8 1000gp

ARCHERY CLASS OF WEAPONS

Name Cost Damage Weight Properties
Simple Ranged
Crossbow, light $250 1d8 piercing 5 lb. Ammunition (range 80/320), loading, two-handed
Dart $5 1d4 piercing 1/4 lb. Finesse, thrown (range 20/60)
Shortbow $250 1d6 piercing 2 lb. Ammunition (range 80/320), two-handed
Sling $10 1d4 bludgeoning Ammunition (range 30/120)
Martial Ranged
Crossbow, hand $250 1d6 piercing 3 lb. Ammunition (range 30/120), light, loading
Crossbow, heavy $500 1d10 piercing 18 lb. Ammunition (range 100/400), heavy, loading, two-handed
Longbow $500 1d8 piercing 2 lb. Ammunition (range 150/600), heavy, two-handed

BLADED CLASS OF WEAPONS

Name Cost Damage Weight Properties
Simple Melee
Dagger $20 1d4 piercing 1 lb. Finesse, light, thrown (range 20/60)
Handaxe $50 1d6 slashing 2 lb. Light, thrown (range 20/60)
Sickle $10 1d4 slashing 2 lb. Light
Martial Melee
Battleaxe $100 1d8 slashing 4 lb. Versatile (1d10)
Greataxe $300 1d12 slashing 7 lb. Heavy, two-handed
Greatsword $500 2d6 slashing 6 lb. Heavy, two-handed
Longsword $150 1d8 slashing 3 lb. Versatile (1d10)
Rapier $250 1d8 piercing 2 lb. Finesse
Scimitar $250 1d6 slashing 3 lb. Finesse, light
Shortsword $100 1d6 piercing 2 lb. Finesse, light
Unique Melee
Lasersword $250,000 2d8 force 3 lb. Versatile (2d10)

BLUNT CLASS OF WEAPONS

Name Cost Damage Weight Properties
Simple Melee
Baton $50 1d6 bludgeoning 4 lb.
Club $10 1d4 bludgeoning 2 lb. Light
Greatclub $200 1d8 bludgeoning 10 lb. Two-handed
Light hammer $20 1d4 bludgeoning 2 lb. Light, thrown (range 20/60)
Martial Melee
Flail $100 1d8 bludgeoning 2 lb.
Maul $100 2d6 bludgeoning 10 lb. Heavy, two-handed
Morningstar $150 1d8 piercing 4 lb.
Warhammer $150 1d8 bludgeoning 2 lb. Versatile (1d10)

FIREARMS CLASS OF WEAPONS

Name Cost Damage Weight Properties
Martial Ranged
Musket $100 1d12 piercing 10 lb. Ammunition (range 40/120), loading, two-handed
Pistol $100 1d10 piercing 3 lb. Ammunition (range 30/90), loading
Pistol, automatic $1000 2d6 piercing 3 lb. Ammunition (range 50/150), reload (15 shots)
Revolver $100 2d8 piercing 3 lb. Ammunition (range 40/120), reload (6 shots)
Rifle, hunting $100 2d10 piercing 8 lb. Ammunition (range 80/240), reload (5 shots), two-handed
Rifle, automatic $1000 2d8 piercing 8 lb. Ammunition (range 80/240), reload (5 shots), two-handed
Shotgun $400 2d8 piercing 8 lb. Ammunition (range 30/90), reload (2 shots), two-handed
Unique Ranged
Energy Pistol $10,000 3d6 force 3 lb. Ammunition (range 40/120), reload (50 shots)
Disintegration Rifle $10,000,000 6d8 necrotic 3 lb. Ammunition (range 120/360), reload (2 shots), two-handed
Energy Rifle $50,000 3d8 force 3 lb. Ammunition (range 100/300), reload (30 shots), two-handed

POLEARMS CLASS OF WEAPONS

Name Cost Damage Weight Properties
Simple Melee
Javelin $5 1d6 piercing 2 lb. Thrown (range 30/120)
Quarterstaff $20 1d6 bludgeoning 4 lb. Versatile (1d8)
Spear $100 1d6 piercing 3 lb. Thrown (range 20/60), versatile (1d8)
Martial Melee
Glaive $200 1d10 slashing 6 lb. Heavy, reach, two-handed
Halberd $200 1d10 slashing 6 lb. Heavy, reach, two-handed
Lance $100 1d12 piercing 6 lb. Reach, special
Pike $500 1d10 piercing 18 lb. Heavy, reach, two-handed
Trident $500 1d6 piercing 4 lb. Thrown (range 20/60), versatile (1d8)

ADVENTURING GEAR

This section describes items that have special rules or require further explanation.

Acid. As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage.

Alchemist’s Fire. This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.

Antitoxin. A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs.

Ball Bearings. As an action, you can spill these tiny metal balls from their pouch to cover a level, square area that is 10 feet on a side. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn’t need to make the save.

Block and Tackle. A set of pulleys with a cable threaded through them and a hook to attach to objects, a block and tackle allows you to hoist up to four times the weight you can normally lift.

Book. A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on gnomish contraptions, or just about anything else that can be represented using text or pictures. A book of spells is a spellbook (described later in this section).

Caltrops. As an action, you can spread a bag of caltrops to cover a square area that is 5 feet on a side. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 piercing damage. Taking this damage reduces the creature’s walking speed by 10 feet until the creature regains at least 1 hit point. A creature moving through the area at half speed doesn’t need to make the save.

Candle. For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet.

Case, Crossbow Bolt. This wooden case can hold up to twenty crossbow bolts.

Case, Map or Scroll. This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment.

Chain. A chain has 10 hit points. It can be burst with a successful DC 20 Strength check.

Climber’s Kit. A climber’s kit includes special pitons, boot tips, gloves, and a harness. You can use the climber’s kit as an action to anchor yourself; when you do, you can’t fall more than 25 feet from the point where you anchored yourself, and you can’t climb more than 25 feet away from that point without undoing the anchor.

Component Pouch. A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell's description).

Crowbar. Using a crowbar grants advantage to Strength checks where the crowbar’s leverage can be applied.

Fishing Tackle. This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting.

Holy Water. As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage. A cleric or paladin may create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot.

Hunting Trap. When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.

Lamp. A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. Lantern, Bullseye. A bullseye lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. Lantern, Hooded. A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius.

Lock. A key is provided with the lock. Without the key, a creature proficient with thieves’ tools can pick this lock with a successful DC 15 Dexterity check. Your GM may decide that better locks are available for higher prices.

Magnifying Glass. This lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite. A magnifying glass grants advantage on any ability check made to appraise or inspect an item that is small or highly detailed.

Manacles. These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of manacles comes with one key. Without the key, a creature proficient with thieves’ tools can pick the manacles’ lock with a successful DC 15 Dexterity check. Manacles have 15 hit points.

Medical Kit.* This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check. Alternatively, you could expend a use of this kit to regains 2d4 + 2 hit points for yourself or whoever you choose to administer it to. Using or administering a medical kit takes an action.

Mess Kit. This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.

ADVENTURING GEAR

Item Cost Weight
Acid (vial) $250 1 lb.
Alchemist’s fire (flask) $500 1 lb.
Ammunition
Arrows (20) $50 1 lb.
Blowgun needles (50) $10 1 lb.
Bullets (20) $100 1½ lb.
Crossbow bolts (20) $50 1½ lb.
Sling bullets (20) $5 1½ lb.
Antitoxin (vial) $250
Backpack $20 5 lb.
Ball bearings (bag of 1,000) $10 2 lb.
Barrel $20 70 lb.
Basket $10 2 lb.
Bedroll $30 7 lb.
Bell $10
Blanket $20 3 lb.
Block and tackle $10 5 lb.
Book $25 5 lb.
Bottle, glass $5 2 lb.
Bucket $5 2 lb.
Caltrops (bag of 20) $10 2 lb.
Candle $5
Case, crossbow bolt $15 1 lb.
Case, map or scroll $5 1 lb.
Chain (10 feet) $20 10 lb.
Chalk (1 piece) $1
Chest $50 25 lb.
Climber’s kit $250 12 lb.
Component pouch $250 2 lb.
Crowbar $20 5 lb.
Fishing tackle $10 4 lb.
Flask or tankard $5 1 lb.
Grappling hook $50 4 lb.
Hammer $10 3 lb.
Hammer, sledge $50 10 lb.
Holy water (flask) $25 1 lb.
Hourglass $25 1 lb.
Hunting trap $50 25 lb.
Ink (1 ounce bottle) $10
Ink pen $2
Jug or pitcher $5 4 lb.
Item Cost Weight
Ladder (10-foot) $50 25 lb.
Lamp $20 1 lb.
Lantern, bullseye $50 2 lb.
Lantern, hooded $50 2 lb.
Lock $10 1 lb.
Magnifying glass $10
Manacles $20 6 lb.
Medical kit $150 3 lb.
Mess kit $20 1 lb.
Mirror, steel $50 1/2 lb.
Oil (flask) $10 1 lb.
Paper (50 sheets) $5
Parchment (50 sheets) $5
Perfume (vial) $50
Pick, miner’s $50 10 lb.
Piton $5 1/4 lb.
Poison, basic (vial) $100
Pole (10-foot) $25 7 lb.
Pot, iron $20 10 lb.
Pouch $5 1 lb.
Quiver $20 1 lb.
Ram, portable $100 35 lb.
Rations (1 day) $10 2 lb.
Robes $50 4 lb.
Rope, hempen (50 feet) $10 10 lb.
Rope, silk (50 feet) $100 5 lb.
Sack $5 1/2 lb.
Scale, merchant’s $5 3 lb.
Sealing wax $5
Shovel $20 5 lb.
Signal whistle $5
Signet ring $500
Soap $1
Spellbook $500 3 lb.
Spikes, iron (10) $10 5 lb.
Spyglass $50 1 lb.
Tent, two-person $200 20 lb.
Tinderbox $5 1 lb.
Torch $10 1 lb.
Vial $10
Wallet $10
Waterskin $5 5 lb. (full)
Whetstone $20 1 lb.

Oil. Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.

Poison, Basic. You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying.

Pouch. A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch (described earlier in this section). Quiver. A quiver can hold up to 20 arrows. Ram, Portable. You can use a portable ram to break down doors. When doing so, you gain a +4 bonus on the Strength check. One other character can help you use the ram, giving you advantage on this check.

Rations. Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

Rope. Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.

Scale, Merchant’s. A scale includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their worth.

Spellbook. Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells.

Spyglass. Objects viewed through a spyglass are magnified to twice their size.

Tent. A simple and portable canvas shelter, a tent sleeps two.

Tinderbox. This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch—or anything else with abundant, exposed fuel—takes an action. Lighting any other fire takes 1 minute.

Torch. A torch burns for 1 hour, providing bright light in a 20-foot radius and dim 2o0oilight for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

CONTAINER CAPACITY
Container Capacity
Backpack* 1 cubic foot/30 pounds of gear
Barrel 40 gallons liquid, 4 cubic feet solid
Basket 2 cubic feet/40 pounds of gear
Bottle 1½ pints liquid
Bucket 3 gallons liquid, 1/2 cubic foot solid
Chest 12 cubic feet/300 pounds of gear
Flask or tankard 1 pint liquid
Jug or pitcher 1 gallon liquid
Pot, iron 1 gallon liquid
Pouch 1/5 cubic foot/6 pounds of gear
Sack 1 cubic foot/30 pounds of gear
Vial 4 ounces liquid
Waterskin 4 pints liquid

* You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.

ARMOR & CLOTHES

Superheroes and villains are often defined by their costume and appearance -- but not always. Consider thoughtfully what type of clothes your character wears both when they are "working" or adventuring but also casually.

Further, when you 'enhance' armor you enhance the clothes or armor listed from below.

Item Cost Weight
Armor
Combat Costume $250 3 lb.
Combat Suit $250 3 lb.
Clothes
Clothes, common $50 3 lb.
Clothes, costume $500 4 lb.
Clothes, extravagant costume $5,000 4 lb.
Clothes, fine $2,500 6 lb.
Clothes, traveler’s $300 4 lb.

Clothes, costume. This costume may appear simple, colorful, flamboyant, or practical. Either way, it's clear its wearer wants to be seen as either some kind of hero, villain, or exceptional individual.

Clothes, extravagant costume. This costume is embellished with dramatic, expensive qualities, such as jewels, gems, fine leathers, furs, or other accessories and details that make it stand out as both extravagant and expensive.

Combat Costume. While practical and prepared for combat, it's evident that this outfit is designed with unique embellishments to make it costumey.

Combat Suit. This outfit appears like battle-ready armor that doesn't stand out as a costume or a hero's or villains regalia -- instead it may be a blend of military gear and street clothes or a fully militarized combat outfit.

TECHNOLOGY

These items may not apply in certain time periods, universes, or settings -- but the listed technology here is often found in modern Earth.

TECHNOLOGY

Item Cost Weight
Communication
Earpiece 1 gp 1 lb.
Smart Phone 1 gp 1 lb.
Data & Storage
Datacard 1 gp 1 lb.
Datapanel 1 gp 1 lb.
Systems & Operations
Desktop Computer 1 gp 1 lb.
Computer Security System 1 gp 1 lb.

Datacard. This small datachip can contain a great deal of information in the palm of your hand.

Datapanel. This panel, roughly the size of a small painting, functions the same as nearly 50 datacard, containing vast amounts of data.

Desktop Computer. This larger device can fit on a desk or table and has all the necessary parts to offer the same amount of storage as a datapanel and communication between other devices.

Earpiece. This small device can fit in one's ear or headset easily without falling off, offering hands-free communication.

Security System. These programs enhance any items found on the Technology table, strengthening their security. When a creature attempts to bypass, jamm, or hack the data or communication of a technology with a security system, they roll with a disadvantage.

Smart Phone. This small device functions as a small computer with limited data and communications depending upon one's current location.

COMMUNICATIONS & SECURITY

If you're playing a modern or futuristic setting or universe, communication may be easy and simple across regions, nations, or even planets or galaxies. When you setup an earpiece, smart phone, or communication point, have the tech-person roll a Technology check to see the level of security required to bypass, jamm, or hack into the communications.

Alternatively, your MM may decide that the communication channel is hackproof or roll secretly. Regardless, attempting to hack into a computer or communication system requires a Computertech kit check contested roll against the technology check of the tech-person, company, or organization that set it up.

TOOLS

Proficiency with a tool allows you to add your proficiency bonus to any ability check you make using that tool.

TOOLS
Item Cost Weight
Artisan’s tools
Alchemist’s supplies 50 gp 8 lb.
Brewer’s supplies 20 gp 9 lb.
Calligrapher's supplies 10 gp 5 lb.
Carpenter’s tools 8 gp 6 lb.
Cartographer’s tools 15 gp 6 lb.
Cook’s utensils 1 gp 8 lb.
Jeweler’s tools 25 gp 2 lb.
Leatherworker’s tools 5 gp 5 lb.
Mason’s tools 10 gp 8 lb.
Outfitter's tools 1 gp 5 lb.
Painter’s supplies 10 gp 5 lb.
Potter’s tools 10 gp 3 lb.
Smith’s tools 20 gp 8 lb.
Tinker’s tools 50 gp 10 lb.
Woodcarver’s tools 1 gp 5 lb.
Computertech kit 50 gp 3 lb.
Disguise kit 25 gp 3 lb.
Forgery kit 15 gp 5 lb.
Gaming set
Dice set 1 sp
Playing card set 5 sp
Herbalism kit 5 gp 3 lb.
Mechanic Kit 100 gp 2 lb.
Musical instrument
Bagpipes 30 gp 6 lb.
Drum 6 gp 3 lb.
Dulcimer 25 gp 10 lb.
Flute 2 gp 1 lb.
Guitar 35 gp 2 lb.
Harp 30 gp 2 lb.
Horn 3 gp 2 lb.
Piano 12 gp 2 lb.
Trumpet 2 gp 1 lb.
Violin 30 gp 1 lb.
Navigator’s tools 25 gp 2 lb.
Poisoner’s kit 50 gp 2 lb.
Thieves’ tools 25 gp 1 lb.
Vehicles (air, land, space, or water) * *

* See the “Mounts and Vehicles” section.

Tool use is not tied to a single ability, since proficiency with a tool represents broader knowledge of its use. For example, the MM might ask you to make a Dexterity check to carve a fine detail with your woodcarver’s tools, or a Strength check to make something out of particularly hard wood. Generally, though, when you make a tool or kit check, you are rolling an 1d20 + an appropriate ability modifier chosen for the occasion by your MM + your proficiency bonus (if you are proficient in the tool or kit).

Artisan’s Tools.* These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft. Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.

Computertech Kit. This special kit has a variety of computer devices, cords, and programs that can be used to program, hack, and code in a variety of ways. Proiciency with this kit lets you secure communication systems, secure datachannels, and bypass, jamm, or hack communications.

Disguise Kit. This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise.

Forgery Kit. This small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a physical forgery of a document.

Gaming Set. This item encompasses a wide range of game pieces, including dice and decks of cards (for games such as Three-Dragon Ante). A few common examples appear on the Tools table, but other kinds of gaming sets exist. If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency.

Herbalism Kit. This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing.

Mechanic Kit. This kit is for mechnical devices that are non-digital, like motors and engines.

Musical Instrument. Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. Each type of musical instrument requires a separate proficiency.

Navigator’s Tools. This set of instruments is used for navigation at sea. Proficiency with navigator's tools lets you chart a ship's course and follow navigation charts. In addition, these tools allow you to add your proficiency bonus to any ability check you make to avoid getting lost at sea.

Poisoner’s Kit. A poisoner’s kit includes the vials, chemicals, and other equipment necessary for the creation of poisons. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to craft or use poisons.

Thieves’ Tools. This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks.

MOUNTS & VEHICLES

A good mount can help you move more quickly through the wilderness, but its primary purpose is to carry the gear that would otherwise slow you down. The Mounts and Other Animals table shows each animal’s speed and base carrying capacity.

An animal pulling a carriage, cart, chariot, sled, or wagon can move weight up to five times its base carrying capacity, including the weight of the vehicle. If multiple animals pull the same vehicle, they can add their carrying capacity together.

Mounts other than those listed here are available in fantasy gaming worlds, but they are rare and not normally available for purchase. These include flying mounts (pegasi, griffons, hippogriffs, and similar animals) and even aquatic mounts (giant sea horses, for example). Acquiring such a mount often means securing an egg and raising the creature yourself, making a bargain with a powerful entity, or negotiating with the mount itself.

Barding. Barding is armor designed to protect an animal’s head, neck, chest, and body. Any type of armor shown on the Armor table can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.

Saddles. A military saddle braces the rider, helping you keep your seat on an active mount in battle. It gives you advantage on any check you make to remain mounted. An exotic saddle is required for riding any aquatic or flying mount.

Vehicle Proficiency. If you have proficiency with a certain kind of vehicle (air, land, space, or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances.

Rowed Vessels. Keelboats and rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can’t be rowed against any significant current, but they can be pulled upstream by draft animals on the shores. A rowboat weighs 100 pounds, in case adventurers carry it over land.

MOUNTS & OTHER ANIMALS

Item Cost Speed Carrying Capacity
Camel $5,000 50 ft. 480 lb.
Donkey or mule $4,000 40 ft. 420 lb.
Elephant $20,000 40 ft. 1,320 lb.
Horse, draft $5,000 40 ft. 540 lb.
Horse, riding $7,000 60 ft. 480 lb.
Mastiff $1,000 40 ft. 195 lb.
Pony $3,000 40 ft. 225 lb.
Warhorse $10,000 60 ft. 540 lb.

TACK, HARNESS, & DRAWN VEHICLES

Item Cost Weight
Barding ×4 ×2
Bit and bridle $200 1 lb.
Carriage $1,000 600 lb.
Cart $50 200 lb.
Chariot $2,500 100 lb.
Feed (per day) $25 10 lb.
Saddle
Exotic $600 40 lb.
Military $300 30 lb.
Pack $100 15 lb.
Riding $200 25 lb.
Saddlebags $100 8 lb.
Sled $200 300 lb.
Stabling (per day) $100
Wagon $350 400 lb.

USING VEHICLES

Controlling a modern vehicle works similar to mounts, except more concentration is required when one is using them in a combat situation. The creature in control of the vehicle, such as at the steering wheel of a car, is known as the controller. A controller must spend an action or bonus action on their turn maintaining driving or piloting the vehicle in combat. See Chapter 11: Combat for more information about Mounted Combat.

Additionally, vehicles are excellent modes of travel -- though they come with certain dangers. See the Vehicles section in Chapter 10: Adventuring for more information about traveling and vehicular mishaps.

AIR VEHICLES

Item Cost Speed
Single-Cockpit Airplane $500,000 4 mph
Double-Seated Airplane $750,000 4 mph
Small Airplane $1,300,000 4 mph
Commercial Airplane $90,000,000 4 mph
Small Private Jet $50,000,000 4 mph
Fighter Jet $300,000,000 4 mph
Stealth Jet $500,000,000 4 mph

LAND VEHICLES

Item Cost Speed
Car $30,000 4 mph
Sports Car $60,000 4 mph
Motorcycle $20,000 4 mph
Semi-Trailer Truck $90,000 4 mph
Tank $300,000 4 mph

SPACE VEHICLES

Item Cost Speed
Small Spaceship $300,000,000,000 4 mph
Medium Spaceship $3,000,000,000,000 4 mph
Large Spaceship $300,000,000,000,000 4 mph

WATER VEHICLES

Item Cost Speed
Galley $3,000,000 4 mph
Longship $5,000,000 3 mph
Rowboat $3,000 1½ mph
Sailing ship $700,000 2 mph
Warship $2,500,000,000 2½ mph

EXPENSES

When not descending into the depths of the earth, exploring ruins for lost treasures, or waging war against the encroaching dimensional beings, adventurers face more mundane realities. Even in a modern world, people require basic necessities such as shelter, sustenance, and clothing. These things cost money, although some lifestyles cost more than others.

LIFESTYLE EXPENSES

Lifestyle expenses provide you with a simple way to account for the cost of living. They cover your accommodations, food and drink, and all your other necessities. Furthermore, expenses cover the cost of maintaining your equipment so you can be ready when adventure next calls.

At the start of each week or month (your choice), choose a lifestyle from the Expenses table and pay the price to sustain that lifestyle. Your lifestyle might change from one period to the next, based on the funds you have at your disposal, or you might maintain the same lifestyle throughout your character’s career.

Your lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might help you avoid criminals, but you are unlikely to make powerful connections.

LIFESTYLE EXPENSES

Lifestyle Price/Day Price/Month
Wretched
Squalid $5 $150
Poor $50 $1,500
Modest $100 $3,000
Comfortable $200 $6,000
Wealthy $500 $15,000
Elite $1,000 minimum $30,000

Wretched. You live in inhumane conditions. With no place to call home, you shelter wherever you can, sneaking into barns, huddling in old crates, and relying on the good graces of people better off than you. A wretched lifestyle presents abundant dangers. Violence, disease, and hunger follow you wherever you go. Other wretched people covet your armor, weapons, and gear, which represent a fortune by their standards. You are beneath the notice of most people.

Squalid. You live in a leaky stable, a mud-floored hut just outside town, or a vermin-infested boarding house in the worst part of town. You have shelter from the elements, but you live in a desperate and often violent environment, in places rife with disease, hunger, and misfortune. You are beneath the notice of most people, and you have few legal protections. Most people at this lifestyle level have suffered some terrible setback. They might be disturbed, marked as exiles, or suffer from disease.

Poor. A poor lifestyle means going without the comforts available in a stable community. Simple food and lodgings, threadbare clothing, and unpredictable conditions result in a sufficient, though probably unpleasant, experience. Your accommodations might be a room in a flophouse or in the common room above a tavern. You benefit from some legal protections, but you still have to contend with violence, crime, and disease. People at this lifestyle level tend to be unskilled laborers, costermongers, peddlers, thieves, mercenaries, and other disreputable types.

Modest. A modest lifestyle keeps you out of the slums and ensures that you can maintain your equipment. You live in an older part of town, renting a room in a boarding house, inn, or apartment. You don’t go hungry or thirsty, and your living conditions are clean, if simple. Ordinary people living modest lifestyles include soldiers with families, laborers, students, priests, and the like.

Comfortable. Choosing a comfortable lifestyle means that you can afford nicer clothing and can easily maintain your equipment. You live in a small cottage or apartment in a middle-class neighborhood or in a private room at a fine hotel. You associate with merchants, skilled tradespeople, and military officers.

Wealthy. Choosing a wealthy lifestyle means living a life of luxury, though you might not have achieved the social status associated with the old money of nobility or royalty. You live a lifestyle comparable to that of a highly successful merchant, a favored servant of the royalty, or the owner of a few small businesses. You have respectable lodgings, usually a spacious home in a good part of town or a comfortable suite at a fine inn. You likely have a small staff of servants.

Elite. You live a life of plenty and comfort, like 99% of the people in the world cannot afford to. You move in circles populated by the most powerful people in the community. You have excellent lodgings, perhaps a townhouse in the nicest part of town or an apartment at the top of a skyscraper . You dine at the best restaurants, retain the most skilled and fashionable tailor, and have servants attending to your every need. You receive invitations to the social gatherings of the rich and powerful, and spend evenings in the company of politicians, leaders, and celebrities. You must also contend with the highest levels of deceit and treachery. The wealthier you are, the greater the chance you will be drawn into political intrigue as a pawn or participant.

SELF-SUFFICIENCY

The expenses and lifestyles described here assume that you are spending your time between adventures in a city, availing yourself of whatever services you can afford—paying for food and shelter, to repair your gear, and so on. Some characters, though, might prefer to spend their time away from civilization, sustaining themselves in the wild by hunting, foraging, and repairing their own gear.

Maintaining this kind of lifestyle doesn’t require you to spend any money, but it is time-consuming. If you spend your time between adventures practicing a profession, you can eke out the equivalent of a poor lifestyle. Proficiency in the Survival skill lets you live at the equivalent of a modest lifestyle.

CHAPTER 7: CUSTOMIZATION OPTIONS

The combination of ability scores, species, class, powersets, and origin defines your character’s capabilities in the game, and the personal details you create set your character apart from every other character. Even within your class and species, you have options to fine-tune what your character can do. But a few players — with the MM’s permission — want to go a step further.

This section defines two optional sets of rules for customizing your character: multiclassing and feats. Multiclassing lets you combine classes together, and feats are special options you can choose instead of increasing your ability scores as you gain levels. Your MM decides whether these options are available in a campaign.

MULTICLASSING

Multiclassing allows you to gain levels in multiple classes. Doing so lets you mix the abilities of those classes to realize a character concept that might not be reflected in one of the standard class options. With this rule, you have the option of gaining a level in a new class whenever you advance in level, instead of gaining a level in your current class. Your levels in all your classes are added together to determine your character level. For example, if you have three levels in controller and two in stalwart, you're a 5th-level character.

As you advance in levels, you might primarily remain a member of your original class with just a few levels in another class, or you might change course entirely, never looking back at the class you left behind. You might even start progressing in a third or fourth class. Compared to a single-class character of the same level, you'll sacrifice some focus in exchange for versatility.

PREREQUISITES

To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one, as shown in the Multiclassing Prerequisites table. For example, a controller who decides to multiclass into the stalwart class must have both Strength and Constitution scores of 13 or higher. Without the full training that a beginning character receives, you must be a quick study in your new class, having a natural aptitude that is reflected by higher- than-average ability scores.

MULTICLASSING PREREQUISITES

Class Ability Score Minimum
Controller Wisdom 13
Mystic Intelligence 13
Specialist Dexterity or Intelligence 13
Stalwart Strength and Constitution 13

EXPERIENCE POINTS

The experience point cost to gain a level is always based on your total character level, as shown in the Character Advancement table, not your level in a particular class. So, if you are a specialist 6/stalwart 1, you must gain enough XP to reach 8th level before you can take your second level as a stalwart.

HIT POINTS & HIT DIE

You gain the hit points from your new class as described for levels after 1st. You gain the 1st-level hit points for a class only when you are a 1st-level character.

You add together the Hit Dice granted by all your classes to form your pool of Hit Dice. If the Hit Dice are the same die type, you can simply pool them together. For example, both the controller and the mystic have a d6, so if you are a controller 5/mystic 5, you have ten d6 Hit Dice. If your classes give you Hit Dice of different types, keep track of them separately.

MULTICLASSING PROFICIENCY BONUS

Your proficiency bonus is always based on your total character level, as shown in the Character Advancement table in chapter 1, not your level in a particular class. For example, if you are a mystic 3/specialist 2, you have the proficiency bonus of a 5th-level character, which is +3.

MULTICLASSING PROFICIENCIES

When you gain your first level in a class other than your initial class, you gain only some of new class’ starting proficiencies, as shown in the Multiclassing Proficiencies table.

MULTICLASSING PROFICINCIES

Class Proficiencies Gained
Controller
Mystic Occult
Specialist Light defense, balanced defense, simple weapons, martial weapons, one skill, and one tool of your choice
Stalwart Balanced defense, heavy defense, simple weapons, and martial weapons

MULTICLASSING CLASS FEATURES

When you gain a new level in a class, you get its features for that level. You don’t, however, receive the class’s starting equipment, and a few features have additional rules when you’re multiclassing: Energy and Extra Attack.

ENERGY

When you gain a new level in a class and it increases your maximum energy, you add that amount to your existing energy from previous classes, powersets, feats, and other features or items that may grant you additional energy.

Further, energy is all pooled together in one energy pool unless a feature or ability specifically says otherwise.

EXTRA ATTACK

If you gain the Extra Attack class feature from more than one class, the features don’t add together. You can’t make more than two attacks with this feature unless it says you do (as the stalwart’s version of Extra Attack does).

FEATS

A feat represents a talent or an area of expertise that gives a character special capabilities. It embodies training, experience, and abilities beyond what a class provides.

At certain levels, your class gives you the Ability Score Improvement feature. Using the optional feats rule, you can forgo taking that feature to take a feat of your choice instead. You can take each feat only once, unless the feat’s description says otherwise.

You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the prerequisite. For example, the Grappler feat requires you to have a Strength of 13 or higher. If your Strength is reduced below 13 somehow—perhaps by a withering curse—you can’t benefit from the Grappler feat until your Strength is restored.

ACCUSTOMED ACTION

You are so practiced in one skill that it has become second nature.

  • Choose a skill or tool in which you are proficient; increase the ability score related to that skill or tool by 1, to a maximum of 20.
  • You gain expertise in that skill or tool.

ACTOR

Skilled at mimicry and dramatics. you gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
  • You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.

ALERT

Always on the lookout for danger, you gain the following benefits:

  • You gain a +5 bonus to initiative.
  • You can't be surprised while you are conscious.
  • Other creatures don't gain advantage on attack rolls against you as a result of being hidden from you.

ARCANE PIONEER

Prerequisite: The ability to cast at least one spell from a mystical powerset


Your study of the mystical arts has given you insight into the shaping of magical energies.

When you cast a spell from a mystical spell list that deals fire, cold, lightning, thunder, or force damage, you can use a Bonus Action to change the type of damage into another one of those forms.

You can use this ability a number of times equal to your proficiency bonus, regaining expended uses when you finish a long rest.

ATHLETE

You have undergone extensive physical training to gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • When you are prone, standing up uses only 5 feet of your movement.
  • Climbing doesn't halve your speed.
  • You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.

BALANCED DEFENSE TRAINING

Prerequisite: Proficiency with light armor


You have trained to master the use of the balanced defensive style, gaining the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You gain proficiency with the Balanced Defense.

BEAST WHISPERER

Prerequisite: Proficiency in Animal Handling


You are attuned to the feelings of all creatures. As a result, you gain the following benefits:

  • Increase your Wisdom score by 1, to a maximum of 20.
  • You gain expertise in Animal Handling.
  • As an action, you may attempt to charm a beast within 30 feet that you can see or hear. The beast must make a Wisdom saving throw against a DC of 8 + your proficiency bonus + your Wisdom modifier. The charm lasts for a number of minutes equal to your proficiency modifier.

BORN AT SEA

The water calls to you; you feel at home in and near it. You gain the following benefits:

  • Increase your Strength or Constitution by 1, to a maximum of 20.
  • You gain a swimming speed equal to your normal movement speed.
  • You may hold your breath for twice as long as normal.
  • You have advantage on all Constitution checks made to hold your breath, or to swim for an extended period of time.
  • While actively searching, you have advantage on Wisdom (Perception) checks made to notice objects or creatures which are submerged in water.

BOUNTIFUL LUCK

Prerequisite: Human


Your people have extraordinary luck, which you have learned to lend to your companions when you see them falter. You're not sure how you do it; you just wish it, and it happens. Surely a sign of fortune's favor!

When an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll.

BULWARK

No matter what, you will hold your ground. You gain the following benefits:

  • At the start of your next turn, you can reduce your speed to 0. If you do so, you can use your reaction to impose disadvantage on the next melee attack against you, before the start of your next turn.
  • When an effect causes you to move without expending your movement, you can choose to move half the distance instead, unless that effect also knocks you prone or into the air.

CHARGER

When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature.

If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a t5 bonus to the attack's damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).

CROSSBOW EXPERT

Thanks to extensive practice with the crossbow, you gain the following benefits:

  • You ignore the loading quality of crossbows with which you are proficient.
  • Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
  • When you use the Attack action and attack with a onehanded weapon, you can use a bonus action to attack with a loaded hand crossbow you are holding.

DEFENSIVE DUELIST

Prerequisite: Dexterity 13 or higher


When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.

DIEHARD

You may die one day - but it will not be this day. You gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • When you roll a death saving throw, a result of 1 counts as only one failure. Additionally, if you roll a 20 which would be your first success, you become stable. If you roll a 20 as your second or third success, you regain 1 hit point.

DIPLOMAT

You have a knack for making deals with people in power. You gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You have advantage on any Charisma (Persuasion) or Charisma (Intimidation) rolls when dealing with any individual in a position of societal power.

DUAL WIELDER

You master fighting with two weapons, gaining the following benefits:

  • You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
  • You can use two-weapon fighting even when the onehanded melee weapons you are wielding aren't light.
  • You can draw or stow two one•handed weapons when you would normally be able to draw or stow only one.

DUNGEON DELVER

Alert to the hidden traps and secret doors found in many dungeons and hideouts, you gain the following benefits:

  • You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.
  • You have advantage on saving throws made to avoid or resist traps.
  • You have resistance to the damage dealt by traps.
  • You can search for traps while traveling at a normal pace, instead of only at a slow pace.

DURABLE

Hardy and resilient, you gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).

ESCAPE ARTIST

You are adept at slipping out of other creatures' grasps. You gain the following benefits:

  • You gain advantage on rolls to avoid becoming grappled by a creature.
  • When you escape a creature's grapple on your turn, you can immediately use a bonus action to move up to half of your speed away from the creature.
  • If you would add your proficiency bonus to an ability check made to end the grappled or restrained condition on yourself, you can instead add twice your proficiency bonus.

FIREARMS SPECIALIST

You are particularly adept at using firearms. You gain the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • You can use your reaction to load ammunition in a firearms weapon that has the loading or reload property.
  • Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
  • When you use the Attack action and attack with a onehanded weapon, you can use a bonus action to attack with a loaded firearms weapon you are holding.

FOCUSED POWERUSER

You have mastered your ability to concentrate even under duress. You gain the following benefits:

  • You have advantage on checks to maintain concentration.
  • When you manifest a power that requires concentration, you may double its duration.
  • As a bonus action on your turn, or as a reaction to losing concentration, you stop concentrating on a power or spell but can push its duration to continue to last for 1d4 extra rounds. You may use this feature only once before you must finish a long rest to do so again.

GRAPPLER

Prerequisite: Strength 13 or higher


You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.
  • You have advantage on attack rolls against a creature you are grappling.
  • You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.
  • Creatures that are one size larger than you or have 1 more tier in Superhuman Strength than you don't automatically succeed on checks to escape your grapple.

GREAT WEAPON MASTER

You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:

  • On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
  • Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.

HEALER

You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:

  • When you use a medical kit to stabilize a dying creature, that creature also regains 1 hit point.
  • As an action, you can spend one use of a medical kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest.

HEAVY DEFENSIVE TRAINING

Prerequisite: Proficiency with Balanced Defense


You have trained to master the use of heavy defensive styles, gaining the following benefits:

  • Increase your Strength score by I, to a maximum of 20.
  • You gain proficiency with the Heavy Defense.

HEAVY DEFENSE MASTER

Prerequisite: Proficiency with Heavy Defense


You can use your defense to deflect strikes that would kill others. You gain the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.
  • While you are using a heavy defense, bludgeoning, piercing, and slashing damage that you take from unenhanced weapons is reduced by 5.

INSPIRING LEADER

Prerequisite: Charisma 13 or higher


  • Increase your Charisma score by 1, to a maximum of 20.
  • You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.

KEEN MIND

You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You always know which way is north.
  • You always know the number of hours left before the next sunrise or sunset.
  • You can accurately recall anything you have seen or heard within the past month.

KNOT MASTER

You have worked with ropes extensively and know how to tie and untie knots with expert skill. You gain the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • You add your proficiency bonus to any check made with rope or knots.
  • As an action, you can restrain a grappled foe with any available rope, chain, or other appropriate item

LIGHT DEFENSE TRAINING

You have trained to master the use of light defensive styles, gaining the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You gain proficiency with the Light Defense.

LINGUIST

You have studied languages and codes, gaining the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You learn three languages of your choice.
  • You can ably create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.

MAGIC INITIATE

Choose one mystical powerset. You learn two basic powers of your choice from that powerset's spell list.

In addition, choose one simple-level spell from that same list. You learn that spell and can cast it at its lowest energy level without expending any energy. Once you cast it, you must finish a long rest before you can cast it again in this way.

Your manifesting ability for these spells depends on the power origin of how you acquired these spells: Charisma for bestowed or granted, Wisdom for enhanced or invoked, or Intelligence for study and incantation.

MOBILE

You are exceptionally speedy and agile. You gain the following benefits:

  • Your speed increases by 10 feet.
  • When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
  • When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

MOUNTED COMBATANT

You are a dangerous foe to face while mounted. For the purposes of this feat, you are considered mounted if you are mounted on an animal and riding it, or mounted on a vehicle (see Chapter 11: Combat for Vehicular Combat). While you are mounted and aren't incapacitated, you gain the following benefits:

  • You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
  • You can force an attack targeted at your mount to target you instead.
  • If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

OBSERVANT

Quick to notice details of your environment, you gain the following benefits:

  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  • If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
  • You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (investigation) scores.

RESILIENT

Choose one ability score. You gain the following benefits:

  • Increase the chosen ability score by 1, to a maximum of 20.
  • You gain proficiency in saving throws using the chosen ability.

RITUAL CASTER

Prerequisite: Charisma, Intelligence or Wisdom 13 or higher


You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.

When you choose this feat, you acquire a ritual book holding two simple-level spells of your choice from any spell list that is a mystical powerset. You must choose your spells from those spell lists, and the spells you choose must have the ritual tag. When you gain this feat, you choose your manifesting ability for these spells, either Charisma, Wisdom, or Intelligence. When you attempt to cast a spell from your ritual book, it can only be cast as a ritual. Casting a spell as a ritual expends no energy when you cast it, increases the casting time by 1 hour (in addition to its normal casting time), but is otherwise casted normally, requiring the same components and having the same spell effect.

If you come across a spell in written form, such as a magical spell scroll or a spellbook, you might be able to add it to your ritual book. The spell must have the ritual tag and be found on a spell list in a mystical powerset. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs $50 per level in rare and exotic components. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.

SAVAGE ATTACKER

Once per turn when you roll damage fur a melee weapon attack, you can reroll the weapon's damage dice and use either total.

SENTINEL

You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:

  • When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
  • Creatures within 5 feet of you provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
  • When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

SHARPSHOOTER

You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:

  • Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
  • Your ranged weapon attacks ignore half cover and three-quarters cover.
  • Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.

SKILLED

You gain proficiency in any combination of three skills or tools of your choice.

SKULKER

Prerequisite: Dexterity 13 or higher


You are expert at slinking through shadows. You gain the following benefits:

  • You can try to hide when you are lightly obscured from the creature front which you are hiding.
  • When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.
  • Dim light doesn't impose disadvantage on your Wisdom (Perception) checks relying on sight.

SUPERPOWER SNIPER

Prerequisite: The ability to manifest a basic-level or higher power or spell


You have learned techniques to enhance your attacks with certain kinds of spells and powers, gaining the following benefits:

  • When you manifest a power that requires you to make an attack roll, the power's range is doubled.
  • Your ranged power attacks ignore half cover and three-quarters cover.
  • You learn one basic-level power that requires an attack roll. Choose the power from any energy or mystical powerset. When you gain this feat, you choose your manifesting ability for this spell, either Charisma (the power is bestowed or granted), Wisdom (the power is based on intuition or invoked from an external source), or Intelligence (the power was discovered through study and ingenuity).

SUPE SLAYER

You have practiced techniques useful in melee combat against spellcasters and other superpowered creatures, gaining the following benefits:

  • When a creature within 5 feet of you casts a spell or manifests a power, you can use your reaction to make a melee weapon attack against that creature.
  • When you damage a creature that is concentrating on a spell or power, that creature has disadvantage on the saving throw it makes to maintain its concentration.
  • You have advantage on saving throws against spells cast by creatures within 5 feet of you.

TACTICIAN

You use your mind as well as your speed when entering combat. You gain the following benefits:

  • You may use your Intelligence or Wisdom modifier in place of your Dexterity modifier when rolling initiative.
  • When you roll initiative, you can choose one willing creature within 30 feet of you that can see or hear you, and swap initiative results.

TAVERN BRAWLER

Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • You are proficient with improvised weapons and unarmed strikes.
  • Your unarmed strike uses a d4 for damage.
  • When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.

TELEKINETIC

You learn to move things with your mind. You gain the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You learn the mental hand basic-level power. You can manifest it without verbal or somatic components.
  • As a bonus action, you can try to shove one creature you can see within 5 feet of the invisible, psychic hand created by your mental hand spell. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Intelligence modifier) or be pushed 5 feet away from you.

TELEPATHIC

You awaken the ability to mentally connect with others. You gain the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You gain proficiency in one skill of your choice from the following list: Deception, Insight, Intimidation, or Persuasion.
  • You can communicate telepathically with any creature you can see within 30 feet of you. If it understands at least one language, it can respond to you telepathically.

TOUGH

Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.

UNDERDOG

When the going gets tough, that's when you get going. You gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • When a creature scores a critical hit against you, you have advantage on the next attack you make against that creature, until the end of your next turn.
  • If a critical hit against you drops you to 0 hit points, you drop instead to 1 hit point.

WAR POWERED

Prerequisite: The ability to manifest a basic-level or higher power or spell


You have practiced manifesting powers in the midst of combat, learning techniques that grant you the following benefits:

  • You have advantage on Constitution saving throws that you make to maintain your concentration on a power when you take damage.
  • You can perform the somatic components of powers even when you have weapons or a shield in one or both hands.
  • When a hostile creature's movement provokes an opportunity attack from you. you can use your reaction to manifest a power at the creature, rather than making an opportunity attack. The power must have a manifesting time of 1 action and must target only that creature.

WEAPONS EXPERT

You have practiced extensively with a variety of weapons, gaining the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You gain proficiency with four weapons of your choice.

WITTY

The force of your personality may go unnoticed at first, but in practice others rarely make you do anything you wouldn't want to do. You gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • When you would make a Wisdom saving throw, you can choose to make a Charisma saving throw instead. You can use this ability a number of times equal to your proficiency modifier, regaining expended uses when you finish a long rest.

LIMITATIONS

Limitations are a customization option which places a unique limitation on your ability to manifest powers and use features of a powerset. Similiar to a spell's components, such as verbal or somatic, you acquire a limitation that prevents you from using your powers under certain circumstances. The benefit of choosing a limitation, however, is greater power and energy.

Choosing any limitations is optional and characters can choose to completely ignore this as a customization option.

CHOOSING A LIMITATION

You can choose a limitation for each severity when you gain your 1st level in a new powerset. Limitations are ranked by severity from partial, moderate, to conditional. Depending upon the severity of the limitation, you acquire a special benefit that is stronger based on the severity: partial for perk, major for boon, and conditional for empowered. You could choose 1 limitation of each severity for each powerset, but not more than 1 of the same severity type.

For example, when you get your 1st level in atmokinesis, you could choose 3 limitations for that powerset: one partial, one major, and one conditional. You could not choose more than one partial limitation, however. If you choose one for each severity, you would get 3 benefits -- one perk, boon, and empowered.

Limitation Severity Benefit
Partial Perk
Major Boon
Conditional Empowered

WHAT BECOMES LIMITED

When you choose a limitation, you choose to alter how you use a powerset. For each limitation description, you must meet the requirements of the limitation, such as having your hands free or eyes open, in order for you to use a powerset, which includes gaining access to passive benefits, features, or manifesting powers that you learn or can prepare from that powerset, or a limitation could be a detriment. Limitations only affect the related powerset, not other powersets.

For example, if you choose the major limitation of somatic for pyrokinesis and choose the free hand option, then you would only be able to manifest powers and use features, such as having resistance to fire damage, from the pyrokinesis powerset as long as you had at least one hand free and unrestrained.

Consider thoughtfully how exactly your powers are limited for thematic effect. For example, if you have the above limitations, perhaps your fire powers are connected to a circular orb of fire energy that emanates from your hands. Without access to your hands, you cannot generate that orb of fire energy. Your resistance to fire damage could come from your instinctual reaction to holding up your hands when flames come at you.

PARTIAL LIMITATIONS

A partial limitation is a minor limitation that does very little from preventing you from be able to access to your powers. Usually, partial limitations are very niche and detail specific. When you choose a partial limitation for a powerset, choose one limitation from below.

ACTIVATED POWER

Powersets Categories: All but Mystical


You must turn on or activate your powers in order to gain access to them. Choose between two options, somatic or verbal. You activate your powers based on your choice. Once you do so, you can use the features and manifests the powers of the related powerset for 10 minutes. After this duration, you must activate them again.

Somatic. You must use your hands to move or touch some part of your body, such as an emblem or mark on your skin or tap your fingers to your forehead. If you cannot move at least one hand, you cannot activate your powers.

Verbal. In order to use the related powerset, you must speak or say some phrase, word, catchphrase, or incantation that activates your powers. If you cannot speak, you cannot activate your powers.

You cannot choose this limitation if you also chose the Somatic or Verbal major limitation.

AESTHETIC REVEAL

Powerset Categories: All


You have a unique aesthetic quality to using your powers that becomes signature to you. Choose one specific part of your body, such as your hair, eyes, fingers, teeth, etc. That part of your body changes color, glows, or has some other harmless sensory effect that occurs when you manifest a power or use a feature from the related powerset.

Because of this limitation, if someone can see you, they can likely know that you are using or about to use powers. Creatures have advantage on Perception checks to spot or notice you using powers or features from the related powerset.

BARRIER

Powerset Categories: Energy, Mystical


Choose one material, such as a type of metal, gemstone, or mineral. Your powers treat objects made of that material as full cover and cannot harm or damage them. Examples of a chosen material could be gold, diamond, ruby, copper, rock, lead, etc.

MAJOR LIMITATIONS

A major limitation is more circumstantial and limiting than a partial one. Major limitations can more easily be exploited by opponents and those who know the limitations of your powers.

CHANNEL

Powerset Categories: Energy, Mystical


You struggle with channeling your powers in a singularity, leaving them mostly to burst out or explode around you when you try to use them unless hanneled through some kind of conduit. When you do not have an appropriate conduit, powers that you manifest from the related powerset have a range of self and its area of effect changes to a 15 foot sphere burst around you.

For example, the fireball power would explode around you in a 10 foot sphere. The fear power would burst around you in a 10 foot sphere. The charm person power would turn into a 10 foot sphere area of effect around you, thus possibly charming everyone within the area indiscriminately. You are immune to the effects and damage of your powers manifested in this way, such as the flames of a fireball bursting around you, even though you are in the sphere -- unless you are willing to be.

In order to make an appropriate conduit, you must have $500 worth of materials and spend 4 hours crafting the conduit. When you choose this limitation, you choose the conduit type, either mystical (occult skill), natural (nature skill), or technological (technology skill). In order to craft the conduit, you must make an ability check for the conduit skill type DC 18 at the end of the 4 hours. If you fail, you lose $250 worth of materials and must start over.

Work with your MM to determine the form your conduit takes. A gemstone atop an oak staff? A mystically enchanted wand with the hair of a beast within? A complex device with copper rings that channels your powers?

SOMATIC

Powersets Categories: All but Mystical


Choose one option from below. Each time you manifest a power from the related powerset or attempt to use a feature from that powerset, you must be able to use the chosen part of your body.

Eyes. At least one eye must be open.

Free Hand. You must have at least 1 hand free and unrestrained.

You cannot choose this limitation if you also chose the Activated Power partial limitation.

VERBAL

Powersets Categories: All but Mystical


Each time you manifest a power from the related powerset or attempt to use a feature from that powerset, you must be able to speak audibly. If you are gagged or in an area of silence, such as from the silence power, you cannot use powers or features from the related powerset.

You cannot choose this limitation if you also chose the Activated Power partial limitation.

CONDITIONAL

A conditional limitation can be very limiting to access for features and powers of a powerset, only allowing a character to access powers when specific parameters are met.

ATTUNED OBJECT

Your powers are related to a specific object and your connection to that object. You must be wearing or wielding to be able to manifest powers or use features from the related powerset, such as wielding a weapon or wearing an amulet or piece of armor. Choose one object from below as your attuned object.

Armor. Choose an unenhanced and nonmagical armor or clothing. You acquire this armor or clothing. In order to manifest powers and use features from the related powerset, you must have that armor or clothing worn. You can enhance this armor without affecting it as an attuned object for this limitation.

Equipment. Choose a small piece of equipment, such as a gauntlet, pair of gloves, a piece of jewelry, headpiece, or belt -- your powers are connected to this piece of equipment. In order to manifest powers and use features from the related powerset, you must have this piece of equipment worn and equipped.

Trinket. Choose a small trinket or device, such as a mystical stone, a musical instrument, a rope, or a mystical symbol. In order to manifest powers and use features from the related powerset, you must have this trinket on your body, either worn or in your hands.

Weapon. Choose an unenhanced and nonmagical simple, martial, or unique weapon. You acquire this weapon and become proficient with it. In order to manifest powers and use features from the related powerset, you must be wielding this weapon. When you make attack and damage rolls with this weapon, you can use the normal ability modifier for the weapon or you can use your power ability modifier based on the related powerset.

Work with your MM to determine how you acquired your attuned object. Did you receive a mystically blessed weapon from your Asgardian father? Did you craft a suit of technological armor that shoots energy blasts and lets you fly? Do you wield a mystical staff from the Dark Dimension that lets you use Blood Magic? How you received your attuned object may relate to how you can recover or retrieve it if it is ever lost or stolen. In general, attuned objects should either be indestructible or, if they can be destroyed, can be replaced or recreated by you by working at least 30 days to replace the object using appropriate contacts, resources, and materials. Your MM may require you to go on a mission or quest to retrieve or make a similar object. If the object is indestructible, then you must recover it or find a relatively equal replacement if it is stolen or taken. The biggest downside of having an attuned object is that without it, you lose access to the related powerset.

Your MM may determine that your attuned object is magical or considered enhanced for the purposes of being identified through mystical energy or technological inspection. Further, you may need to determine what happens when others wield or wear your attuned object and why (or why not) it only works for you.

CONTACT

Powerset Categories: Energy, Mystical


Your powers are limited to physical contact. Any power or feature from the related powerset that would normally have a range greater than touch becomes only touch. If the power would be used against an unwilling target, you must make a melee power attack to use that power or feature against them as a target. If the power or feature would allow for multiple targets, you can only target multiple targets if they are willingly letting you touch them while they are within your reach or if you have Extra Attack feature, targeting an additional target within your reach for each melee attack roll you could make with the Attack action.

Using this limitation requires your physical skin to touch a creature's skin, hair, or other natural part of their body -- any barriers, such as cloth, leather, or armor, prevents you from touching them. If a creature is at least three-fourths covered up with a barrier, you have a disadvantage on your power attack roll.

DAY OR NIGHT

Powerset Categories: All


Your powers are limited to the cycles of the day or the sun and moon. Select either day or night. While you are on Earth, or on a planet or dimension with similar natural cycles and timing, it must be daylight (or night time if you chose night), in order for you to manifest powers and use features from the related powerset.

POWERS ONLY

Powerset Categories: Energy, Mystical


You can manifest powers but lack any diverse or unique features from a powerset. If you apply this limitation to an energy powerset, you only gain the level 1 Powerset Powers feature, such as Empathy Powers or Telekinesis Powers, that would let you learn and manifest powers from that powerset's power list. If you apply this limitation to a mystical powerset, you only acquire the level 1 Spellcasting feature, such as Blood Magic or Mystic Arts, that would let you learn, prepare, and cast spells from that powerset. By increasing your levels in that powerset, you only acquire access to stronger powers or magic to manifest or cast based on the Energy Level or Magic Level columns of the powerset. If a powerset does not have a level 1 feature as described, such as Shapeshifting, you cannot choose this limitation for it. If you choose this limitation for a mystical powerset, it is considered an energy powerset for you for the purposes of spell components.

Otherwise, you cannot gain features in the related powerset outside of the level 1 feature that grants you the ability to learn, prepare, and manifest powers. Instead, you simply learn (or gain the ability to prepare) the available powers or spells and can manifest them normally.

PERKS

If you have chosen a partial limitation for a powerset, you can choose one perk from below.

DAMAGE PERK

Once per turn, when you roll a damage die and roll a 1, you can reroll that die and use its result instead.

ENERGY PERK

You increase your maximum energy by 2.

HEALTH PERK

You increase your maximum hit points by 3.

TALENT PERK

You gain proficiency in one skill or set of tools of your choice.

BOON

If you have chosen a major limitation for a powerset, you can choose one perk from below.

DAMAGE BOON

Once per turn, when you roll a damage die and roll a 1, you can replace that number for an amount equal to your Proficiency bonus.

ENERGY BOON

You increase your maximum energy by 5.

HEALTH BOON

You increase your maximum hit points by 7.

TALENT BOON

You gain expertise in one skill or set of tools of your choice that you are already proficient in.

EMPOWERED

If you have chosen a conditional limitation for a powerset, you can choose one perk from below.

DIVERSIFIED POWERS

Your powers diversify from how limited they are by the conditions you can use them. You can increase your level in the powerset you chose a conditional limitation for or choose another powerset that you gain 1 level in that you currently have no levels in and is part of the the required powerset categories for your conditional limitation. If you choose to gain a level in a new powerset from diversified powers, you cannot choose any new limitations for this new powerset. Instead, it is limited in the same way as the related powerset for the conditional limitation that granted you this empowered benefit.

For example, if you choose the contact conditional limitation for hydrokinesis at level 1, you could choose


to increase hydrokinesis to level 2 or choose another energy or mystical powerset that you have no levels in, such as pyrokinesis which would also have the conditional limitation of contact and you could choose no more limitations to pyrokinesis, even if you later acquired a 2nd level in it as your character level increased.

LUCKY

You have inexplicable luck that seems to kick in at just the right moment.

You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.

You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours.

If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.

You regain your expended luck points when you finish a long rest.

REPLENISHING ENERGY

You feel a visceral connection to your pool of energy and can tap into that like a deep well. You can replenish half of your maximum energy (rounded up) when you finish a short rest. Once you replenish energy in this way, you cannot do so again until you finish a long rest.

CHAPTER 9: USING ABILITY SCORES

Six abilities provide a quick description of every creature’s physical and mental characteristics:

  • Strength, measuring physical power
  • Dexterity, measuring agility
  • Constitution, measuring endurance
  • Intelligence, measuring reasoning and memory
  • Wisdom, measuring perception and insight
  • Charisma, measuring force of personality

Is a character muscle-bound and insightful? Brilliant and charming? Nimble and hardy? Ability scores define these qualities—a creature’s assets as well as weaknesses.

The three main rolls of the game—the ability check, the saving throw, and the attack roll—rely on the six ability scores. The book’s introduction describes the basic rule behind these rolls: roll a d20, add an ability modifier derived from one of the six ability scores, and compare the total to a target number.

ABILITY SCORE & MODIFIERS

Each of a creature’s abilities has a score, a number that defines the magnitude of that ability. An ability score is not just a measure of innate capabilities, but also encompasses a creature’s training and competence in activities related to that ability.

A score of 10 or 11 is the normal human average, but adventurers and many opponents are a cut above average in most abilities. A score of 18 is the highest that a person usually reaches. Adventurers can have scores as high as 20, and opponents and divine beings can have scores as high as 30.

Each ability also has a modifier, derived from the score and ranging from −5 (for an ability score of 1) to +10 (for a score of 30). The Ability Scores and Modifiers table notes the ability modifiers for the range of possible ability scores, from 1 to 30.

ABILITY SCORES & MODIFIERS

Score Modifier
1 −5
2–3 −4
4–5 −3
6–7 −2
8–9 −1
10–11 +0
12–13 +1
14–15 +2
Score Modifier
16–17 +3
18–19 +4
20–21 +5
22–23 +6
24–25 +7
26–27 +8
28–29 +9
30 +10

To determine an ability modifier without consulting the table, subtract 10 from the ability score and then divide the total by 2 (round down).

Because ability modifiers affect almost every attack roll, ability check, and saving throw, ability modifiers come up in play more often than their associated scores.

ADVANTAGE & DISADVANTAGE

Sometimes a special ability or spell tells you that you have advantage or disadvantage on an ability check, a saving throw, or an attack roll. When that happens, you roll a second d20 when you make the roll. Use the higher of the two rolls if you have advantage, and use the lower roll if you have disadvantage. For example, if you have disadvantage and roll a 17 and a 5, you use the 5. If you instead have advantage and roll those numbers, you use the 17.

If multiple situations affect a roll and each one grants advantage or imposes disadvantage on it, you don’t roll more than one additional d20. If two favorable situations grant advantage, for example, you still roll only one additional d20.

If circumstances cause a roll to have both advantage and disadvantage, you are considered to have neither of them, and you roll one d20. This is true even if multiple circumstances impose disadvantage and only one grants advantage or vice versa. In such a situation, you have neither advantage nor disadvantage.

When you have advantage or disadvantage and something in the game lets you reroll or replace the d20, you can reroll or replace only one of the dice.

You usually gain advantage or disadvantage through the use of special abilities, features, actions, or powers. Plot points can also give a character advantage. The MM can also decide that circumstances influence a roll in one direction or the other and grant advantage or impose disadvantage as a result.

PROFICIENCY BONUS

Characters have a proficiency bonus determined by level. opponents & enemies also have this bonus, which is incorporated in their stat blocks. The bonus is used in the rules on ability checks, saving throws, and attack rolls.

Your proficiency bonus can’t be added to a single die roll or other number more than once. For example, if two different rules say you can add your proficiency bonus to a Wisdom saving throw, you nevertheless add the bonus only once when you make the save.

Occasionally, your proficiency bonus might be multiplied or divided (doubled or halved, for example) before you apply it. For example, the Expertise feature doubles the

proficiency bonus for certain ability checks. If a circumstance suggests that your proficiency bonus applies more than once to the same roll, you still add it only once and multiply or divide it only once.

By the same token, if a feature or effect allows you to multiply your proficiency bonus when making an ability check that wouldn’t normally benefit from your proficiency bonus, you still don’t add the bonus to the check. For that check your proficiency bonus is 0, given the fact that multiplying 0 by any number is still 0. For instance, if you lack proficiency in the History skill, you gain no benefit from a feature that lets you double your proficiency bonus when you make Intelligence (History) checks.

In general, you don’t multiply your proficiency bonus for attack rolls or saving throws. If a feature or effect allows you to do so, these same rules apply.

ABILITY CHECKS

An ability check tests a character’s or opponent’s innate talent and training in an effort to overcome a challenge. The MM calls for an ability check when a character or opponent attempts an action (other than an attack) that has a chance of failure. When the outcome is uncertain, the dice determine the results.

For every ability check, the MM decides which of the six abilities is relevant to the task at hand and the difficulty of the task, represented by a Difficulty Class.

The more difficult a task, the higher its DC. The Typical Difficulty Classes table shows the most common DCs.

TYPICAL DIFFICULTY CLASSES

Task Difficulty DC
Very easy 5
Easy 10
Medium 15
Hard 20
Very hard 25
Nearly impossible 30

To make an ability check, roll a d20 and add the relevant ability modifier. As with other d20 rolls, apply bonuses and penalties, and compare the total to the DC. If the total equals or exceeds the DC, the ability check is a success—the creature overcomes the challenge at hand. Otherwise, it’s a failure, which means the character or opponent makes no progress toward the objective or makes progress combined with a setback determined by the MM.

CONTESTS

Sometimes one character’s or opponent’s efforts are directly opposed to another’s. This can occur when both of them are trying to do the same thing and only one can succeed, such as attempting to snatch up a datacard that has fallen on the floor. This situation also applies when one of them is trying to prevent the other one from accomplishing a goal— for example, when an opponent tries to force open a door that


an adventurer is holding closed. In situations like these, the outcome is determined by a special form of ability check, called a contest.

Both participants in a contest make ability checks appropriate to their efforts. They apply all appropriate bonuses and penalties, but instead of comparing the total to a DC, they compare the totals of their two checks. The participant with the higher check total wins the contest. That character or opponent either succeeds at the action or prevents the other one from succeeding.

If the contest results in a tie, the situation remains the same as it was before the contest. Thus, one contestant might win the contest by default. If two characters tie in a contest to snatch a ring off the floor, neither character grabs it. In a contest between an opponent trying to open a door and an adventurer trying to keep the door closed, a tie means that the door remains shut.

SKILLS

Each ability covers a broad range of capabilities, including skills that a character can be proficient in. A skill represents a specific aspect of an ability score, and an individual’s proficiency in a skill demonstrates a focus on that aspect. (A character’s starting skill proficiencies are determined at character creation, and an opponent’s skill proficiencies appear in the opponent’s stat block.)

For example, a Dexterity check might reflect a character’s attempt to pull off an acrobatic stunt, to palm an object, or to stay hidden. Each of these aspects of Dexterity has an associated skill: Acrobatics, Sleight of Hand, and Stealth, respectively. So a character who has proficiency in the Stealth skill is particularly good at Dexterity checks related to sneaking and hiding.

The skills related to each ability score are shown in the following list. (No skills are related to Constitution.) See an ability’s description in the later sections of this section for examples of how to use a skill associated with an ability.

Strength

  • Athletics

Dexterity

  • Acrobatics
  • Sleight of Hand
  • Stealth

Intelligence

  • History
  • Investigation
  • Nature
  • Occult
  • Technology

Wisdom

  • Animal Handling
  • Insight
  • Medicine
  • Perception
  • Survival

Charisma

  • Deception
  • Intimidation
  • Performance
  • Persuasion

Sometimes, the MM might ask for an ability check using a specific skill—for example, “Make a Wisdom (Perception) check.” At other times, a player might ask the MM if proficiency in a particular skill applies to a check. In either case, proficiency in a skill means an individual can add his or her proficiency bonus to ability checks that involve that skill. Without proficiency in the skill, the individual makes a normal ability check.

For example, if a character attempts to climb up a dangerous cliff, the MM might ask for a Strength (Athletics) check. If the character is proficient in Athletics, the character’s proficiency bonus is added to the Strength check. If the character lacks that proficiency, he or she just makes a Strength check.

VARIANT: SKILLS WITH DIFFERENT ABILITIES

Normally, your proficiency in a skill applies only to a specific kind of ability check. Proficiency in Athletics, for example, usually applies to Strength checks. In some situations, though, your proficiency might reasonably apply to a different kind of check. In such cases, the MM might ask for a check using an unusual combination of ability and skill, or you might ask your MM if you can apply a proficiency to a different check. For example, if you have to swim from an offshore island to the mainland, your MM might call for a Constitution check to see if you have the stamina to make it that far. In this case, your MM might allow you to apply your proficiency in Athletics and ask for a Constitution (Athletics) check. So if you’re proficient in Athletics, you apply your proficiency bonus to the Constitution check just as you would normally do for a Strength (Athletics) check. Similarly, when your mutant with Superhuman Strength IV uses a display of raw strength to intimidate an enemy, your MM might ask for a Strength (Intimidation) check, even though Intimidation is normally associated with Charisma.

PASSIVE CHECKS

A passive check is a special kind of ability check that doesn’t involve any die rolls. Such a check can represent the average result for a task done repeatedly, such as searching for secret doors over and over again, or can be used when the MM wants to secretly determine whether the characters succeed at something without rolling dice, such as noticing a hidden opponent.

Here’s how to determine a character’s total for a passive check:

10 + all modifiers that normally apply to the check

If the character has advantage on the check, add 5. For disadvantage, subtract 5. The game refers to a passive check total as a score.

For example, if a 1st-level character has a Wisdom of 15 and proficiency in Perception, he or she has a passive Wisdom (Perception) score of 14.

The rules on hiding in the “Dexterity” section below rely on passive checks, as do the exploration rules.

WORKING TOGETHER

Sometimes two or more characters team up to attempt a task. The character who’s leading the effort—or the one with the highest ability modifier—can make an ability check with advantage, reflecting the help provided by the other characters. In combat, this requires the Help action.

A character can only provide help if the task is one that he or she could attempt alone. For example, trying to open a lock requires proficiency with thieves’ tools, so a character who lacks that proficiency can’t help another character in that task. Moreover, a character can help only when two or more individuals working together would actually be productive. Some tasks, such as threading a needle, are no easier with help.

GROUP CHECKS

When a number of individuals are trying to accomplish something as a group, the MM might ask for a group ability check. In such a situation, the characters who are skilled at a particular task help cover those who aren’t.

To make a group ability check, everyone in the group makes the ability check. If at least half the group succeeds, the whole group succeeds. Otherwise, the group fails.

Group checks don’t come up very often, and they’re most useful when all the characters succeed or fail as a group. For example, when adventurers are navigating a swamp, the MM might call for a group Wisdom (Survival) check to see if the characters can avoid the quicksand, sinkholes, and other natural hazards of the environment. If at least half the group succeeds, the successful characters are able to guide their companions out of danger. Otherwise, the group stumbles into one of these hazards.

USING EACH ABILITY

Every task that a character or opponent might attempt in the game is covered by one of the six abilities. This section explains in more detail what those abilities mean and the ways they are used in the game.

STRENGTH

Strength measures bodily power, athletic training, and the extent to which you can exert raw physical force.

STRENGTH CHECKS

A Strength check can model any attempt to lift, push, pull, or break something, to force your body through a space, or to otherwise apply brute force to a situation. The Athletics skill reflects aptitude in certain kinds of Strength checks.

Athletics. Your Strength (Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities:

  • You attempt to climb a sheer or slippery cliff, avoid hazards while scaling a wall, or cling to a surface while something is trying to knock you off.
  • You try to jump an unusually long distance or pull off a stunt midjump.
  • You struggle to swim or stay afloat in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming.

Other Strength Checks. The MM might also call for a Strength check when you try to accomplish tasks like the following:

  • Force open a stuck, locked, or barred door
  • Break free of bonds
  • Push through a tunnel that is too small
  • Hang on to a wagon while being dragged behind it
  • Tip over a statue
  • Keep a boulder from rolling

ATTACK ROLLS & DAMAGE

You add your Strength modifier to your attack roll and your damage roll when attacking with a melee weapon such as a mace, a battleaxe, or a javelin. You use melee weapons to make melee attacks in hand- to-hand combat, and some of them can be thrown to make a ranged attack.

LIFTING, CARRYING, & ENCUMBRANCE

Lifting, carrying, and encumbrance are intentionally simplified, but because some creatures can be incredibly strong, how much they carry is important to know.

Carrying Capacity. Your carrying capacity is your Strength score multiplied by 15. This is the weight (in pounds) that you can carry without penalty. You can carry up to twice your carrying capacity, but you are encumbered if you do so.

Push, Drag & Lift. You can push, drag, or lift a weight in pounds up to twice your carrying capacity. While you are pushing or dragging weight in excess to your carrying capacity, your speed drops to 5 feet.

Encumbrance. Creatures that are encumbered have their speed reduced by 20 feet and they have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution. Creatures also have advantage on attack rolls against them.

Size Category. Every creature has a "normal" size category unless otherwise stated. When a size category is increased by one, then the carrying capacity is multiplied by an additional 5 for each category increased. When a size category is decreased, it is multiplied by 5 less for each category decreased, but never less than 5.

DEXTERITY

Dexterity measures agility, reflexes, and balance.

DEXTERITY CHECKS

A Dexterity check can model any attempt to move nimbly, quickly, or quietly, or to keep from falling on tricky footing. The Acrobatics, Sleight of Hand, and Stealth skills reflect aptitude in certain kinds of Dexterity checks.

Acrobatics. Your Dexterity (Acrobatics) check covers your attempt to stay on your feet in a tricky situation, such as when you’re trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship’s deck. The MM might also call for a Dexterity (Acrobatics) check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips.

Sleight of Hand. Whenever you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person, make a Dexterity (Sleight of Hand) check. The MM might also call for a Dexterity (Sleight of Hand) check to determine whether you can lift a coin purse off another person or slip something out of another person’s pocket.

Stealth. Make a Dexterity (Stealth) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard.

Other Dexterity Checks. The MM might call for a Dexterity check when you try to accomplish tasks like the following:

  • Control a heavily laden cart on a steep descent
  • Pick a lock
  • Disable a trap
  • Securely tie up a prisoner
  • Wriggle free of bonds
  • Craft a small or detailed object

ATTACK ROLLS & DAMAGE

You add your Dexterity modifier to your attack roll and your damage roll when attacking with a ranged weapon, such as a firearm or a longbow. You can also add your Dexterity modifier to your attack roll and your damage roll when attacking with a melee weapon that has the finesse property, such as a dagger or a rapier.

DEFENSE

Depending on the defense you are using, you might add some or all of your Dexterity modifier to your Defense.

INITIATIVE

At the beginning of every combat, you roll initiative by making a Dexterity check. Initiative determines the order of creatures’ turns in combat.

CONSTITUTION

Constitution measures health, stamina, and vital force.

CONSTITUTION CHECKS

Constitution checks are uncommon, and no skills apply to Constitution checks, because the endurance this ability represents is largely passive rather than involving a specific effort on the part of a character or monster. A Constitution check can model your attempt to push beyond normal limits, however.

The MM might call for a Constitution check when you try to accomplish tasks like the following:

  • Hold your breath
  • March or labor for hours without rest
  • Go without sleep
  • Survive without food or water
  • Down an entire pint of beer in one go

HIT POINTS

Your Constitution modifier contributes to your hit points. Typically, you add your Constitution modifier to each Hit Die you roll for your hit points.

If your Constitution modifier changes, your hit point maximum changes as well, as though you had the new modifier from 1st level. For example, if you raise your Constitution score when you reach 4th level and your Constitution modifier increases from +1 to +2, you adjust your hit point maximum as though the modifier had always been +2. So you add 3 hit points for your first three levels, and then roll your hit points for 4th level using your new modifier. Or if you’re 7th level and some effect lowers your Constitution score so as to reduce your Constitution modifier by 1, your hit point maximum is reduced by 7.

HIDING

The MM decides when circumstances are appropriate for hiding. When you try to hide, make a Dexterity (Stealth) check. Until you are discovered or you stop hiding, that check’s total is contested by the Wisdom (Perception) check of any creature that actively searches for signs of your presence.

You can’t hide from a creature that can see you clearly, and you give away your position if you make noise, such as shouting a warning or knocking over a vase.

An invisible creature can always try to hide. Signs of its passage might still be noticed, and it does have to stay quiet.

In combat, most creatures stay alert for signs of danger all around, so if you come out of hiding and approach a creature, it usually sees you. However, under certain circumstances, the MM might allow you to stay hidden as you approach a creature that is distracted, allowing you to gain advantage on an attack roll before you are seen.

Passive Perception. When you hide, there’s a chance someone will notice you even if they aren’t searching. To determine whether such a creature notices you, the MM compares your Dexterity (Stealth) check with that creature’s passive Wisdom (Perception) score, which equals 10 + the creature’s Wisdom modifier, as well as any other bonuses or penalties. If the creature has advantage, add 5. For disadvantage, subtract 5. For example, if a 1st-level character (with a proficiency bonus of +2) has a Wisdom of 15 (a +2 modifier) and proficiency in Perception, he or she has a passive Wisdom (Perception) of 14.

What Can You See? One of the main factors in determining whether you can find a hidden creature or object is how well you can see in an area, which might be lightly or heavily obscured, as explained in chapter 9, “Adventuring.”

INTELLIGENCE

Intelligence measures mental acuity, accuracy of recall, and the ability to reason.

INTELLIGENCE CHECKS

An Intelligence check comes into play when you need to draw on logic, education, memory, or deductive reasoning. The History, Investigation, Nature, Occult, and Technology skills reflect aptitude in certain kinds of Intelligence checks.

History. Your Intelligence (History) check measures your ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations.

Investigation. When you look around for clues and make deductions based on those clues, you make an Intelligence (Investigation) check.

Medicine. A Wisdom (Medicine) check lets you try to stabilize a dying companion or diagnose an illness.hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse.

Nature. Your Intelligence (Nature) check measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles.

Occult. Your Intelligence (Occult) check measures your ability to recall lore about spells, religions, magic items, mystical symbols, magical traditions, the other dimensions, and the inhabitants of those dimensions.

Technology. Your Intelligence (Technology) check measures your ability to recall an understanding of technology, both human and alien, and interact with technological devices and interfaces.

Other Intelligence Checks. The MM might call for an Intelligence check when you try to accomplish tasks like the following:

  • Communicate with a creature without using words
  • Estimate the value of a precious item
  • Pull together a disguise to pass as a city guard
  • Forge a document
  • Recall lore about a craft or trade
  • Win a game of skill

WISDOM

Wisdom reflects how attuned you are to the world around you and represents perceptiveness and intuition.

WISDOM CHECKS

A Wisdom check might reflect an effort to read body language, understand someone’s feelings, notice things about the environment, or care for an injured person. The Animal Handling, Insight, Medicine, Perception, and Survival skills reflect aptitude in certain kinds of Wisdom checks.

Animal Handling. When there is any question whether you can calm down a domesticated animal, keep a mount from getting spooked, or intuit an animal’s intentions, the MM might call for a Wisdom (Animal Handling) check. You also make a Wisdom (Animal Handling) check to control your mount when you attempt a risky maneuver.

Insight. Your Wisdom (Insight) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone’s next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms.

Medicine. A Wisdom (Medicine) check lets you try to stabilize a dying companion or diagnose an illness.

Perception. Your Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.

Survival. The MM might ask you to make a Wisdom (Survival) check to follow tracks, hunt wild game, guide your group through frozen wastelands, identify signs that owlbears live nearby, predict the weather, or avoid quicksand and other natural hazards.

Other Wisdom Checks. The MM might call for a Wisdom check when you try to accomplish tasks like the following:

  • Get a gut feeling about what course of action to follow
  • Discern whether a seemingly dead or living creature is undead

CHARISMA

Charisma measures your ability to interact effectively with others. It includes such factors as confidence and eloquence, and it can represent a charming or commanding personality.

CHARISMA CHECKS

A Charisma check might arise when you try to influence or entertain others, when you try to make an impression or tell a convincing lie, or when you are navigating a tricky social situation. The Deception, Intimidation, Performance, and Persuasion skills reflect aptitude in certain kinds of Charisma checks.

Deception. Your Charisma (Deception) check determines whether you can convincingly hide the truth, either verbally or through your actions. This deception can encompass everything from misleading others through ambiguity to telling outright lies. Typical situations include trying to fast- talk a guard, con a merchant, earn money through gambling, pass yourself off in a disguise, dull someone’s suspicions with false assurances, or maintain a straight face while telling a blatant lie.

Intimidation. When you attempt to influence someone through overt threats, hostile actions, and physical violence, the MM might ask you to make a Charisma (Intimidation) check. Examples include trying to pry information out of a prisoner, convincing street thugs to back down from a confrontation, or using the edge of a broken bottle to convince a sneering vizier to reconsider a decision.

Performance. Your Charisma (Performance) check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment.

Persuasion. When you attempt to influence someone or a group of people with tact, social graces, or good nature, the MM might ask you to make a Charisma (Persuasion) check. Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading others include convincing a chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring a crowd at a concert.

Other Charisma Checks. The MM might call for a Charisma check when you try to accomplish tasks like the following:

  • Find the best person to talk to for news, rumors, and gossip
  • Blend into a crowd to get the sense of key topics of conversation

SAVING THROWS

A saving throw—also called a save—represents an attempt to resist a spell, a trap, a poison, a disease, or a similar threat. You don’t normally decide to make a saving throw; you are forced to make one because your character or monster is at risk of harm.

To make a saving throw, roll a d20 and add the appropriate ability modifier. For example, you use your Dexterity modifier for a Dexterity saving throw. A saving throw can be modified by a situational bonus or penalty and can be affected by advantage and disadvantage, as determined by the MM.

Each class gives proficiency in at least two saving throws. The stalwart, for example, is proficient in Strength saves. As with skill proficiencies, proficiency in a saving throw lets a character add his or her proficiency bonus to saving throws made using a particular ability score. Some opponents have saving throw proficiencies as well.

The result of a successful or failed saving throw is also detailed in the effect that allows the save. Usually, a successful save means that a creature suffers no harm, or reduced harm, from an effect.

CHAPTER 9: ADVENTURING

Delving into the ancient tomb of horrors, slipping through the back alleys of a New York City, hacking a fresh trail through the thick jungles of the Savage Lands--these are the things that the Multiverse are made of. Your character in game might explore forgotten ruins an duncharted lands, uncover dark secrets and sinister plots, and slay terrible villains. And if all goes well, your character will survive to claim rich rewards before embarking on a new adventure.

This chapter covers the basics of the adventuring life, from the mechanics of movement to the complexities of social interaction. The rules for resting are also int his chapter, along with a discussion of the activities your character might pursue between adventures and missions.

Traveling and adventuring during missions or play follows a natural rhythm, as outline in the book's introduction:

  1. The MM describes the environment.
  2. The players describe what they want to do.
  3. The MM narrates the results of their actions.

Typicaly, the MM uses a map as an outline of the adventure, tracking the characters' progress as they explore a region or hideout. The MM's notes, including a key to the map, describe what the adventurers find as they enter each new area. Sometimes, the passage of time and the adventurers' actions determine what happens, so the MM might use a timeline or a flowchart to track their progress instead of a map.

TIME

In situations where keeping track of the passage of time is important, the MM determines the time a task requires. The MM might use a different time scale depending on the context of the situation at hand. In a hideout environment, the adventurers’ movement happens on a scale of minutes. It takes them about a minute to creep down a long hallway, another minute to check for traps on the door at the end of the hall, and a good ten minutes to search the room beyond for anything interesting or valuable.

In a city or wilderness, a scale of hours is often more appropriate. Adventurers eager to reach the lonely tower at the heart of the forest hurry across those fifteen miles in just under four hours’ time.

For long journeys, a scale of days works best.

In combat and other fast-paced situations, the game relies on rounds, a 6-second span of time.

MOVEMENT

Swimming across a rushing river, sneaking down a dungeon corridor, scaling a treacherous mountain slope—all sorts of movement play a key role in fantasy gaming adventures.

The MM can summarize the adventurers’ movement without calculating exact distances or travel times: “You travel through the forest and find the hideout entrance late in the evening of the third day.” Even in a hideout, particularly a large building or a cave network, the MM can summarize movement between encounters: “After killing the guardian at the entrance to the ancient villain's stronghold, you consult your map, which leads you through miles of echoing corridors to a chasm bridged by a narrow stone arch.”

Sometimes it’s important, though, to know how long it takes to get from one spot to another, whether the answer is in days, hours, or minutes. The rules for determining travel time depend on two factors: the speed and travel pace of the creatures moving and the terrain they’re moving over.

SPEED

Every character and monster has a speed, which is the distance in feet that the character or monster can walk in 1 round. This number assumes short bursts of energetic movement in the midst of a life- threatening situation.

The following rules determine how far a character or opponent can move in a minute, an hour, or a day.

TRAVEL PACE

While traveling, a group of characters can move at a normal, fast, or slow pace, as shown on the Travel Pace table. The table states how far the party can move in a period of time and whether the pace has any effect. A fast pace makes characters less perceptive, while a slow pace makes it possible to sneak around and to search an area more carefully.

Forced March. The Travel Pace table assumes that characters travel for 8 hours in day. They can push on beyond that limit, at the risk of exhaustion.

For each additional hour of travel beyond 8 hours, the characters cover the distance shown in the Hour column for their pace, and each character must make a Constitution saving throw at the end of the hour. The DC is 10 + 1 for each hour past 8 hours. On a failed saving throw, a character suffers one level of exhaustion (see appendix A).

Mounts and Vehicles. For short spans of time (up to an hour), many animals move much faster than humanoids. A mounted character can ride at a gallop for about an hour, covering twice the usual distance for a fast pace. If fresh mounts are available every 8 to 10 miles, characters can cover larger distances at this pace, but this is very rare except in densely populated areas.

Cars, carriages, or other vehicles have a listed pace next to their normal movement in their statistics block. This 'pace' listing is how quickly the vehicle moves normally. It is halved for slow and doubled for fast. Slower moving vehicles burn half as much fuel and faster moving vehicles burn twice as much fuel. Whoever is the controller of the vehicle chooses the pace of its movement. Depending on the vessel and the size of the crew, some vehicles might be able to travel for up to 24 hours per day.

TRAVEL PACE
Pace Distance per: Minute Hour Day Effect
Fast 400 feet 4 miles 30 miles −5 penalty to passive Wisdom (Perception) scores
Normal 300 feet 3 miles 18 miles
Slow 200 feet 2 miles 24 miles Able to use stealth

DIFFICULT TERRAIN

The travel speeds given in the Travel Pace table assume relatively simple terrain: roads, open plains, or clear dungeon corridors. But adventurers often face dense forests, deep swamps, rubble-filled ruins, steep mountains, and ice-covered ground—all considered difficult terrain.

You move at half speed in difficult terrain— moving 1 foot in difficult terrain costs 2 feet of speed—so you can cover only half the normal distance in a minute, an hour, or a day.

SPECIAL TYPES OF MOVEMENT

Movement through dangerous dungeons or wilderness areas often involves more than simply walking. Adventurers might have to climb, crawl, swim, or jump to get where they need to go.

CLIMBING, SWIMMING, & CRAWLING

While climbing or swimming, each foot of movement costs 1 extra foot (2 extra feet in difficult terrain), unless a creature has a climbing or swimming speed. At the MM’s option, climbing a slippery vertical surface or one with few handholds requires a successful Strength (Athletics) check. Similarly, gaining any distance in rough water might require a successful Strength (Athletics) check.

JUMPING

Your Strength determines how far you can jump.

Long Jump. When you make a long jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of movement.

This rule assumes that the height of your jump doesn’t matter, such as a jump across a stream or chasm. At your GM’s option, you must succeed on a DC 10 Strength (Athletics) check to clear a low obstacle (no taller than a quarter of the jump’s distance), such as a hedge or low wall. Otherwise, you hit it.

When you land in difficult terrain, you must succeed on a DC 10 Dexterity (Acrobatics) check to land on your feet. Otherwise, you land prone.

High Jump. When you make a high jump, you leap into the air a number of feet equal to 3 + your Strength modifier if you move at least 10 feet on foot immediately before the jump. When you make a standing high jump, you can jump only half that distance. Either way, each foot you clear on the jump costs a foot of movement. In some circumstances, your GM might allow you to make a Strength (Athletics) check to jump higher than you normally can.

You can extend your arms half your height above yourself during the jump. Thus, you can reach above you a distance equal to the height of the jump plus 1½ times your height.

THE ENVIRONMENT

By its nature, adventuring involves delving into places that are dark, dangerous, and full of mysteries to be explored. The rules in this section cover some of the most important ways in which characters interact with the environment in such places.

FALLING

A fall from a great height is one of the most common hazards facing an adventurer. At the end of a fall, a creature takes 1d6 bludgeoning damage for every 10 feet it fell, to a maximum of 20d6. The creature lands prone, unless it avoids taking damage from the fall.

SUFFOCATING

A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds).

When a creature runs out of breath or is choking, it can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its next turn, it drops to 0 hit points and is dying, and it can’t regain hit points or be stabilized until it can breathe again.

For example, a creature with a Constitution of 14 can hold its breath for 3 minutes. If it starts suffocating, it has 2 rounds to reach air before it drops to 0 hit points.

VISION & LIGHT

The most fundamental tasks of adventuring— noticing danger, finding hidden objects, hitting an enemy in combat, and targeting a spell, to name just a few—rely heavily on a character’s ability to see. Darkness and other effects that obscure vision can prove a significant hindrance.

A given area might be lightly or heavily obscured. In a lightly obscured area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Wisdom (Perception) checks that rely on sight.

A heavily obscured area—such as darkness, opaque fog, or dense foliage—blocks vision entirely. A creature effectively suffers from the blinded condition (see appendix A) when trying to see something in that area.

The presence or absence of light in an environment creates three categories of illumination: bright light, dim light, and darkness.

Bright light lets most creatures see normally.

Even gloomy days provide bright light, as do torches, lanterns, fires, and other sources of illumination within a specific radius.

Dim light, also called shadows, creates a lightly obscured area. An area of dim light is usually a boundary between a source of bright light, such as a torch, and surrounding darkness. The soft light of twilight and dawn also counts as dim light. A particularly brilliant full moon might bathe the land in dim light.

Darkness creates a heavily obscured area.

Characters face darkness outdoors at night (even most moonlit nights), within the confines of an unlit dungeon or a subterranean vault, or in an area of magical darkness.

BLINDSIGHT

A creature with blindsight can perceive its surroundings without relying on sight, within a specific radius. Creatures without eyes, such as oozes, and creatures with echolocation or heightened senses, such as bats and true dragons, have this sense.

DARKVISION

Many creatures in the multiverse, especially those that dwell underground, have darkvision. Within a specified range, a creature with darkvision can see in darkness as if the darkness were dim light, so areas of darkness are only lightly obscured as far as that creature is concerned. However, the creature can’t discern color in darkness, only shades of gray.

TRUESIGHT

A creature with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceives the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the creature can see into the Astral Dimension.

FOOD & WATER

Characters who don’t eat or drink suffer the effects of exhaustion (see appendix A). Exhaustion caused by lack of food or water can’t be removed until the character eats and drinks the full required amount.

A character needs one pound of food per day and can make food last longer by subsisting on half rations. Eating half a pound of food in a day counts as half a day without food.

FOOD

A character needs one pound of food per day and can make food last longer by subsisting on half rations. Eating half a pound of food in a day counts as half a day without food.

A character can go without food for a number of days equal to 3 + his or her Constitution modifier (minimum 1). At the end of each day beyond that limit, a character automatically suffers one level of exhaustion.

A normal day of eating resets the count of days without food to zero.

WATER

A character needs one gallon of water per day, or two gallons per day if the weather is hot. A character who drinks only half that much water must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion at the end of the day. A character with access to even less water automatically suffers one level of exhaustion at the end of the day.

If the character already has one or more levels of exhaustion, the character takes two levels in either case.

INTERACTING WITH OBJECTS

A character’s interaction with objects in an environment is often simple to resolve in the game. The player tells the MM that his or her character is doing something, such as moving a lever, and the MM describes what, if anything, happens.

For example, a character might decide to pull a lever, which might, in turn, raise a portcullis, cause a room to flood with water, or open a secret door in a nearby wall. If the lever is rusted in position, though, a character might need to force it. In such a situation, the MM might call for a Strength check to see whether the character can wrench the lever into place. The MM sets the DC for any such check based on the difficulty of the task.

Characters can also damage objects with their weapons and spells. Objects are immune to poison and psychic damage, but otherwise they can be affected by physical, power, and magical attacks much like creatures can. The MM determines an object’s Defense and hit points, and might decide that certain objects have resistance or immunity to certain kinds of attacks. (It’s hard to cut a rope with a club, for example.) Objects always fail Strength and Dexterity saving throws, and they are immune to effects that require other saves. When an object drops to 0 hit points, it breaks.

A character can also attempt a Strength check to break an object. The GM sets the DC for any such check.

RESTING

Heroic though they might be, adventurers can’t spend every hour of the day in the thick of exploration, social interaction, and combat. They need rest—time to sleep and eat, tend their wounds, refresh their minds and spirits for using powers, and brace themselves for further adventure.

Adventurers can take short rests in the midst of an adventuring day and a long rest to end the day.

SHORT REST

A short rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds.

A character can spend one or more Hit Dice at the end of a short rest, up to the character’s maximum number of Hit Dice, which is equal to the character’s level. For each Hit Die spent in this way, the player rolls the die and adds the character’s Constitution modifier to it. The character regains hit points equal to the total. The player can decide to spend an additional Hit Die after each roll. A character regains some spent Hit Dice upon finishing a long rest, as explained below.

LONG REST

A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps or performs light activity: reading, talking, eating, or standing watch for no more than 2 hours. If the rest is interrupted by a period of strenuous activity—at least 1 hour of walking, fighting, casting spells, or similar adventuring activity—the characters must begin the rest again to gain any benefit from it.

At the end of a long rest, a character regains all lost hit points. The character also regains spent Hit Dice, up to a number of dice equal to half of the character’s total number of them (minimum of one die). For example, if a character has eight Hit Dice, he or she can regain four spent Hit Dice upon finishing a long rest.

A character can’t benefit from more than one long rest in a 24-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits.

BETWEEN ADVENTURES

Between trips to hideouts and battles against wicked villains, adventurers need time to rest, recuperate, and prepare for their next adventure. Many adventurers also use this time to perform other tasks, such as crafting arms and armor, performing research, or spending their hard-earned money.

In some cases, the passage of time is something that occurs with little fanfare or description. When starting a new adventure, the MM might simply declare that a certain amount of time has passed and allow you to describe in general terms what your character has been doing. At other times, the MM might want to keep track of just how much time is passing as events beyond your perception occur.

LIFESTYLE EXPENSES

Between adventures, you choose a particular quality of life and pay the cost of maintaining that lifestyle.

Living a particular lifestyle doesn’t have a huge effect on your character, but your lifestyle can affect the way other individuals and groups react to you. For example, when you lead an elite lifestyle, it might be easier for you to influence the local celebrities of the city than if you live in poverty.

DOWNTIME ACTIVITIES

Between adventures, the MM might ask you what your character is doing during his or her downtime. Periods of downtime can vary in duration, but each downtime activity requires a certain number of days to complete before you gain any benefit, and at least 8 hours of each day must be spent on the downtime activity for the day to count. The days do not need to be consecutive. If you have more than the minimum amount of days to spend, you can keep doing the same thing for a longer period of time, or switch to a new downtime activity.

Downtime activities other than the ones presented below are possible. If you want your character to spend his or her downtime performing an activity not covered here, discuss it with your GM.

CRAFTING

You can craft unenhanced and nonmagical objects, including adventuring equipment and works of art. You must be proficient with tools related to the object you are trying to create (typically artisan’s tools). You might also need access to special materials or locations necessary to create it. For example, someone proficient with smith’s tools needs a forge in order to craft a sword or suit of armor.

For every day of downtime you spend crafting, you can craft one or more items with a total market value not exceeding $50, and you must expend raw materials worth half the total market value. If something you want to craft has a market value greater than $50, you make progress every day in $50 increments until you reach the market value of the item. For example, a suit of plate armor (market value 1,500 gp) takes 300 days to craft by yourself.

Multiple characters can combine their efforts toward the crafting of a single item, provided that the characters all have proficiency with the requisite tools and are working together in the same place. Each character contributes 5 gp worth of effort for every day spent helping to craft the item. For example, three characters with the requisite tool proficiency and the proper facilities can craft a combat suit in 5 days, at a total cost of $250.

While crafting, you can maintain a modest lifestyle without having to pay money per day, or a comfortable lifestyle at half the normal cost.

PRACTICING A PROFESSION

You can work between adventures, allowing you to maintain a modest lifestyle without having to pay money per day. This benefit lasts as long you continue to practice your profession.

If you are a member of an organization that can provide gainful employment, such as a temple or a thieves’ guild, you earn enough to support a comfortable lifestyle instead.

If you have proficiency in the Performance skill and put your performance skill to use during your downtime, you earn enough to support a wealthy lifestyle instead.

RECUPERATING

You can use downtime between adventures to recover from a debilitating injury, disease, or poison.

After three days of downtime spent recuperating, you can make a DC 15 Constitution saving throw. On a successful save, you can choose one of the following results:

  • End one effect on you that prevents you from regaining hit points.
  • For the next 24 hours, gain advantage on saving throws against one disease or poison currently affecting you.

RESEARCHING

The time between adventures and missions is a great chance to perform research, gaining insight into mysteries that have unfurled over the course of the campaign. Research can include poring over dusty tomes and crumbling scrolls in a library or buying drinks for the locals to pry rumors and gossip from their lips.

When you begin your research, the MM determines whether the information is available, how many days of downtime it will take to find it, and whether there are any restrictions on your research (such as needing to seek out a specific individual, tome, or location). The MM might also require you to make one or more ability checks, such as an Intelligence (Investigation) check to find clues pointing toward the information you seek, or a Charisma (Persuasion) check to secure someone’s aid. Once those conditions are met, you learn the information if it is available.

For each day of research, you must spend $50 to cover your expenses. This cost is in addition to your normal lifestyle expenses.

TRAINING

You can spend time between adventures learning a new language or training with a set of tools. Your GM might allow additional training options.

First, you must find an instructor willing to teach you. The GM determines how long it takes, and whether one or more ability checks are required.

The training lasts for 250 days and costs 1 gp per day. After you spend the requisite amount of time and money, you learn the new language or gain proficiency with the new tool.

CHAPTER 10: COMBAT

Combat in the Multiverse can be chaotic, deadly, and thrilling. This chapter provides the rules you need for your characters and opponents they face to engage in combat, whether it is brief skirmish or an extended conflict in a hideout or a field of battle. Throughout this chapter, the rules address you, the player, and the Marvel Master. The MM controls all the opponents and nonplayer characters involved in combat, and each other player controls their character. "You" can also mean the character or creature you control.

THE ORDER OF COMBAT

A typical combat encounter is a clash between two sides, a flurry of weapon swings, feints, parries, footwork, and displays of powers. The game organizes the chaos of combat into a cycle of rounds and turns. Around represents about 6 seconds in the game world. During a round, each participant in a battle takes a turn. The order of turns is determined at the beginning of a combat encounter, when everyone rolls initiative. Once everyone has taken a turn, the fight continues to the next round if neither side has defeated the other.

SURPRISE

The MM determines who might be surprised. If neither side tries to be stealthy, they automatically notice each other. Otherwise, the MM compares the Dexterity (Stealth) checks of anyone hiding with the passive Wisdom (Perception) score of each creature on the opposing side. Any character or opponent that doesn’t notice a threat is surprised at the start of the encounter.

If you’re surprised, you can’t move or take an action on your first turn of the combat, and you can’t take a reaction until that turn ends. A member of a group can be surprised even if the other members aren’t.

INITIATIVE

Initiative determines the order of turns during combat. When combat starts, every participant makes a Dexterity check to determine their place in the initiative order. The MM makes one roll for an entire group of identical creatures, so each member of the group acts at the same time.

The MM ranks the combatants in order from the one with the highest Dexterity check total to the one with the lowest. This is the order (called the initiative order) in which they act during each round. The initiative order remains the same from round to round.

If a tie occurs, the MM decides the order among tied MM-controlled creatures, and the players decide the order among their tied characters. The MM can decide the order if the tie is between a monster and a player character. Optionally, the MM can have the tied characters and monsters each roll a d20 to determine the order, highest roll going first.

COMBAT BY STEP

  1. Determine surprise. The MM determines whether anyone involved in the combat encounter is surprised.

  2. Establish positions. The MM decides where all the characters and opponents are located. Given the adventurers’ marching order or their stated positions in the room or other location, the MM figures out where the adversaries are, ̶ho far away, and in what direction.

  3. Roll initiative. Everyone involved in the combat encounter rolls initiative, determining the order of combatants’ turns.

  4. Take turns. Each participant in the battle takes a turn in initiative order.

  5. Begin the next round. When everyone involved in the combat has had a turn, the round ends. Repeat step 4 until the fighting stops.

YOUR TURN

On your turn, you can move a distance up to your speed and take one action. You decide whether to move first or take your action first. Your speed— sometimes called your walking speed—is noted on your character sheet.

The most common actions you can take are described in the “Actions in Combat” section later in this chapter. Many class features and other abilities provide additional options for your action.

The “Movement and Position” section later in this chapter gives the rules for your move.

You can forgo moving, taking an action, or doing anything at all on your turn. If you can’t decide what to do on your turn, consider taking the Dodge or Ready Action, as described in “Actions in Combat.”

BONUS ACTIONS

Various class features, spells, and other abilities let you take an additional action on your turn called a bonus action. You otherwise don’t have a bonus action to take.

You can take only one bonus action on your turn, so you must choose which bonus action to use when you have more than one available.

You choose when to take a bonus action during your turn, unless the bonus action’s timing is specified, and anything that deprives you of your ability to take actions also prevents you from taking a bonus action.

OTHER ACTIVITY ON YOUR TURN

Your turn can include a variety of flourishes that require neither your action nor your move.

You can communicate however you are able, through brief utterances and gestures, as you take your turn.

You can also interact with one object or feature of the environment for free, during either your move or your action. For example, you could open a door during your move as you stride toward a foe, or you could draw your weapon as part of the same action you use to attack.

If you want to interact with a second object, you need to use your action. Some magic items and other special objects always require an action to use, as stated in their descriptions.

The MM might require you to use an action for any of these activities when it needs special care or when it presents an unusual obstacle. For instance, the MM could reasonably expect you to use an action to open a stuck door or turn a crank to lower a drawbridge.

REACTIONS

Certain special abilities, powers, and situations allow you to take a special action called a reaction. A reaction is an instant response to a trigger of some kind, which can occur on your turn or on someone else’s. The opportunity attack, described later in this chapter, is the most common type of reaction.

When you take a reaction, you can’t take another one until the start of your next turn. If the reaction interrupts another creature’s turn, that creature can continue its turn right after the reaction.

INTERACTING WITH OBJECTS AROUND YOU

Here are a few examples of the sorts of thing you can do in tandem with your movement and action:

  • draw or sheathe a sword
  • open or close a door
  • withdraw a potion from your backpack
  • pick up a dropped axe
  • take a bauble from a table
  • remove a ring from your finger
  • stuff some food into your mouth
  • plant a banner in the ground
  • fish a few coins from your belt pouch
  • drink all the ale in a flagon
  • throw a lever or a switch
  • pull a torch from a sconce
  • take a book from a shelf you can reach
  • extinguish a small flame
  • don a mask
  • pull the hood of your cloak up and over your head
  • put your ear to a door
  • kick a small stone
  • turn a key in a lock
  • tap the floor with a 10-foot pole
  • hand an item to another character

MOVEMENT & POSITION

In combat, characters and monsters are in constant motion, often using movement and position to gain the upper hand.

On your turn, you can move a distance up to your speed. You can use as much or as little of your speed as you like on your turn, following the rules here.

Your movement can include jumping, climbing, and swimming. These different modes of movement can be combined with walking, or they can constitute your entire move. However you’re moving, you deduct the distance of each part of your move from your speed until it is used up or until you are done moving.

BREAKING UP YOUR MOVE

You can break up your movement on your turn, using some of your speed before and after your action. For example, if you have a speed of 30 feet, you can move 10 feet, take your action, and then move 20 feet.

MOVING BETWEEN ATTACKS

If you take an action that includes more than one weapon attack, you can break up your movement even further by moving between those attacks. For example, a stalwart who can make two attacks with the Extra Attack feature and who has a speed of 25 feet could move 10 feet, make an attack, move 15 feet, and then attack again.

USING DIFFERENT SPEEDS

If you have more than one speed, such as your walking speed and a flying speed, you can switch back and forth between your speeds during your move. Whenever you switch, subtract the distance you’ve already moved from the new speed. The result determines how much farther you can move. If the result is 0 or less, you can’t use the new speed during the current move.

For example, if you have a speed of 30 and a flying speed of 60 because a mystic cast the fly spell on you, you could fly 20 feet, then walk 10 feet, and then leap into the air to fly 30 feet more.

DIFFICULT TERRAIN

Combat rarely takes place in bare rooms or on featureless plains. Boulder-strewn caverns, briar- choked forests, treacherous staircases—the setting of a typical fight contains difficult terrain.

Every foot of movement in difficult terrain costs 1 extra foot. This rule is true even if multiple things in a space count as difficult terrain.

Low furniture, rubble, undergrowth, steep stairs, snow, and shallow bogs are examples of difficult terrain. The space of another creature, whether hostile or not, also counts as difficult terrain.

BEING PRONE

Combatants often find themselves lying on the ground, either because they are knocked down or because they throw themselves down. In the game, they are prone, a condition described in appendix A.

You can drop prone without using any of your speed. Standing up takes more effort; doing so costs an amount of movement equal to half your speed. For example, if your speed is 30 feet, you must spend 15 feet of movement to stand up. You can’t stand up if you don’t have enough movement left or if your speed is 0.

To move while prone, you must crawl or use powers such as teleportation. Every foot of movement while crawling costs 1 extra foot. Crawling 1 foot in difficult terrain, therefore, costs 3 feet of movement.

MOVING AROUND OTHER CREATURES

You can move through a nonhostile creature’s space. In contrast, you can move through a hostile creature’s space only if the creature is at least two sizes larger or smaller than you. Remember that another creature’s space is difficult terrain for you.

Whether a creature is a friend or an enemy, you can’t willingly end your move in its space.

If you leave a hostile creature’s reach during your move, you provoke an opportunity attack, as explained later in the chapter.

FLYING MOVEMENT

Flying creatures enjoy many benefits of mobility, but they must also deal with the danger of falling. If a flying creature is knocked prone, has its speed reduced to 0, or is otherwise deprived of the ability to move, the creature falls, unless it has the ability to hover or it is being held aloft by magic, such as by the fly spell.

CREATURE SIZE

Each creature takes up a different amount of space. The Size Categories table shows how much space a creature of a particular size controls in combat. Objects sometimes use the same size categories.

SIZE CATEGORIES

Size Space
Tiny 2½ by 2½ ft.
Small 5 by 5 ft.
Medium 5 by 5 ft.
Large 10 by 10 ft.
Huge 15 by 15 ft.
Gargantuan 20 by 20 ft. or larger

SPACE

A creature’s space is the area in feet that it effectively controls in combat, not an expression of its physical dimensions. A typical Medium creature isn’t 5 feet wide, for example, but it does control a space that wide. If a Medium mutant stands in a 5- foot-wide doorway, other creatures can’t get through unless the mutant lets them.

A creature’s space also reflects the area it needs to fight effectively. For that reason, there’s a limit to the number of creatures that can surround another creature in combat. Assuming Medium combatants, eight creatures can fit in a 5-foot radius around another one.

Because larger creatures take up more space, fewer of them can surround a creature. If four Large creatures crowd around a Medium or smaller one, there’s little room for anyone else. In contrast, as many as twenty Medium creatures can surround a Gargantuan one.

SQUEEZING INTO A SMALLER SPACE

A creature can squeeze through a space that is large enough for a creature one size smaller than it. Thus, a Large creature can squeeze through a passage that’s only 5 feet wide. While squeezing through a space, a creature must spend 1 extra foot for every foot it moves there, and it has disadvantage on attack rolls and Dexterity saving throws. Attack rolls against the creature have advantage while it’s in the smaller space.

ACTIONS IN COMBAT

When you take your action on your turn, you can take one of the actions presented here, an action you gained from your class, powerset, or a special feature, or an action that you improvise. Many monsters have action options of their own in their stat blocks.

When you describe an action not detailed elsewhere in the rules, the MM tells you whether that action is possible and what kind of roll you need to make, if any, to determine success or failure.

ATTACK

The most common action to take in combat is the Attack action, whether you are swinging a sword, firing an arrow from a bow, or brawling with your fists.

With this action, you make one melee or ranged attack. See the “Making an Attack” section for the rules that govern attacks.

Certain features, such as the Extra Attack feature of the fighter, allow you to make more than one attack with this action.

DASH

When you take the Dash action, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers. With a speed of 30 feet, for example, you can move up to 60 feet on your turn if you dash.

Any increase or decrease to your speed changes this additional movement by the same amount. If your speed of 30 feet is reduced to 15 feet, for instance, you can move up to 30 feet this turn if you dash.

DISENGAGE

If you take the Disengage action, your movement doesn’t provoke opportunity attacks for the rest of the turn.

DODGE

When you take the Dodge action, you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage. You lose this benefit if you are incapacitated (as explained in appendix A) or if your speed drops to 0.

HELP

You can lend your aid to another creature in the completion of a task. When you take the Help action, the creature you aid gains advantage on the next ability check it makes to perform the task you are helping with, provided that it makes the check before the start of your next turn.

Alternatively, you can aid a friendly creature in attacking a creature within 5 feet of you. You feint, distract the target, or in some other way team up to make your ally’s attack more

effective. If your ally attacks the target before your next turn, the first attack roll ismade with advantage.

HIDE

When you take the Hide action, you make a Dexterity (Stealth) check in an attempt to hide, following the rules for hiding. If you succeed, you gain certain benefits, as described in the “Unseen Attackers and Targets” section later in this chapter.

READY

Sometimes you want to get the jump on a foe or wait for a particular circumstance before you act. To do so, you can take the Ready action on your turn, which lets you act using your reaction before the start of your next turn.

First, you decide what perceivable circumstance will trigger your reaction. Then, you choose the action you will take in response to that trigger, or you choose to move up to your speed in response to it. Examples include “If the cultist steps on the trapdoor, I’ll pull the lever that opens it,” and “If the morlock steps next to me, I move away.”

When the trigger occurs, you can either take your reaction right after the trigger finishes or ignore the trigger. Remember that you can take only one reaction per round.

When you ready a power, you manifest it as normal but hold its energy, which you release with your reaction when the trigger occurs. To be readied, a power must have a manifesting time of 1 action, and holding onto the power’s energy requires concentration. If your concentration is broken, the power dissipates without taking effect. For example, if you are concentrating on the wall of fire power and ready fireball, your wall of fire power ends, and if you take damage before you release fireball with your reaction, your concentration might be broken.

USE A POWER

All classes may, at some point, acquire access to powers (whether energy-based powers or spells) and can use them to great effect in combat. Recall that using a power and spellcasting are treated the same. Each power has a casting time, which specifies whether you must use an action, a reaction, minutes, or even hours to manifest the power. Manifesting a power is, therefore, not necessarily an action. Most powers do have a manifesting time of 1 action, so most characters will use his or her action in combat to use powers.

USE AN OBJECT

You normally interact with an object while doing something else, such as when you draw a sword as part of an attack. When an object requires your action for its use, you take the Use an Object action. This action is also useful when you want to interact with more than one object on your turn.

MAKING AN ATTACK

Whether you’re striking with a melee weapon, firing a weapon at range, or making an attack roll as part of a power, an attack has a simple structure.

  1. Choose a target. Pick a target within your attack’s range: a creature, an object, or a location.
  2. Determine modifiers. The MM determines whether the target has cover and whether you have advantage or disadvantage against the target. In addition, powers, special abilities, and other effects can apply penalties or bonuses to your attack roll.
  3. Resolve the attack. You make the attack roll. On a hit, you roll damage, unless the particular attack has rules that specify otherwise. Some attacks cause special effects in addition to or instead of damage.

If there’s ever any question whether something you’re doing counts as an attack, the rule is simple: if you’re making an attack roll, you’re making an attack.

ATTACK ROLLS

When you make an attack, your attack roll determines whether the attack hits or misses. To make an attack roll, roll a d20 and add the appropriate modifiers. If the total of the roll plus modifiers equals or exceeds the target’s Defense, the attack hits. The defense of a character is determined at character creation, whereas the defence of an opponent is in its stat block.

MODIFIERS TO THE ROLL

When a character makes an attack roll, the two most common modifiers to the roll are an ability modifier and the character’s proficiency bonus. When an opponent makes an attack roll, it uses whatever modifier is provided in its stat block.

Ability Modifier. The ability modifier used for a melee weapon attack is Strength, and the ability modifier used for a ranged weapon attack is Dexterity. Weapons that have the finesse or thrown property break this rule.

Some powers also require an attack roll. The ability modifier used for a power attack depends on the manifesting ability of the power user.

Proficiency Bonus. You add your proficiency bonus to your attack roll when you attack using a weapon with which you have proficiency, as well as when you attack with a power.

ROLLING 1 OR 20

Sometimes fate blesses or curses a combatant, causing the novice to hit and the veteran to miss.

If the d20 roll for an attack is a 20, the attack hits regardless of any modifiers or the target’s Defense. This is called a critical hit, which is explained later in this chapter.

If the d20 roll for an attack is a 1, the attack misses regardless of any modifiers or the target’s Defense.

UNSEEN ATTACKERS & TARGETS

Combatants often try to escape their foes’ notice by hiding, using invisibility, or lurking in darkness.

When you attack a target that you can’t see, you have disadvantage on the attack roll. This is true whether you’re guessing the target’s location or you’re targeting a creature you can hear but not see. If the target isn’t in the location you targeted, you automatically miss, but the MM typically just says that the attack missed, not whether you guessed the target’s location correctly.

When a creature can’t see you, you have advantage on attack rolls against it. If you are hidden—both unseen and unheard—when you make an attack, you give away your location when the attack hits or misses.

RANGED ATTACKS

When you make a ranged attack, you fire a bow, a gun, hurl a handaxe, or otherwise send projectiles to strike a foe at a distance. A monstrous creature might shoot spines from its tail. Many powers also involve making a ranged attack.

RANGE

You can make ranged attacks only against targets within a specified range.

If a ranged attack, such as one made with a power, has a single range, you can’t attack a target beyond this range.

Some ranged attacks, such as those made with a longbow or a shortbow, have two ranges. The smaller number is the normal range, and the larger number is the long range. Your attack roll has disadvantage when your target is beyond normal range, and you can’t attack a target beyond the long range.

RANGED ATTACKS IN CLOSE COMBAT

Aiming a ranged attack is more difficult when a foe is next to you. When you make a ranged attack with a weapon, a power, or some other means, you have disadvantage on the attack roll if you are within 5 feet of a hostile creature who can see you and who isn’t incapacitated.

MELEE ATTACKS

Used in hand-to-hand combat, a melee attack allows you to attack a foe within your reach. A melee attack typically uses a handheld weapon such as a sword, a warhammer, or an axe. A typical monster may make a melee attack when it strikes with its claws, horns, teeth, tentacles, or other body part. A few powers also involve making a melee attack.

Most creatures have a 5-foot reach and can thus attack targets within 5 feet of them when making a melee attack. Certain creatures (typically those larger than Medium) have melee attacks with a greater reach than 5 feet, as noted in their descriptions.

Instead of using a weapon to make a melee weapon attack, you can use an unarmed strike: a punch, kick, head-butt, or similar forceful blow (none of which count as weapons). On a hit, an unarmed strike deals bludgeoning damage equal to 1 + your Strength modifier. You are proficient with your unarmed strikes.

OPPORTUNITY ATTACKS

In a fight, everyone is constantly watching for a chance to strike an enemy who is fleeing or passing by. Such a strike is called an opportunity attack.

You can make an opportunity attack when a hostile creature that you can see moves out of your reach. To make the opportunity attack, you use your reaction to make one melee attack against the provoking creature. The attack occurs right before the creature leaves your reach.

You can avoid provoking an opportunity attack by taking the Disengage action. You also don’t provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction. For example, you don’t provoke an opportunity attack if an explosion hurls you out of a foe’s reach or if gravity causes you to fall past an enemy.

TWO-WEAPON FIGHTING

When you take the Attack action and attack with a light melee weapon that you’re holding in one hand, you can use a bonus action to attack with a different light melee weapon that you’re holding in the other hand. You don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative.

If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it.

GRAPPLING

When you want to grab a creature or wrestle with it, you can use the Attack action to make a special melee attack, a grapple. If you’re able to make multiple attacks with the Attack action, this attack replaces one of them.

The target of your grapple must be no more than one size larger than you, must be equal tier or below you in Superhuman Strength, and must be within your reach. Using at least one free hand, you try to seize the target by making a grapple check instead of an attack roll: a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). You succeed automatically if the target is incapacitated. If you succeed, you subject the target to the grappled condition (see appendix A). The condition specifies the things that end it, and you can release the target whenever you like (no action required).

Escaping a Grapple. A grappled creature can use its action to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Strength (Athletics) check.

Moving a Grappled Creature. When you move, you can drag or carry the grappled creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you.

SHOVING A CREATURE

Using the Attack action, you can make a special melee attack to shove a creature, either to knock it prone or push it away from you. If you’re able to make multiple attacks with the Attack action, this attack replaces one of them.

The target must be no more than one size larger than you, must be equal tier or below you in Superhuman Strength, and must be within your reach. Instead of making an attack roll, you make a Strength (Athletics) check contested by the

target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you win the contest, you either knock the target prone or push it 5 feet away from you.

COVER

Walls, trees, creatures, and other obstacles can provide cover during combat, making a target more difficult to harm. A target can benefit from cover only when an attack or other effect originates on the opposite side of the cover.

There are three degrees of cover. If a target is behind multiple sources of cover, only the most protective degree of cover applies; the degrees aren’t added together. For example, if a target is behind a creature that gives half cover and a tree trunk that gives three-quarters cover, the target has three-quarters cover.

A target with half cover has a +2 bonus to Defense and Dexterity saving throws. A target has half cover if an obstacle blocks at least half of its body. The obstacle might be a low wall, a large piece of furniture, a narrow tree trunk, or a creature, whether that creature is an enemy or a friend.

A target with three-quarters cover has a +5 bonus to Defense and Dexterity saving throws. A target has three-quarters cover if about three-quarters of it is covered by an obstacle. The obstacle might be a portcullis, an arrow slit, or a thick tree trunk.

A target with total cover can’t be targeted directly by an attack or a power, although some spells can reach such a target by including it in an area of effect. A target has total cover if it is completely concealed by an obstacle.

DAMAGE & HEALING

Injury and the risk of death are constant companions of those who explore the multiverse. The thrust of a sword, a well-placed arrow, or a blast of flame from a fireball power all have the potential to damage, or even kill, the hardiest of creatures.

HIT POINTS

Hit points represent a combination of physical and mental durability, the will to live, and luck. Creatures with more hit points are more difficult to kill. Those with fewer hit points are more fragile. Thus, a character that loses hit points is not necessarily wounded -- they could be losing morale, suddenly afraid of being hurt, or notice that their death is imminent.

A creature’s current hit points (usually just called hit points) can be any number from the creature’s hit point maximum down to 0. This number changes frequently as a creature takes damage or receives healing.

Whenever a creature takes damage, that damage is subtracted from its hit points. The loss of hit points has no effect on a creature’s capabilities until the creature drops to 0 hit points.

DAMAGE ROLLS

Each weapon, power, and harmful ability specifies the damage it deals. You roll the damage die or dice, add any modifiers, and apply the damage to your target. Magic or enhanced weapons, special abilities, and other factors can grant a bonus to damage. With a penalty, it is possible to deal 0 damage, but never negative damage.

When attacking with a weapon, you add your ability modifier—the same modifier used for the attack roll—to the damage. A power tells you which dice to roll for damage and whether to add any modifiers.

If a power or other effect deals damage to more than one target at the same time, roll the damage once for all of them. For example, when a mystic casts fireball or flame strike, the spell’s damage is rolled once for all creatures caught in the blast.

CRITICAL HITS

When you score a critical hit, you get to roll extra dice for the attack’s damage against the target. First, maximiz what damage you would deal with the dice and add all the relevant modifiers. Then, roll all of the attack’s damage dice once more and add them together. This is your critical hit damage.

For example, if you score a critical hit with a dagger and your damage is normally 1d4+3, your critical hit damage is 1d4 + 7. The 7 is the maximized a damage from a normal damage roll and the extra 1d4 is for the critical. If the attack involves other damage dice, such as from the Sneak Attack feature, you maximize them too, and then roll again as well.

DEFENSE

You can learn, or be proficient, in any number of Defenses, but can only "set", or use, one defense to be active at a time. You can set your defense as an action, usually after you finish a short or long rest. You can only use a defense that you are proficient in, and some classes, equipment, and powersets limit you to what defense you can and cannot use.

When you do not have a set defense, are not proficient in any, or the defense you have set is ignored, your default Defense is 10 + your Dexterity modifier. Additionally, you can acquire features and enhancements that give you bonuses to your Defense or new types.

Below are the most common defenses.

LIGHT DEFENSE

When you use this defense, your Defense is 11 + your Dexterity modifier.

BALANCED DEFENSE

When you use this defense, your Defense is 13 + your Dexterity modifier (maximum 2).

HEAVY DEFENSE

When you use this defense, your Defense is 16 if your Strength is at least 13, 17 if your Strength is at least 15, or 18 if your Strength is at least 17. You have disadvantage on Stealth checks.

DAMAGE TYPES

Different attacks, damaging powers, and other harmful effects deal different types of damage. Damage types have no rules of their own, but other rules, such as damage resistance vulnerability, and immunity, rely on the types.

The damage types follow, with examples to help a MM assign a damage type to a new effect.

Acid. The corrosive spray of a black dragon’s breath and the dissolving enzymes secreted by the brood deal acid damage.

Bludgeoning. Blunt force attacks—hammers, falling, constriction, and the like—deal bludgeoning damage.

Cold. The infernal chill radiating from an ice devil’s spear and the frigid blast of a white dragon’s breath deal cold damage.

Cosmic. Cosmic damage, dealt by a raw cosmic energy, such as the Light of Nirvalon spell or an angel’s smiting weapon, sears the flesh like white flame and overloads creation with raw power.

Fire. Red dragons breathe fire, and many spells conjure flames to deal fire damage.

Force. Force is pure energy, often mystical or psionic, made physical and focused into a damaging form. Most effects that deal force damage are powers.

Lightning. A lightning bolt power and a blue dragon’s breath deal lightning damage.

Mystical. Mystical damage is like cosmic damage, only to a lesser extent. The raw creative essence of magic, like in the energy of a mystical blast spell deals mystiacl damage.

Necrotic. Necrotic damage, dealt by certain undead and powers that deal with siphoning life energy, withers matter and even the soul.

Piercing. Puncturing and impaling attacks, including spears and monsters’ bites, deal piercing damage.

Poison. Venomous stings and toxic gas deal poison damage.

Psychic. Mental abilities such as a telepath’s mind spike power deal psychic damage.

Slashing. Swords, axes, and monsters’ claws deal slashing damage.

Sonic. A concussive burst of sound, such as the effect of the thunderwave power, deals sonic damage.

DAMAGE RESISTANCE & VULNERABILITY

Some creatures and objects are exceedingly difficult or unusually easy to hurt with certain types of damage.

If a creature or an object has resistance to a damage type, damage of that type is halved against it. If a creature or an object has vulnerability to a damage type, damage of that type is doubled against it.

Resistance and then vulnerability are applied after all other modifiers (except immunity) to damage. For example, a creature has resistance to bludgeoning damage and is hit by an attack that deals 25 bludgeoning damage. The creature is also within a magical aura that reduces all damage by 5. The 25 damage is first reduced by 5 and then halved, so the creature takes 10 damage.

Multiple instances of resistance or vulnerability that affect the same damage type count as only one instance. For example, if a creature has resistance to fire damage as well as resistance to all nonmagical damage, the damage of a nonmagical fire is reduced by half against the creature, not reduced by three- quarters.

DAMAGE IMMUNITY

Damage immunity is the unique M5e rule to adequately address the issue of superhumanly strong and powerful creatures that shrug off attempts to harm them. A punch from a normal human should not really hurt Hulk, right? This is mechanically expressed by Damage Immunity.

When a creature has a damage immunity, calculate all damage as normal (such as rolls, modifiers, resistances, and vulnerabilities) and then determine if the amount of damage is greater than your Damage Immunity. If so, you take that damage. Otherwise, you ignore all damage equal to or less than your Damage Immunity. For example, if you take 14 bludgeoning damage and have resistance to bludgeoning, you would instead take 7 bludgeoning damage. If you have Damage Immunity 5, then you would still take that 7 points of damage. If you had Damage Immunity 10, you would take no damage. One way to look at Damage Immunity is that it's a threshold -- if the threshold is not crossed, no damage is taken. If it is, then the damage is taken.

Damage Immunity does not apply to cosmic, mystical, or psychic damage. Instead, damage immunity reflects one's ability to not be as vulnerable to physics and the material world, such as fire, cold, cuts, and bruises.

HEALING

Unless it results in death, damage isn’t permanent. Even death is reversible through powerful effects. Rest can restore a creature’s hit points, and other methods such as a cure wounds power or a medical kit can remove damage quickly.

When a creature receives healing of any kind, hit points regained are added to its current hit points. A creature’s hit points can’t exceed its hit point maximum, so any hit points regained in excess of this number are lost. For example, a controller grants a stalwart 8 hit points of healing. If the stalwart has 14 current hit points and has a hit point maximum of 20, the stalwart regains 6 hit points from the controller, not 8.

A creature that has died can’t regain hit points until powers such as revivify has restored it to life.

DROPPING TO 0 HIT POINTS

When you drop to 0 hit points, you either die outright or fall unconscious, as explained in the following sections.

INSTANT DEATH

Massive damage can kill you instantly. When damage reduces you to 0 hit points and there is damage remaining, you die if the remaining damage equals or exceeds your hit point maximum.

For example, a mutant with a maximum of 12 hit points currently has 6 hit points. If she takes 18 damage from

an attack, she is reduced to 0 hit points, but 12 damage remains. Because the remaining damage equals her hit point maximum, the mutant dies.

FALLING UNCONSCIOUS

If damage reduces you to 0 hit points and fails to kill you, you fall unconscious (see appendix A). This unconsciousness ends if you regain any hit points.

DEATH SAVING THROWS

Whenever you start your turn with 0 hit points, you must make a special saving throw, called a death saving throw, to determine whether you creep closer to death or hang onto life. Unlike other saving throws, this one isn’t tied to any ability score. You are in the hands of fate now, aided only by powers and features that improve your chances of succeeding on a saving throw.

Roll a d20. If the roll is 10 or higher, you succeed. Otherwise, you fail. A success or failure has no effect by itself. On your third success, you become stable (see below). On your third failure, you die. The successes and failures don’t need to be consecutive; keep track of both until you collect three of a kind. The number of both is reset to zero when you regain any hit points or become stable.

Rolling 1 or 20. When you make a death saving throw and roll a 1 on the d20, it counts as two failures. If you roll a 20 on the d20, you regain 1 hit point.

Damage at 0 Hit Points. If you take any damage while you have 0 hit points, you suffer a death saving throw failure. If the damage is from a critical hit, you suffer two failures instead. If the damage equals or exceeds your hit point maximum, you suffer instant death.

STABILIZING A CREATURE

The best way to save a creature with 0 hit points is to heal it. If healing is unavailable, the creature can at least be stabilized so that it isn’t killed by a failed death saving throw.

You can use your action to administer first aid to an unconscious creature and attempt to stabilize it, which requires a successful DC 10 Wisdom (Medicine) check.

A stable creature doesn’t make death saving throws, even though it has 0 hit points, but it does remain unconscious. The creature stops being stable, and must start making death saving throws again, if it takes any damage. A stable creature that isn’t healed regains 1 hit point after 1d4 hours.

OPPONENTS & DEATH

Most MMs have an opponent die the instant it drops to 0 hit points, rather than having it fall unconscious and make death saving throws.

Mighty villains and special nonplayer characters are common exceptions; the MM might have them fall unconscious and follow the same rules as player characters.

KNOCKING A CREATURE OUT

Sometimes an attacker wants to incapacitate a foe, rather than deal a killing blow. When an attacker reduces a creature to 0 hit points with a melee attack, the attacker can knock the creature out. The attacker can make this choice the instant the damage is dealt. The creature falls unconscious and is stable.

TEMPORARY HIT POINTS

Some powers and special abilities confer temporary hit points to a creature. Temporary hit points aren’t actual hit points; they are a buffer against damage, a pool of hit points that protect you from injury.

When you have temporary hit points and take damage, the temporary hit points are lost first, and any leftover damage carries over to your normal hit points. For example, if you have 5 temporary hit points and take 7 damage, you lose the temporary hit points and then take 2 damage.

Because temporary hit points are separate from your actual hit points, they can exceed your hit point maximum. A character can, therefore, be at full hit points and receive temporary hit points.

Healing can’t restore temporary hit points, and they can’t be added together. If you have temporary hit points and receive more of them, you decide whether to keep the ones you have or to gain the new ones. For example, if a power grants you 12 temporary hit points when you already have 10, you can have 12 or 10, not 22.

If you have 0 hit points, receiving temporary hit points doesn’t restore you to consciousness or stabilize you. They can still absorb damage directed at you while you’re in that state, but only true healing can save you.

Unless a feature that grants you temporary hit points has a duration, they last until they’re depleted or you finish a long rest.

MOUNTED COMBAT

A knight charging into battle on a warhorse, a gunner firing their pistols atop of a motorcycle, or a valkyrie soaring through the sky on a pegasus all enjoy the benefits of speed and mobility that a mount can provide.

A willing creature that is at least one size larger than you and that has an appropriate anatomy can serve as a mount, using the following rules. Vehicles that are being controlled are considered 'mounts' and follow these rules as well.

MOUNTING & DISMOUNTING

Once during your move, you can mount a creature that is within 5 feet of you or dismount. Doing so costs an amount of movement equal to half your speed. For example, if your speed is 30 feet, you must spend 15 feet of movement to mount a horse or motorcycle. Therefore, you can’t mount it if you don’t have 15 feet of movement left or if your speed is 0.

If an effect moves your mount against its will while you’re on it, you must succeed on a DC 10 Dexterity saving throw or fall off the mount, landing prone in a space within 5 feet of it. If you’re knocked prone while mounted, you must make the same saving throw.

If your mount is knocked prone, you can use your reaction to dismount it as it falls and land on your feet. Otherwise, you are dismounted and fall prone in a space within 5 feet it.

CONTROLLING A MOUNT

While you’re mounted, you have two options. You can either control the mount or allow it to act independently. Intelligent creatures, such as dragons, act independently. Vechicles are always considered under the control of the controller.

You can control a mount only if it has been trained to accept a rider. Domesticated horses, donkeys, and similar creatures are assumed to have such training. The initiative of a controlled mount changes to match yours when you mount it. Creatures moves as you direct it, and have only three action options: Dash, Disengage, and Dodge. Vehicles do not have actions, though a controller of a vehicle, or a crew member, may be able to use certain actions on their turn. A controlled mount can move and act even on the turn that you mount it.

An independent mount retains its place in the initiative order. Bearing a rider puts no restrictions on the actions the mount can take, and it moves and acts as it wishes. It might flee from combat, rush to attack and devour a badly injured foe, or otherwise act against your wishes.

In either case, if the mount provokes an opportunity attack while you’re on it, the attacker can target you or the mount.

UNDERWATER COMBAT

When adventurers pursue namor back to his undersea home, fight off sharks in an ancient shipwreck, or find themselves in a flooded dungeon room, they must fight in a challenging environment. Underwater the following rules apply.

When making a melee weapon attack, a creature that doesn’t have a swimming speed (either natural or granted by magic) has disadvantage on the attack roll unless the weapon is a dagger, javelin, shortsword, spear, or trident.

A ranged weapon attack automatically misses a target beyond the weapon’s normal range. Even against a target within normal range, the attack roll has disadvantage unless the weapon is a firearm, crossbow, a net, or a weapon that is thrown like a javelin (including a spear, trident, or dart).

Creatures and objects that are fully immersed in water have resistance to fire damage.

PSYCHIC BATTLES

Psionics can leave the traditional battlefield to go into a unique terrain for a psychic battle. A psychic battle can be in two different locations, either the Astral Plane or the psyche of an individual. General combat rules previously described do not apply during a psychic battle.

In order to initiate a psychic battle, you must have at least 1 psionic level. You can acquire a psionic level through powersets, feats, or other features. Creatures without a psionic level can have psychic battles initiated against them.

The goal of a psychic battle is to reduce an opponent's psychic energy down to 0 and then the resolve the battle.

PSYCHIC ROLL

To initiate a psychic battle and during them, you will sometimes have to make a psychic roll. Your psychic roll is 1d4 + your highest modifier between Intelligence, Wisdom, or Charisma. For example, if you had a 14 Intelligence, 12 Wisdom, and 16 Charisma, you would use +3 (your Charisma modifier) for a 1d4+3 psychic roll.

PSIONIC LEVEL

Your psionic level is an important factor in psychic battles. Levels in psionic powersets, feats, and other features can change your psionic level. If a rule requires you to use your psionic level as a modifier and you do not have a psionic level, you would use zero as the modifier.

INITIATING A PSYCHIC BATTLE

You must have at least 1 psionic level to initiate a psychic battle. Additionally, you must expend energy equal to the psionic level of the target you are initiating against. As an action, choose a target creature with an Intelligence score of at least 6 that you are aware of within 60 feet. When you do so, choose whether you are pushing into their psyche, pulling them into yours, or thrusting both of you into the Astral Plane. The creature you target knows you are trying to initiate a psychic battle unless a feature prevents it from knowing.

A creature can attempt to push back a psychic battle and thus stop it from even initiating. To do so, the target creature resists the psionic intrusion by making a psychic roll against your psionic level. If they succeed, the psychic battle does not initiate and you cannot attempt to initiate one on that target creature for at least 1 minute.

TIME IN PSYCHIC BATTLES

Time moves differently in psyches and the Astral Plane, requiring 3 rounds for 1 normal combat round. Creatures engaged in a psychic battle are limited in what they can do in the physical world. While in a psychic battle, whether you initiated it or not, on your turn in the material world you cannot use your normal movement, bonus actions, reactions, or the Attack action. On your turn, you can only use your action to Dash, Dodge, Disengage, or make one melee attack.

PSYCHES & THE ASTRAL PLANE

Once a psychic battle is initiated, the first thing to do is that the location of the battle is decided. There are three choices: the psyche of the one who initiated it, the psyche of the target, or the Astral Plane. The creature who initiates the battle decides the location.

PSYCHE

If a psychic battle takes place in a psyche, the appearance of the battle and how assaults and defenses are described may incorporate that individual's anxieties, history, relationships, and emotional state.

ASTRAL PLANE

Sometimes called the Spirit Plane, the astral plane is a place between worlds, where the psychic energies of the mind and spirit exist as ectoplasm and made semi-material. Psychic battles on the Astral Plane could have observers, other minds, or dimensional beings present in the battle.

PSYCHIC INITIATIVE

Once a psychic battle is initiated and the location is determined, each participant rolls initiative. Roll your psychic roll to determine the turn order of a psychic battle. With a tie, the person with the highest psionic level goes first.

If a psychic battle is occurring at the same time of combat initiative, start the first round of the psychic battle at the end of the combat initiative round. After 3 rounds of psychic actions, proceed with the next combat round. At the end of the combat round, continue with the psychic battle (if necessary) and so on.

PSYCHIC ACTIONS

During a round in a psychic battle, each participant on their turn can choose between the Attack, Defend, or Resolve options. Each of these options have a variety of actions to choose from. When you choose an option on your turn, select an action you would like to attempt. Some have requirements, such as a certain psionic levels. You cannot choose an action within an option if you do not meet that psionic level.

When an action refers to choosing a target, it means a target participant in the psychic battle that you are aware of and is psychically present. For example, if you are on the Astral Plane and there is only two participants that rolled initiative, but a extra-dimensional being is present and you are aware of the being, you could choose to target the other participant or the dimensional being as a target.

PSYCHIC ENERGY

Each participant has a maximum amount of psychic energy that represents their spirit, will, and mental fortitude. Your psychic energy is equal to your psionic level + the lowest modifier of your Intelligence, Wisdom, or Charisma. This amount is your maximum. If you ever heal or recover psychic energy, it cannot exceed this amount. Lost psychic energy replenishes to maximum after finishing a short or long rest.

When you take psychic damage and reduce your psychic energy to 0, you are defeated and another participant can use the resolve option on you. Further, while your psychic energy is 0, you cannot take any actions within the psychic battle, and you automatically fail contested psychic rolls.

ATTACK

Psionic attacks represent minds on the offense. When you choose attack, select one of the actions below as long as you meet the requirements, if any.

ASSAULT

You attempt to damage the mind of another. Make a contested psychic roll against a target you are aware of. If your roll was higher than theirs, you deal damage to their psychic energy equal to the difference.

CONTAIN

Requirement: Psionic Level 5 or higher


You attempt to contain a threat in a wall or barrier of some kind. Make a contested psychic roll against a target you are aware of. On a failure, they push back your containment energies. On a success, you contain a great deal of their psychic energy in a psychic wall. While contained, the target cannot target or be targeted by any psychic actions from anyone while the wall remains except they can use the Assault action on the wall containing them. The wall can also be targeted by others from the outside.

The wall has a psychic roll of 1d4+1 and psychic energy equal to your psionic level. Once that energy is reduced to 0, the wall crumbles and the contain effect ends.

DEVASTATE

Requirement: Psionic Level 5 or higher


You can unleash a devastating amount of psychic energy to overwhelm a target. Make a contested psychic roll against a target you are aware of. If your roll was higher than theirs, they take damage to their psychic energy equal to the result.

Whether your roll was higher or not, you take psychic damage, reducing your hit points, equal to the result of your psychic roll as the feedback from the energy lashes back at you. This damage ignores resistance or immunity from psychic damage and cannot be reduced in any way. If this damage reduces you to 0 hit points, you fall unconscious but are stabilized.

DISTORT

Requirement: Psionic Level 3 or higher


You attempt to distort the mind of a target so that they become confused and disoriented in the psychic battle. Make a contested psychic roll against a target you are aware of. On a failure, the target knows you tried to distort their mind to no effect. On a success, they stop being aware of any specific targets within the psychic battle and therefore cannot target them with psychic actions. At the end of each of their turns, they can attempt another contested psychic roll against you to reclaim their psionic perception and end the effect.

In Your Psyche. If you are making a contested psychic roll, whether you are doing this action or are the target of it, if the location of the battle is in your own psyche and your psychic roll is less than your psionic level, you can choose to make the result your psionic level instead.

PREPARE

Requirement: Psionic Level 3 or higher


You gather the will of your mind, preparing yourself to exert it forward in a future Attack option. The next psychic roll you make using the Attack option, you roll 2d4 instead of 1d4.

In Your Psyche. If you use this action in a battle in your own psyche, you also roll 1d4 and recover any lost psychic energy equal to the result.

REVEAL

Requirement: Psionic Level 3 or higher


You can attempt to reach into the depths of someone's mind and learn some fact, memory, information, or something that they themselves know. Pose a question to a target you are aware of and make a contested psychic roll against them. You succeed if your roll is higher than theirs. On a failure, nothing happens as they successfully close up their mind to you. On a success, you learn a secret, fact, memory, or something that the target knows as they must answer the question you posed honestly and completely without obfuscation or omission. They can only answer what they know or have experienced however. This feature could reveal repressed or hidden memories, though. Targets who wish to particularly exert themselves to keep their secrets hidden away and away from your probes, can reduce their psychic energy by an amount equal to their psionic level and add it to their contested psychic roll. They cannot reduce their psychic energy below 1 doing this, however. If a target is currently under the effects of distort, they cannot extert themselves in this way and do not know you gleaned information from their mind if you succeed.

If certain memories or information has been altered from the change memory action that relate to your question, you do not make a contested psychic roll. Instead, you make a psychic roll with a DC of 5. If you succeed, your question is answered. If you reveal a changed memory or information from a target, you can choose to remove the alteration or let it remain even though your question was answered. Thus, the target may not know there is something in their mind altered.

It's possile that what is revealed is symbolic or metaphoric. For example, if you ask them if they had a happy childhood -- you could see a scene with them baking cookies with their mother which suggests the answer is yes.

DEFEND

Defensive psionic options are bolstering the mind, protecting the psyche with walls and shields, defensive tactics, or hiding. When you choose defend, select one of the actions below as long as you meet the requirements, if any.

ANCHOR

Requirement: Psionic Level 3 or higher


You attempt to anchor a participant to the psyche the battle is taking place in or Astral Plane, preventing them from using the exit Resolve action. Choose one participant you are aware of. If they use the exit Resolve action, it only succeeds if your psychic energy is 0. Otherwise, the action fails as their psychic energies are anchored.

BOLSTER

You draw forth some reserve of psychic energy to prepare for coming assaults. You can expend energy as though you manifested a power, up to an amount of your psionic level, and recover lost psychic energy equal to 1d4+1 per energy expended. Alternatively, you could recover the lost psychic energy for a willing target of your choice that you are aware of in the psychic battle.

In Your Psyche. If you use this action in a battle in your own psyche, the d4's changes to d6's.

FEEDBACK

Requirement: Psionic Level 5 or higher


You attempt to rebound the psionic assault that just assailed you. You can only use this action if since your last turn, a participant in the battle that you are aware of used the assault action on you and they become the target of feedback. Make a psychic roll and add half your psionic level (rounded down) to the result. The target of feedback takes damage to their psychic energy equal to the result.

RESIST

You prepare for any attack against you by drawing from a reservoir of strength and resistance. Until the beginning of your next turn, if you would take damage to your psychic energy, you make a psychic roll and reduce the damage you would take by that amount. If your psychic roll exceeds the damage you would take, you instead take 0. You cannot heal or recover psychic energy with this action.

In Your Psyche. If you use this action in a battle in your own psyche, you reroll any 1's when you roll your psychic roll.

RESOLVE

You can use these actions to attempt to resolve and conclude your outocme, or the outcome of others, from a psychic battle. Some targets of Resolve actions must have 0 psychic energy remaining in order to be targeted along with other requirements, such as being the one that initiated the psychic battle.

CATATONIC

Requirement: Psionic Level 3 or higher


You shut down a target's mind, forcing them into a catatonic state. Choose a target you are aware of that has a psychic energy of 0 and make a psychic roll. The target takes psychic damage, reducing their hit points by the result, and falls prone and unconscious, but stable, for up to a number of hours equal to your roll. At the end of each of their turns, the target can attempt to waken up from this catatonic state and end its effects. To do so, they make a Wisdom saving throw with a DC equal to 10 + your psionic level.

Alternatively, you could set a triggering effect that ends their catatonic state, such as a stated word or phrase within earshot of the target, a pull of the target's finger, or something sensory equivalent to those examples.

CHANGE DISPOSITION

You alter the perception and disposition of a particular person or organization for a target. Choose a target that you are aware of that has a psychic energy of 0 and a creature or organization that you are aware of that the target knows of. You immediately gain their current disposition of that creature or organization. The disposition could be friendly, indifferent, or hostile. You can choose to move that disposition one way. For example, if the disposition was indifferent, you could choose friendly or hostile. If the disposition was friendly, you could not choose hostile but only indifferent. During moments of downtime, the target can attempt to reclaim their former disposition and end the effects of this ability. To do so, they make a Wisdom saving throw with a DC equal to 10 + your psionic level when they finish a short or long rest. Otherwise, the disposition change is permanent.

The target is aware they have had a change of mind, but may not know or fully understand why. Even though their disposition has changed, they still conduct themselves as themselves. Just because a character is hostile to a creature, for example, does not mean they would outright attack them.

If your psionic level is 5 or higher, you can alter the disposition in anyway, from friendly to hostile and vice versa.

CHANGE MEMORY

Requirement: Psionic Level 3 or higher


You can alter a specific memory within the mind of an individual. Choose a target you are aware of that has a psychic energy of 0. You must choose between an event that has happened within the last 24 hours that you are aware the target knows or something that you discovered from the reveal action that relates to an event. You permanently eliminate all memory of the event, allow the target to


recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event. Its mind fills in any gaps in the details of your description.

A changed memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The MM might deem a changed memory too nonsensical to affect a creature in a significant manner.

The reveal action about a memory that has been changed with this ability, or the modify memory power, shows the memory in its changed form. A Wisdom (Investigation) DC 15 check shows that the memory has been tampered with in some way. If the bolster action is used on the target with a revealed changed memory, the original memory can be recovered.

EVICT

You can attempt to banish the minds of others that have invaded your psyche. To do so, the psychic battle must be taking place in your psyche. Choose a target that you are aware of and make a contested psychic roll. If your roll is greater than theirs, they are forced out of your psyche and, for them, the psychic battle ends. If the target has 0 psychic energy, they are immediately banished from your psyche without the need for a contested psychic roll.

Once you fail at a contested psychic roll with this action against a target, you cannot use it against them during this psychic battle unless their psychic energy is 0.

EXIT

You attempt to leave the psychic battle. As long as you are not in your own psyche or otherwise anchored, you can attempt to leave the psychic battle. Participants in the battle with at least 1 psychic energy know you are attempting to leave and, if they want, can try to make you stay. Make a psychic roll. If the result is equal to or greater than the psionic level of all those who try to make you stay, you exit the psychic battle.

You cannot use this action if you are in your own psyche, as you cannot truly leave your own mind. However, you can use this action to end the psychic battle if you are in your own psyche and there are no more participants in the battle as they have all been evicted.

OCCUPY

Requirement: Psionic Level 7 or higher


You can integrate a small sliver of your psyche into the psyche's of others that connects you across the Astral Plane, occupying a portion of their mind. To do so, you must choose a willing target, or a target that has psychic energy 0, and is participating in a psychic battle within their own psyche. You then embed a part of your own mind inside of them and they are considered 'occupied' for this feature with the following effects:

  • Whenever you manifest a power that can be found on a powerset's power list that is psionic, you can choose an occupied target even if that target is not within the power's range as long as that target is in the same universe. If you use this effect to manifest a power, the target has advantage on any saving throws to resist the power's effects.
  • When you manifest a power that can be found on a powerset's power list that is psionic and choose an occupied target that is within the power's normal range, that target has disadvantage on any saving throws to resist the power's effects.
  • As an action, you can stun yourself until the beginning of your next turn. When you do so, for the duration of you being stunned, you can speak telepathically with an occupied target as long as they are within your universe.
  • A psychic echo of you exists in an occupied target's psyche with a psychic roll of 1d6+1 and psychic energy equal to your psionic level. When this echo's psychic energy is reduced to 0, the 'occupied' effect ends.

PARALYZE

Requirement: Psionic Level 5 or higher


You lock up the connection between the mind and body in the form of paralysis. Choose a target that you are aware of that has 0 psychic energy. The target is suffers from the paralysis condition for up to a number of minutes equal to your psionic level. At the end of each of their turns, the target can attempt to end the effects of paralysis by making a Wisdom saving throw with a DC equal to 10 + your psionic level.

Alternatively, you could set a triggering effect that ends their paralysis, such as a stated word or phrase within earshot of the target, a pull of the target's finger, or something sensory equivalent to those examples.

STUPEFY

You overwhelm an individual's mental capacity, stunning them with a psychic overload. Choose that you are aware of that has 0 psychic energy. The target is stunned for 1d4 + 1 rounds. At the end of each of their turns, the target can attempt to end the effects of being stunned by making a Wisdom saving throw with a DC equal to 10 + your psionic level.

ENDING A PSYCHIC BATTLE

If there is only one participant in a psychic battle and they have 0 psychic energy, the battle ends. Otherwise, participants can continue to use psychic actions, even if there are 2 participants and one has 0 psychic energy left.

Because a psychic battle is meant to be resolved once, using a second Resolve action can be taxing. If you use a Resolve action a second time on the same target before finishing a short or long rest, you must expend energy equal to the psionic level requirement of the action.

CLARIFYING RULES

It's important to remember that in a psychic battle, the psychic rolls, psychic energy, and the attack and defend actions' effects play directly within the psychic battle and do not really have a mechanical effect outside of it. For example, losing psychic energy only effects a character within psychic battles.

Other actions, such as change memory or paralyze, directly effects a character outside of the psychic battle. A character that is stunned, for example, is stunned only outside of the psychic battle. When a character is unconscious, they could remain in the psychic battle with psychic energy still left, though their material body is unconscious.

CHAPTER 11: POWERS

Powers permeates superpowered gaming worlds and often appears in the form of a natural abilities, acquired powers, or magical spellcasting.

This chapter provides the rules for manifesting powers. Generally, powers derive from powersets and can manifest in a variety of ways. This chapter distinguishes powers from a powersets features and capabilities, and powers that one can 'manifest'. For example, it could be argued that a weaponsmith's "power" is to deal devastating damage with a class of weapons. But a weaponsmith does not "manifest" powers in the way M5e defines it. So when this chapter refers to a 'power', it means powers that can be manifested in what is traditionally known as 'spells' in D U N G E O N S & D R A G O N S.

Different powersets have distinctive ways of learning and preparing their powers, and opponents use spells in unique ways. Regardless of its source, a power follows the rules here.

WHAT IS A POWER?

A power is a special effect, a shaping of energies that suffuse the multiverse into what it is. Generally, powers derive from powersets and can manifest in a variety of ways. This chapter, however, represents

Powers are largely to be understood based upon the power origin. Generally, there are 3 types of power origins: bestowed, enhanced/mutation, or mystical training. There could be other forms of power origins and one could work with their MM to come up with a unique method of coming to possessing powers -- but these are a good start.

POWERSETS

Powersets represent and embody specific types of powers and abilities: such as the ability to be invisible (Invisibility) or control the weather (Atmokinesis). Each power has a defined amount of levels. Each time you gain a level in a class, you could gain a level in a powerset (whether new or one you have previously chosen). Some powersets have prerequisites. You must meet these before gaining levels in them. See Chapter 4: Powersets for more information

ENERGY

Energy encompasses the source of one's powers, whether it is internal or external. Energy can be exhausted, though it can also rejuvenate over resting. Using powers expends energy.

You replenish all expended energy when you finish a long rest.

The amount of energy you use is determined by the strength of the power which is referred to as its energy level. See the Energy Level table below.

ENERGY LEVEL
Energy Level Energy Cost
Basic 0
Simple 1
Weak 2
Adept 3
Potent 4
Strong 5
Powerful 7
Supreme 9
Epic 11
Legendary 13

MANIFESTING POWERS

Powers are manifested. Each powerset has a list of powers that you could learn and manifest. When you gain a level in a powerset, pay attention to how you learn or prepare powers from that powerset. Regardless of your levels in a powerset, though, you can only manifest powers of an energy level that you have access to from your class and the powerset, as shown in your class table and the powerset table (see the Energy column of each table).

For example, if you choose the acoustikinesis powerset as a 1st level character with the controller class, you can know 1 + your Wisdom modifier simple-level and weak-level powers of that powerset, but you can only manifest simple-level powers at that level in controller. You also gain the features of that powerset at level 1. If you take more levels in acoustikinesis, you may know more powers from that powerset, but you may not manifest them if you do not have a high enough energy level, as determined by levels in your class(es). Another way of understanding the energy level limitation, is that your powerset gives you access to learning and preparing powers while your class, such as controller or mystic, gives you the energy level high enough to manifest them.

For the sake of clarity throughout M5e, whenever a spell is referred to by a class or powerset, it also means powers from a powerset, as found at the end of each powerset's description. Also, whenever spellcasting or casting is mentioned, it also means using a power or manifesting a power.

MANIFESTING ABILITY SCORE

Some powersets have a specific ability score that they utilize in their features. Use the manifesting ability score of a powerset or, if it is an Energy or Mystical powerset, use the Power Origin that your MM approved. If there is not one described in a powerset and your MM did not approve of a unique Power Origin, then default to your class power ability modifier as described in your class.

MANIFESTING A POWER AT A HIGHER ENERGY LEVEL

When a power user manifests a power using an energy level that is of a higher level than the power, the power assumes the higher level for that manifesting. For instance, if Clea casts energy orb at an adept-level, then that energy orb becomes an adept-level power. Effectively, the power expands to a stronger energy level.

Some powers, such as energy orb and cure wounds, have more powerful effects when cast at a higher energy level, as detailed in a power’s description.

BASIC-LEVEL POWERS

A basic-level power is a power that can be manifested at will, without using energy and without needing to prepare it in advance. Repeated practice has fixed the power in the user’s mind and made its use nearly effortless.

MANIFESTING A POWER

When a character manifests, or uses, any power, the same basic rules are followed.

Each power description begins with a block of information, including the power’s name, energy level, school of magic (if manifested as a spell), manifesting time, range, components, and duration. The rest of a power entry describes the power’s effect.

MANIFESTING TIME

Most powers require a single action to manifest, but some powers require a bonus action, a reaction, or much more time to manifest.

BONUS ACTION

A power manifest with a bonus action is especially swift. You must use a bonus action on your turn to manifest the power, provided that you haven’t already taken a bonus action this turn. You can’t manifest another power during the same turn, except for a basic-level power with a manifesting time of 1 action.

REACTIONS

Some powers can be manifest as reactions. These powers take a fraction of a second to bring about and are manifested in response to some event. If a power can be manifest as a reaction, the power description tells you exactly when you can do so.

LONGER MANIFESTING TIMES

Certain powers (including spells cast as rituals) require more time to manifest: minutes or even hours. When you manifest a power with a manifesting time longer than a single action or reaction, you must spend your action each turn manifesting the power, and you must maintain your concentration while you do so (see "Concentration” below). If your concentration is broken, the power fails, but you don’t expend energy. If you want to try manifesting the power again, you must start over.

POWER RANGE

The target of a power must be within the power’s range. For a power like energy orb, the target is a creature. For a power like fireball, the target is the point in space where the ball of fire erupts.

Most powers have ranges expressed in feet. Some powers can target only a creature (including you) that you touch. Other powers, such as the shield power, affect only you. These powers have a range of self.

Powers that create cones or lines of effect that originate from you also have a range of self, indicating that the origin point of the power’s effect must be you (see "Areas of Effect” later in the this chapter).

Once a power is manifested, its effects aren’t limited by its range, unless the power’s description says otherwise.

SPELL COMPONENTS

Manifesting a power usually does not require any components, however many powers listed here are both 'powers' and 'spells'. Components, therefore, are the physical requirements you must meet in order to manifest the power if it were cast as a spell. Powers that are manifested from powersets other than mystical ignore components listed. For example, if you can manifest the lightning bolt power from atmokinesis, you do not need any components to manifest the power, either verbal or somatic. However, if you cast the lightning bolt spell from the mystical arts powerset, a mystical powerset, you must be able to meet the power's components -- or in this case, the spell's components. Each power’s description indicates whether it requires verbal (V), somatic (S), object (O), or ritual (R) components.

VERBAL (V)

Most spells require the chanting of mystic words. The words themselves aren’t the source of the spell’s power; rather, the particular combination of sounds, with specific pitch and resonance, sets the threads of magic in motion. Thus, a character who is gagged or in an area of silence, such as one created by the silence power, can’t cast a spell with a verbal component.

SOMATIC (S)

Spellcasting gestures might include a forceful gesticulation or an intricate set of gestures. If a spell requires a somatic component, the caster must have free use of at least one hand to perform these gestures.

OBJECT (O)

Some spells require a specific item to cast, either normally or as a ritual. If so, the item will be specified in the parentheses of the component entry. The spell's description will state whether the object is consumed in the casting or if it is simply required to be worn, wielded, or present at the spell's casting.

RITUAL (R)

Some spells may be cast as rituals and doing so requires particular materials, specified in parentheses in the component entry. A character can use a component pouch (found in "Equipment”) in place of the components specified for a spell. Unless otherwise stated, ritual spell components are consumed if the spell is completed. If a spell is not cast as a ritual, ignore this component requirement.

DURATION

A power’s duration is the length of time the power persists. A duration can be expressed in rounds, minutes, hours, or even years. Some powers specify that their effects last until the powers are dispelled or destroyed.

INSTANTANEOUS

Many powers are instantaneous. The power harms, heals, creates, or alters a creature or an object in a way that can’t be dispelled, because its effect exists only for an instant.

CONCENTRATION

Some powers require you to maintain concentration in order to keep their effect active. If you lose concentration, such a power ends.

If a power must be maintained with concentration, that fact appears in its Duration entry, and the power specifies how long you can concentrate on it. You can end concentration at any time (no action required).

Normal activity, such as moving and attacking, doesn’t interfere with concentration. The following factors can break concentration:

  • Manifesting another power that requires concentration. You lose concentration on a power if you cast another power that requires concentration. You can’t concentrate on two powers at once.
  • Taking damage. Whenever you take damage while you are concentrating on a power, you must make a Constitution saving throw to maintain your concentration. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an arrow and a dragon’s breath, you make a separate saving throw for each source of damage.
  • Being incapacitated or killed. You lose concentration on a power if you are incapacitated or if you die.

The MM might also decide that certain environmental phenomena, such as a wave crashing over you while you’re on a storm-tossed ship, require you to succeed on a DC 10 Constitution saving throw to maintain concentration on a power.

TARGETS

A typical power requires you to pick one or more targets to be affected by the power. A power’s description tells you whether the power targets creatures, objects, or a point of origin for an area of effect (described below).

Unless a power has a perceptible effect, a creature might not know it was targeted by a power at all. An effect like crackling lightning is obvious, but a more subtle effect, such as an attempt to read a creature’s thoughts, typically goes unnoticed, unless a power says otherwise.

A CLEAR PATH TO THE TARGET

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 point that you can’t see and an obstruction, such as a wall, is between you and that point, the point of origin comes into being on the near side of that obstruction.

TARGETING YOURSELF

If a power targets a creature of your choice, you can choose yourself, unless the creature must be hostile or specifically a creature other than you. If you are in the area of effect of a power you cast, you can target yourself.

AREAS OF EFFECT

Powers such as burning hands and cone of cold cover an area, allowing them to affect multiple creatures at once.

A power’s description specifies its area of effect, which typically has one of five different shapes: cone, cube, cylinder, line, or sphere. Every area of effect has a point of origin, a location from which the power’s energy erupts. The rules for each shape specify how you position its point of origin. Typically, a point of origin is a point in space, but some powers have an area whose origin is a creature or an object.

A power’s effect expands in straight lines from the point of origin. If no unblocked straight line extends from the point of 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 lines, an obstruction must provide total cover.

CONE

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 to that point’s distance from the point of origin. A cone’s area of effect specifies its maximum length.

A cone’s point of origin is not included in the cone’s area of effect, unless you decide otherwise.

CUBE

You select a cube’s point of origin, which lies anywhere on a face of the cubic effect. The cube’s size is expressed as the length of each side.

A cube’s point of origin is not included in the cube’s area of effect, unless you decide otherwise.

CYLINDER

A cylinder’s point of origin is the center of a circle of a particular radius, as given in the power description. The circle must either be on the ground or at the height of the


power effect. The energy in a cylinder expands in straight lines from the point of origin to the perimeter of the circle, forming the base of the cylinder. The power’s effect then shoots up from the base or down from the top, to a distance equal to the height of the cylinder.

A cylinder’s point of origin is included in the cylinder’s area of effect.

LINE

A line extends from its point of origin in a straight path up to its length and covers an area defined by its width.

A line’s point of origin is not included in the line’s area of effect, unless you decide otherwise.

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.

POWER SAVING THROWS

Many powers specify that a target can make a saving throw to avoid some or all of a power’s effects. The power specifies the ability that the target uses for the save and what happens on a success or failure.

The DC to resist one of your powers equals 8 + your power ability modifier + your proficiency bonus + any special modifiers.

POWER ATTACK ROLLS

Some powers require the user to make an attack roll to determine whether the power effect hits the intended target. Your attack bonus with a power attack equals your power ability modifier + your proficiency bonus.

Most powers that require attack rolls involve ranged attacks. Remember that you have disadvantage on a ranged attack roll if you are within 5 feet of a hostile creature that can see you and that isn’t incapacitated.

COMBINING POWER EFFECTS

The effects of different powers add together while the durations of those powers overlap. The effects of the same power manifested multiple times don’t combine, however. Instead, the most potent effect—such as the highest bonus—from those simultaneous powers applies while their durations overlap. Or the most recent effect applies if the powers are equally potent and their durations overlap.

For example, if two mystics cast bless on the same target, that character gains the spell’s benefit only once; he or she doesn’t get to roll two bonus dice.

POWER DESCRIPTIONS

The powers are presented in alphabetical order.

ABSORB ELEMENTS

basic-level


  • Manifesting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
  • Range: Self
  • Components: S
  • Duration: 1 round

The power captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn or deal damage of the triggering damage type, the target takes an extra 1d6 damage of the triggering type, and the power ends.

At Higher Energy Levels. When you manifest this power using a higher energy level, the extra damage increases by 1d6 for each energy level above its normal.

AID

weak-level


  • Manifesting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 8 hours

Your power bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration.

At Higher Energy Levels. When you manifest this power using a higher energy level, a target’s hit points increase by an additional 5 for each energy level above its normal.

ALACRITY

simple-level


  • Manifesting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 hour

You touch a creature. The target’s speed increases by 10 feet until the power ends.

At Higher Energy Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

ALARM

simple-level (ritual)


  • Manifesting Time: 1 minute
  • Range: 30 feet
  • Components: V, S, R (a tiny bell and a piece of fine silver wire)
  • Duration: 8 hours

You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the power ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you manifest the power, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is mental or audible.

A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.

An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.

ALTER REALITY

legendary-level


  • Manifesting Time: 1 action
  • Range: Self
  • Components: V or S
  • Duration: Instantaneous

Altery Reality is the mightiest power a mortal creature can manifest. By simply speaking aloud or making a physical gesture with one's hand, you can alter the very foundations of reality in accord with your desires.

The basic use of this power is to duplicate any other powers of 8th level or lower. You don’t need to meet any requirements in that power, including costly components. The power simply takes effect.

Alternatively, you can create one of the following effects of your choice:

  • You create one object of up to $1,000,000 in value that isn’t a magic or enhanced item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground.
  • You allow up to twenty creatures that you can see to regain all hit points, and you end all effects on them described in the greater restoration power.
  • You grant up to ten creatures that you can see resistance to a damage type you choose.
  • You grant up to ten creatures you can see immunity to a single power or other power's effect for 8 hours. For instance, you could make yourself and all your companions immune to a lich’s life drain attack.
  • You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, an alter reality power could undo an opponent’s successful save, a foe’s critical hit, or a friend’s failed save. You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll.

You might be able to achieve something beyond the scope of the above examples. State your wish to the MM as precisely as possible. The MM has great latitude in ruling what occurs in such an instance; the greater the attempt to alter reality, the greater the likelihood that something goes wrong. This power might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded your

desire for the alteration of reality. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive,effectively removing you from the game. Similarly, altering reality for a legendary magic item or artifact might instantly transport you to the presence of the item’s current owner.

The stress of manifesting this spell to produce any effect other than duplicating another powerweakens you. After enduring that stress, each time you manifest a power until you finish a long rest, you take 1d10 necrotic damage per energy level of that power from simple-level and on. This damage can’t be reduced or prevented in any way. In addition, your Strength drops to 3, if it isn’t 3 or lower already, for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast alter reality ever again if you suffer this stress.

ALTER SELF

weak-level


  • Manifesting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You assume a different form. When you use this power, choose one of the following options, the effects of which last for the duration of the power. While the power lasts, you can end one option as an action to gain the benefits of a different one.

Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.

Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another humanoid species, such as a human to shi'ar, though none of your statistics change. You also can’t appear as a creature of a different size than you, and your basic shape stays the same; if you’re bipedal, you can’t use this spell to become quadrupedal, for instance. At any time for the duration of the power, you can use your action to change your appearance in this way again.

Natural Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is enhanced and you have a +1 bonus to the attack and damage rolls you make using it.

ANIMAL FRIENDSHIP

simple-level (ritual)


  • Manifesting Time: 1 action
  • Range: 30 feet
  • Components: V, S, R (a morsel of food)
  • Duration: 24 hours

This power lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the power fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the power's duration. If you or one of your companions harms the target, the power ends.

At Higher Energy Levels. When you manifest this power using a higher energy level, you can affect one additional beast for each energy level above its normal.

ANIMAL MESSENGER

weak-level (ritual)


  • Manifesting Time: 1 action
  • Range: 30 feet
  • Components: V, S, R (a morsel of food)
  • Duration: 24 hours

By means of this power, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as "a man or woman dressed in the uniform of the town guard" or "a red-haired dwarf wearing a pointed hat." You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals.

When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn’t reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell.

At Higher Energy Levels. When you manifest this power using a higher energy level,, the duration of the spell increases by 48 hours for each energy level above its normal.

ANIMAL SHAPES

epic-level


  • Manifesting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 24 hours

Your power turns others into beasts. Choose any number of willing creatures that you can see within range. You transform each target into the form of a Large or smaller beast with a challenge rating of 4 or lower. On subsequent turns, you can use your action to transform affected creatures into new forms.

The transformation lasts for the duration for each target, or until the target drops to 0 hit points or dies. You can choose a different form for each target. A target’s game statistics are replaced by the statistics of the chosen beast, though the target retains its alignment and Intelligence, Wisdom, and Charisma scores. The target assumes the hit points of its new form, and when it reverts to its normal form, it returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s

normal form to 0 hit points, it isn’t knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak or manifest powers.

The target’s gear melds into the new form. The target can’t activate, wield, or otherwise benefit from any of its equipment.

ANIMATE DEAD

adept-level


  • Manifesting Time: 1 minute
  • Range: 10 feet
  • Components: V, S
  • Duration: Instantaneous

This power creates an Undead servant. Choose a pile of bones or a corpse of a Medium or Small Humanoid within range. Your power imbues the target with a foul mimicry of life, raising it as an Undead creature. The target becomes a Skeleton if you chose bones or a Zombie if you chose a corpse (the MM has the creature's game statistics).

On each of your turns, you can use a bonus Action to mentally Command any creature you made with this power if the creature is within 60 feet of you (if you control multiple Creatures, you can Command any or all of them at the same time, issuing the same Command to each one). You decide what Action the creature will take and where it will move during its next turn, or you can issue a general Command, such as to guard a particular Chamber or corridor. If you issue no commands, the creature only defends itself against Hostile Creatures. Once given an order, the creature continues to follow it until its task is complete.

The creature is under your control for 24 hours, after which it stops obeying any Command you've given it. To maintain the control of the creature for another 24 hours, you must use this power on the creature again before the current 24-hour period ends. This use of the power reasserts your control (and refreshes the duration) over up to four Creatures you have animated with this power, rather than animating a new one.

At Higher Energy Levels. When you manifest this power using a higher energy level, you animate or reassert control over two additional Undead Creatures for each energy level above its normal. Each of the Creatures must come from a different corpse or pile of bones.

ANIMATE OBJECTS

strong-level


  • Manifesting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can’t animate any object larger than Huge. Each target animates and becomes a creature under your control until the power ends or until reduced to 0 hit points.

As a bonus action, you can mentally command any creature you made with this power if the creature is within 500 feet of you (if you control multiple creatures, you can


command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, thecreature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

ANIMATED OBJECT STATISTICS
Size HP Defense Attack Str Dex
Tiny 20 18 +8 to hit, 1d4 + 4 damage 4 18
Small 25 16 +6 to hit, 1d8 + 2 damage 6 14
Medium 40 13 +5 to hit, 2d6 + 1 damage 10 12
Large 50 10 +6 to hit, 2d10 + 2 damage 14 10
Huge 80 10 +8 to hit, 2d12 + 4 damage 18 6

An animated object is a construct with defense, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.

If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The MM might rule that a specific object inflicts slashing or piercing damage based on its form.

At Higher Energy Levels. When you manifest this power using a higher energy level, you can animate two additional objects for each energy level above its normal.

ANTILIFE SHELL

strong-level


  • Manifesting Time: 1 action
  • Range: Self (10-foot radius)
  • Components: V, S
  • Duration: Concentration, up to 1 hour

A shimmering barrier extends out from you in a 10- foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration.

The barrier prevents an affected creature from passing or reaching through. An affected creature can manifest powers or make attacks with ranged or reach weapons through the barrier.

If you move so that an affected creature is forced to pass through the barrier, the power ends.

ANTIPATHY/SYMPATHY

epic-level


  • Manifesting Time: 1 hour
  • Range: 60 feet
  • Components: V, S
  • Duration: 10 days

This power attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as mutants, birds, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura’s effect.

Antipathy. The power causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can’t see the target. If the creature moves more than 60 feet from the target and can’t see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it.

Sympathy. The power causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can’t willingly move away from the target.

If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below.

Ending the Effect. If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as unnatural. In addition, a creature affected by the power is allowed another Wisdom saving throw every 24 hours while the power persists.

A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again.

ARCANE LOCK

weak-level


  • Manifesting Time: 1 action
  • Range: Touch
  • Components: V, S, O (a pinch of gold dust, which the power consumes)
  • Duration: Until dispelled

You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you manifest this power


can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this power for 1 minute. Otherwise, it is impassable until it is broken or the power is dispelled or suppressed.

While affected by this power, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 20.

ARMOR

simple-level


  • Manifesting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 8 hours

You touch a willing creature, and a protective supernatural force surrounds it until the power ends. The target gains a special Supernatural Armor Defense equal to 13 + its Dexterity modifier. The target must use this defense and if it attempts to use another defense the power ends.

ASTRAL PROJECTION

legendary-level


  • Manifesting Time: 1 hour
  • Range: 10 feet
  • Components: V, S, O (for each creature you affect with this power, you must provide one gemstone worth at least $1,000 and one ornately carved bar of silver worth at least $100, all of which the power consumes)
  • Duration: Special

You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the power fails and is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation; it doesn’t need food or air and doesn’t age.

Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is that others can engage in psychic battles with you if they are present.

Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane or dimension. If you enter a new plane or return to the plane you were on when manifesting this power, your body and possessions are transported, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it. The exception to this is if someone engages in a psychic battle with you and the effects from that may spill over into your material body.

The power ends for you and your companions when you use your action to dismiss it. When the power ends, the affected creature returns to its physical body, and it awakens.

The power might also end early for you or one of your companions. A successful dispel magic power used against an astral or physical body ends the power for that creature. If a creature’s original body or its astral form drops to 0 hit points, the power ends for that creature. If a participant in a psychic battle reduces a creature to 0 hit points under the effects of this power and uses the evict Resolve action, they are sent back to the physical body and the power ends for them.

If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points.

ASTRAL STRIKE

strong-level


  • Manifesting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: 1 hour

You can send yourself or another target into the Astral Plane with a concerted strike. You can target yourself, a willing creature, or make a melee power attack against a target within 5 feet of you. The target must make a Charisma saving throw if it is unwilling. On a failure, they project their astral body into the Astral Plane (the power fails and is wasted if you arealready on that plane). The material body of the


target (hence referred to as 'you') left behind is unconscious and in a state of suspended animation; it doesn’t need food or air and doesn’t age.

Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is that others can engage in psychic battles with you if they are present. This power allows you to remain partially present in the material world so that others see you while you are on the Astral Plane. As a bonus action, you can suppress your visibility to others that are not on the Astral Plane.

Your astral form can freely travel through the Astral Plane but cannot pass through portals there leading to any other plane or dimension. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it. The exception to this is if someone engages in a psychic battle with you and the effects from that may spill over into your material body.

The power can end early if the one who manifested it uses a bonus action to dismiss the power. Otherwise, when the power ends, the affected creature returns to its physical body, and it awakens.

A successful dispel magic power used against an astral or physical body ends the power for that creature. If a creature’s original body or its astral form drops to 0 hit points, the power ends for that creature. If a participant in a psychic battle reduces a creature to 0 hit points under the effects of this power and uses the evict Resolve action, they are sent back to the physical body and the power ends for them.

AUGURY

weak-level (ritual)


  • Manifesting Time: 1 minute
  • Range: Self
  • Components: V, S, O (specially marked sticks, bones, or similar tokens worth at least $25)
  • Duration: Instantaneous

By manifesting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The MM chooses from the following possible omens:

  • Weal, for good results
  • Woe, for bad results
  • Weal and woe, for both good and bad results
  • Nothing, for results that aren’t especially good or bad

The power doesn’t take into account any possible circumstances that might change the outcome, such as the manifesting of other powers or the loss or gain of a companion.

If you use this power two or more times before completing your next long rest, there is a cumulative 25 percent chance for each use after the first that you get a random reading. The MM makes this roll in secret.

AURA OF LIFE

potent-level


  • Manifesting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V or S
  • Duration: Concentration, up to 10 minutes

Life-preserving energy radiates from you in an aura with a 30-foot radius. Until the power ends, the aura moves with you, centered on you. Each non-hostile creature in the aura (including you) has resistance to necrotic damage, and its hit point maximum can’t be reduced. In addition, a non-hostile, living creature regains 1 hit point when it starts its turn in the aura with 0 hit points.

AURA OF PURITY

potent-level


  • Manifesting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V or S
  • Duration: Concentration, up to 10 minutes

Purifying energy radiates from you in an aura with a 30-foot radius. Until the power ends, the aura moves with you, centered on you. Each non-hostile creature in the aura (including you) can’t become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause any of the following conditions: blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned.

AURA OF VITALITY

adept-level


  • Manifesting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V or S
  • Duration: Concentration, up to 1 minute

Healing energy radiates from you in an aura with a 30-foot radius. Until the power ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.

AWAKEN

strong-level


  • Manifesting Time: 8 hours
  • Range: Touch
  • Components: V, S, O (an uncut gemstone worth at least $1,000, which the power consumes)
  • Duration: Instantaneous

After spending the manifesting time tracing pathways within a precious gemstone, you touch a Huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human’s. Your MM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree.

The awakened beast or plant is charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed.

BANDS OF BEDEVILMENT

adept-level


  • Manifesting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

Choose a target that you can see within range. The target must succeed on a Charisma saving throw or paralyzed for the duration as mystical bands restrain their physical and astral form. The target can talk, but they cannot manifest powers as the mystical energies suppress any supernatural phenomena while held by the bands.

In order to retain this power's effect for the maximum duration, you must hold the tethered bands as an action on each of your subsequent turns from manifesting this power. If you do not, the bands disappear at the end of your turn. If you move more than 30 feet away from the target, the power's effects end.

At Higher Energy Levels. When you manifest this power using a higher energy level, you can target one additional target for each energy level above its normal. The targets must be within 30 feet of you when you target them.

BARKSKIN

weak-level


  • Manifesting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You touch a willing creature. Until the spell power, the target’s skin has a rough, bark-like appearance, and the target’s Defense can’t be less than 16, regardless of what kind of armor it is wearing or defense it is using.

BASIC MAGIC

basic-level


  • Manifesting Time: 1 action
  • Range: 10 feet
  • Components: V, S
  • Duration: Up to 1 hour

This power is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • You instantaneously light or snuff out a candle, a torch, or a small campfire.
  • You instantaneously clean or soil an object no larger than 1 cubic foot.
  • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

If you manifest this power multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

BEACON OF HOPE

adept-level


  • Manifesting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

This power bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.

BEAST BOND

simple-level


  • Manifesting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The power fails if the beast’s Intelligence is 4 or higher. Until the power ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.

BEAST SENSE

weak-level (ritual)


  • Manifesting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: Concentration, up to 1 hour

You touch a willing beast. For the duration of the power, you can use your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses.

BESTOW QUEST

strong-level


  • Manifesting Time: 1 minute
  • Range: 60 feet
  • Components: V
  • Duration: 30 days

You place a command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can’t understand you is unaffected by the spell.

You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.

You can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it.

At Higher Energy Levels. When you manifest this power using a higher energy level, you can target one additional target for each energy level above its normal.

BLIGHT

potent-level


  • Manifesting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This power has no effect on undead or constructs.

If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the power deals maximum damage to it.

If you target a nonmagical plant that isn’t a creature, such as a tree or shrub, it doesn’t make a saving throw; it simply withers and dies.

At Higher Energy Levels. When you manifest this power using a higher energy level, the damage increases by 1d8 for each energy level above its normal.

BLINDNESS/DEAFNESS

weak-level


  • Manifesting Time: 1 action
  • Range: 30 feet
  • Components: V or S
  • Duration: 1 minute

You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the power ends.

At Higher Energy Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

BLUR

weak-level


  • Manifesting Time: 1 action
  • Range: Self
  • Components: V or S
  • Duration: Concentration, up to 1 minute

Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight, or can see through illusions, as with truesight.

BOLT OF FROST

basic-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

A frigid beam of blue-white light bolts toward a creature within range. Make a ranged power attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.

The power’s damage increases by 1d8 when your character level reaches 5th level (2d8), 11th level (3d8), and 17th level (4d8).

BOLTS OF BEDEVILMENT

supreme-level


  • Manifesting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

You send out the mystical bolts infused with the energy to banish or incinerate foes, depending upon their fortitude. Choose any number of creatures you can see within range. Each creature you chose that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points:

  • 50 hit points or fewer: deafened for 1 minute
  • 40 hit points or fewer: deafened and blinded for 10 minutes
  • 30 hit points or fewer: blinded, deafened, and stunned for 1 hour
  • 20 hit points or fewer: killed instantly

Regardless of its current hit points, if this power is used on a creature whose dimension of origin is not the current one this power is used in and it fails its save, the target is forced back to its dimension of origin (if it isn’t there already) and can’t return to your current plane for 24 hours by any means short of an alter reality power.

BOLTS OF BISHRU

supreme-level


  • Manifesting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

Seven mystical motes of energy appear and orbit your head until the power ends. You can use a bonus action to send one of the motes streaking toward one creature or object within 120 feet of you. When you do so, make a ranged power attack. On a hit, the target takes 4d12 mystical damage. Whether you hit or miss, the mote is expended. The power ends early if you expend the last mote. If you have four or more motes remaining, they shed bright light in a 30-foot radius and dim light for an additional 30 feet. If you have one to three motes remaining, they shed dim light in a 30—foot radius.

BONES OF THE EARTH

supreme-level


  • Manifesting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target ground under a creature if that creature is Medium or smaller. Each pillar has Defense of 5, Damage Immunity 5, and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10-foot radius. The rubble lasts until cleared.

If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save.

If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the power’s saving throw DC. On a success, the creature is no longer restrained and must either move off the pillar or fall off it.

At Higher Energy Levels. When you manifest this power using a higher energy level, you can create two additional pillars for each energy level above its normal.

BURNING HANDS

simple-level


  • Manifesting Time: 1 action
  • Range: Self (15-foot cone)
  • Components: V, S
  • Duration: Instantaneous

As you hold out your hands with thumbs and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

The fire ignites any flammable objects in the area that aren’t being worn or carried.

At Higher Levels. When you manifest this power using a higher energy level, the damage increases by 1d6 for each energy level above its normal.

BURST OF HEALING

strong-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains

hit points equal to 3d8 + your power ability modifier. This power has no effect on undead or constructs.

At Higher Levels. When you manifest this power using a higher energy level, the healing increases by 1d8 for each energy level above its normal.

CALL LIGHTNING

adept-level


  • Manifesting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range directly above you. The power fails if you can’t see a point in the air where the storm cloud could appear (for example, if you are in a room that can’t accommodate the cloud).

When you use this power, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the power ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.

If you are outdoors in stormy conditions when you use this power, the power gives you control over the existing storm instead of creating a new one. Under such conditions, the power’s damage increases by 1d10.

At Higher Levels. When you manifest this power using a higher energy level, the damage increases by 1d10 for each energy level above its normal.

CALM EMOTIONS

weak-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.

You can suppress any effect causing a target to be charmed or frightened. When this power ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.

Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a power or if it witnesses any of its friends being harmed. When the power ends, the creature becomes hostile again, unless the MM rules otherwise.

CATAPAULT

simple-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous

Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.

At Higher Levels. When you manifest this power using a higher energy level, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8,for each energy level above its normal.

CATNAP

adept-level


  • Manifesting Time: 1 action
  • Range: 30 feet
  • Components: V or S
  • Duration: 10 minutes

You make a calming gesture, and up to three willing creatures of your choice that you can see within range fall unconscious for the power’s duration. The power ends on a target early if it takes damage or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration, that target gains the benefit of a short rest, and it can’t be affected by this power again until it finishes a long rest.

CAUSE FEAR

simple-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Concentration, up to 1 minute

You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the power ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal. The creatures must be within 30 feet of each other when you target them.

CHAIN LIGHTNING

supreme-level


  • Manifesting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (a bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins)
  • Duration: Instantaneous

You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.

A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you manifest this power using a higher energy level, one additional bolt leaps from the first target to another target for each energy level above its normal.

CHAINS OF KRAKKAN

supreme-level


  • Manifesting Time: 1 action
  • Range: 10 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

You call upon the powers of Krakkan the Jailer to conjure physical chains to restrain adversaries. Choose one target creature within range and make a ranged power attack. The target creature is immediately restrained on a hit. You can choose an additional target creatures to restrain if within 5 feet of the previously hit target by making an additional ranged power attack and additional targets beyond that, so long as they are within range and you make a new ranged power attack for each one.

While a creature is restrained with this power, a target can use their action to try to break through by making a Strength (Athletics) check DC 20. On a success the power's effects end for only that target.

CHARM CREATURE

potent-level


  • Manifesting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 hour

You attempt to charm a creature you can see within range. It must make a Wisdom saving throw, and it does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the power ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the power ends, the creature knows it was charmed by you.

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal. The creatures must be within 30 feet of each other when you target them.

CHARM PERSON

simple-level


  • Manifesting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 hour

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the power ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the power ends, the creature knows it was charmed by you.

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal. The creatures must be within 30 feet of each other when you target them.

CHILLING AURA

simple-level


  • Manifesting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 hour

A protective chilling force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.

At Higher Levels. When you manifest this power using a higher energy level, both the temporary hit points and the cold damage increase by 5 for each energy level above its normal.

CIRCLE OF COSMOS

supreme-level


  • Manifesting Time: 1 reaction, which you take when you are hit by an attack or power that is originating from 10 feet away or more
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You summon forth a circle of cosmic energy that surrounds you as a protective, pink hued shield. The shield surrounds the area you occupy. Nothing—not physical objects, energy, or other power effects—can pass through the barrier, in or out, including the triggering attack, though a creature in the circle can breathe there. The circle is immune to all damage, and a creature or object inside can’t be damaged by attacks or effects originating from outside, nor can a creature inside the circle damage anything outside it.

The shield has a Defense of 10 and can be hit and targeted, though it is immune to damage. Each time the circle is struck by damage, including the triggering attack, it absorbs the energy dealt. For every 5 damage absorbed, you gain 1d8 cosmic energy, up to 12d8, which is your circle of cosmos' damage. As an action while concentrating on this power, you can end the circle's protective shield effect and transform the energy absorbed into a powerful cosmic blast, thus ending the power. As part of that action, a 10 foot in diameter cylinder with a range of 60 feet bursts from your hands with you as its point of origin. Creatures caught in the path of the blast take your circle of cosmos' damage. Each creature that takes this damage can make a Charisma saving throw. On a success, they halve the damage. On a failure, they take full damage and are stunned until the end of their next turn.

An alter reality power can dispel the shield, but the circle is immune to dispel magic effects and powers.

CIRCLE OF DEATH

powerful-level


  • Manifesting Time: 1 action
  • Range: 150 feet
  • Components: V, S, O (the powder of crushed black pearl worth at least $500)
  • Duration: Instantaneous

A sphere of negative energy ripples out in a 60-foot- radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you manifest this power using a higher energy level, the damage increases by 2d6 for each energy level above its normal.

CIRCLE OF OBLIVION

epic-level


  • Manifesting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

A swirling red ring appears and emits white hot energy in a

20-foot-radius sphere centered on a point within range. The ring emits bright light out to 30 feet and dim light out to 30 feet beyond that.

When the circle appears, each creature that starts its turn within the energy sphere of the ring must make a Constitution saving throw. A creature takes 10d8 necrotic damage on a failed save and is stunned until the beginning of their next turn, or half as much damage on a successful one. A creature must also make this saving throw when it enters the power’s area for the first time on a turn.

As an action, you can moves the ring 10 feet in a direction of your choice. This movement can exceed the range of the power, but you must see the point of origin you are moving the ring to in order to do so.

CLAIRVOYANCE

adept-level


  • Manifesting Time: 10 minutes
  • Range: 1 mile
  • Components: V, S, M (a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing)
  • Duration: Concentration, up to 10 minutes

You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can’t be attacked or otherwise interacted with.

When you use this power, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing.

A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.

COLOR SPRAY

simple-level


  • Manifesting Time: 1 action
  • Range: Self (15-foot cone)
  • Components: S
  • Duration: 1 round

A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can’t see).

Starting with the creature that has the lowest current hit points, each creature affected by this power is blinded until the end of your next turn. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

At Higher Levels. When you manifest this power using a higher energy level, roll an additional 2d10 for each energy level above its normal.

COMMAND

simple-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: 1 round

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The power has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it.

Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the MM determines how the target behaves. If the target can’t follow your command, the power ends.

Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

Drop. The target drops whatever it is holding and then ends its turn.

Flee. The target spends its turn moving away from you by the fastest available means.

Grovel. The target falls prone and then ends its turn.

Halt. The target doesn’t move and takes no actions.

A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

At Higher Levels. When you manifest this power using a higher energy level, you can affect one additional creature for each energy level above its normal. The creatures must be within 30 feet of each other when you target them.

COMMUNE WITH NATURE

strong-level (ritual)


  • Manifesting Time: 1 minute
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the power gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The power doesn’t function where nature has been replaced by construction, such as in cities and towns.

You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:

  • terrain and bodies of water
  • prevalent plants, minerals, animals, or peoples
  • powerful extra-dimensional beings
  • influence from other planes or dimensions of existence
  • buildings

For example, you could determine the location of powerful creature from the Dark Dimension in the area, the location of major sources of safe drinking water, and the location of any nearby cities or towns.

COMPELLED DUEL

simple-level


  • Manifesting Time: 1 bonus action
  • Range: 30 feet
  • Components: V
  • Duration: Concentration, up to 1 minute

You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this power doesn’t restrict the target’s movement for that turn.

The power ends if you attack any other creature, if you use a power that targets a hostile creature other than the target, if a creature friendly to you damages the target or uses a harmful power on it, or if you end your turn more than 30 feet away from the target.

COMPREHEND LANGUAGES

simple-level (ritual)


  • Manifesting Time: 1 action
  • Range: Self
  • Components: V, S, R (a pinch of soot and salt)
  • Duration: 1 hour

For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

This power doesn’t decode secret messages in a text or a glyph, such as a mystic or occult sigil, that isn’t part of a written language.

COMPULSION

potent-level


  • Manifesting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can’t be charmed. On a failed save, a target is affected by this power. Until the power ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving throw to try to end the effect.

A target isn’t compelled to move into an obviously deadly hazard, such as a fire pit, but it will provoke opportunity attacks to move in the designated direction.

CONE OF COLD

strong-level


  • Manifesting Time: 1 action
  • Range: Self (60-foot cone)
  • Components: V, S, M (a small crystal or glass cone)
  • Duration: Instantaneous

A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one.

A creature killed by this spell becomes a frozen statue until it thaws.

At Higher Levels. When you manifest this power using a higher energy level, the damage increases by 1d8 for each energy level above its normal.

CONFIDENCE

basic-level


  • Manifesting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You touch one willing creature. Once before the power ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The power then ends.

CONFUSION

potent-level


  • Manifesting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

This power assaults and twists creatures’ minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you use this power or be affected by it.

An affected target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.

d10 Behavior
1 The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn.
2–6 The creature doesn’t move or take actions this turn.
7–8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
9–10 The creature can act and move normally.

At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

At Higher Levels. When you manifest this power using a higher energy level, the radius of the sphere increases by 5 feet for each energy level above its normal.

CONJURED CRYSTAL OF CYTTORAK

powerful-level


  • Manifesting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 year

This power invokes Cyttorak and the Crimson Cosmos to forge a protective enclosure around you shaped like a crystal. Creatures other than you are immediately hedged out of the space you occupy when you use this power as you are surrounded by a glowing pink-hued crystal. The crystal has resistance to all damage types except for psychic and cosmic


damage and 10 Defense, 20 Damage Immunity, and 20 Hit Points. While you are within the crystal, you do not age, nor do you need to breathe, drink, eat, or sleep as you exist in a suspended state. While within the crystal, you cannot be targetting by attacks or powers, including psionic attacks such as someone initiating a psychic battle. You can talk and perform actions, but you cannot interact or affect anyone or anything outside of the crystal, though if they are within 10 feet they can hear you speak. Undead creatures cannot affect, damage, or harm the crystal in any way. If you use this power while you are on the Astral Plane, only cosmic and psychic damage can damage the crystal.

Cyttorak demands a heavy price for invoking his name, however, in order to be released. As an action, you can dismiss the crystal by making an Intelligence, Wisdom, or Charisma saving throw DC 20. On a success, the crystal shatters and the power ends. Otherwise the crystal shatters and releases you when the power's duration expires. Once you attempt to shatter the crystal yourself, you cannot do so until you finish a short or long rest in which you do nothing but rest or light activity. The crystal leaves behind no trace of itself if it is in the Astral Plane when it shatters, otherwise it leaves behind seemingly normal crystal shards like that found on Earth.

CONJURER'S SPHERE

potent-level


  • Manifesting Time: 1 action or 1 reaction from taking mystical damage
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You can trap beings in a sphere of containment, potentially banishing them back to their dimension. Choose one target that is native to a different plane of existence or dimension other than the one you’re on. The target must succeed on a Charisma saving throw or be contained within the mystical sphere. The target is contained with a faint popping noise and is stunned while affected by the power. If the power ends before 1 minute has passed, the effect ends. Otherwise, the target is banished back to their native dimension or plane of existence, unable to return for at least 24 hours.

If you use this power as a reaction, you reshape the mystical energies thrown at you and can instead target any creature, even those on native to your current plane of existence or dimension. If you do, the target can end the power's effect by repeating their saving throw at the end of each of their turns and, after the 1 minute, the power's effect ends.

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

CONTAGION

strong-level


  • Manifesting Time: 1 action
  • Range: Touch
  • Component: V, S
  • Duration: 7 days

Your touch inflicts disease. Make a melee power attack against a creature within your reach. On a hit, the target is poisoned.

At the end of each of the poisoned target’s turns, the target must make a Constitution saving throw. If the target succeeds on three of these saves, it is no longer poisoned, and the power ends. If the target fails three of these saves, the target is no longer poisoned, but choose one of the diseases below. The target is subjected to the chosen disease for the power’s duration.

Since this power induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease’s effects apply to it.

Blinding Sickness. Pain grips the creature’s mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.

Filth Fever. A raging fever sweeps through the creature’s body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.

Flesh Rot. The creature’s flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.

Mindfire. The creature’s mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion power during combat.

Seizure. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.

Slimy Doom. The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.

CONTINUAL FLAME

weak-level


  • Manifesting Time: 1 action
  • Range: Touch
  • Components: V, S, O (ruby dust $50, which the power consumes)
  • Duration: Until dispelled

A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn’t use oxygen. A continual flame can be covered or hidden but not smothered or quenched.

CONTROL FLAMES

simple-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous or 1 hour

You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:

  • You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
  • You instantaneously extinguish the flames within the cube.
  • You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
  • You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.

If you use this power multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

CONTROL WATER

potent-level


  • Manifesting Time: 1 action
  • Range: 300 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

Until the power ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you use this power. As an action on your turn, you can repeat the same effect or choose a different one.

Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land.

If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave’s path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.

The water level remains elevated until the power ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.

Part Water. You cause water in the area to move apart and create a trench. The trench extends across the power’s area, and the separated water forms a wall to either side. The trench remains until the power ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.

Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the power’s area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the power ends or you choose a different effect.

Whirlpool. This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your power save DC.

When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the power ends. On a successful save, the creature takes half damage, and isn’t caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so.

The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex.

CONTROL WEATHER

epic-level


  • Manifesting Time: 10 minutes
  • Range: Self (5-mile radius)
  • Components: V, S, M (burning incense and bits of earth and wood mixed in water)
  • Duration: Concentration, up to 8 hours

You take control of the weather within 5 miles of you for the duration. You must be outdoors to use this power. Moving to a place where you don’t have a clear path to the sky ends the power early.

When you manifest the power, you change the current weather conditions, which are determined by the MM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the power ends, the weather gradually returns to normal.

When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.

PRECIPITATION
Stage Condition
1 Clear
3 Overcast or ground fog
5 Torrential rain, driving hail, or blizzard
TEMPERATURE
Stage Condition
1 Unbearable heat
3 Warm
5 Cold
WIND
Stage Condition
1 Calm
2 Moderate wind
3 Strong wind
4 Gale
5 Storm

CONTROL WINDS

strong-level


  • Manifesting Time: 1 action
  • Range: 300 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you manifest the power. The effect lasts for the power’s duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you’ve halted.

  • Gusts. A wind picks up within the cube, continually blowing in a horizontal direction that you choose. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that pass through it or that are made against targets within the cube have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved unless they have Superhuman Strength III or higher.
  • Downdraft. You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls. A creature must make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone.
  • Updraft. You cause a sustained updraft within the cube, rising upward from the cube’s bottom edge. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal.

CREATE BONFIRE

basic-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You create a bonfire on ground that you can see within range. Until the power ends, the bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the power must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it enters the bonfire’s space for the first time on a turn or ends its turn there.

The power’s damage increases by 1d8 when your character level reaches 5th level (2d8), 11th level (3d8), and 17th level (4d8).

CREATE OR DESTROY WATER

simple-level


  • Manifesting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

You either create or destroy water.

Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.

Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.

At Higher Levels. When you manifest this power using a higher energy level, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each energy level above its normal.

CREATE UNDEAD

powerful-level


  • Manifesting Time: 1 minute
  • Range: 10 feet
  • Components: V, S, O (one clay pot filled with grave dirt, one clay pot filled with brackish water, and one black onyx stone worth at least $150 for each corpse)
  • Duration: Instantaneous

You can use this power only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (The MM has game statistics for these creatures.)

As a bonus action on each of your turns, you can mentally command any creature you animated with this power if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues


to follow it until its task is complete.

The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must use this power on the creature before the current 24-hour period ends. This use of the power reasserts your control over up to three creatures you have animated with this power, rather than animating new ones.

At Higher Levels. When you use this power using at the supreme energy level, you can animate or reassert control over four ghouls. When you use this power using an epic energy level, you can animate or reassert control over five ghouls or two ghasts or wights. When you use this power with a legendary energy level, you can animate or reassert control over six ghouls, three ghasts or wights, or two mummies.

CRIMSON BANDS OF CYTTORAK

epic-level


  • Manifesting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You invoke Cyttorak and summon his crimson bands. While you are concentrating on this power, you can use a bonus action or action to send out a crimson band to one target within 60 feet that you can see. The band latches onto them and they are immediately under one of the effects below:

  • Disarming Bands. One of the target's hands are held. They do not drop what they are carrying, but they cannot use or manipulate that hand or arm or what they are carrying or wielding in it.
  • Grappling Bands. The target is grappled. As an action on their turn, the target can make a Strength saving throw DC 25 to be able to move 10 feet.
  • Restraining Bands. The target is restrained. As an action on their turn, the target can make a Strength Saving throw DC 25 to be able to move 10 feet.

If the target somehow manages to move 60 feet away from you the band that is holding them snaps and the effect ends. A target can also use an action to roll a Strength (Athletics) check. On a 30 or higher Cytorrak is impressed and any bands holding them snaps and breaks. On a 25 or higher, the target can pull you towards them up to 10 feet.

At Higher Levels. When you manifest this power using a legendary energy level, you can target up to three creatures (or hands) when you attempt to disarm, grapple, or restrain a creature.

CRIMSON CIRCLE OF CYTTORAK

epic-level


  • Manifesting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute

You invoke Cyttorak and summon his Crimson Circle, a powerful circle of magic that enhances its user. Mystical red bands of power and circles infuse you as you gain the following effects:

  • You can use a power you know if you know it from a mystical powerset or as a spell as an action, even if the time to cast the spell is normally greater than 1 action. If you do so, you take 1d4 necrotic damage for each point of energy it cost to cast the spell, as Cyttorak enacts his vengeance upon those who invoke such power. This damage cannot be reduced or resisted in any way. The spells you cast in this way must be spells you have prepared or know, and you must have any objects required for the spell if the spell requires any.
  • Spells you cast that have an effect within 30 feet of you are empowered. If you deal damage (or heal a creature or object) with a spell while empowered from the circle, it deals an extra 3d8 damage (or heals that much) of its normal damage type.
  • You can end duration of this power immediately and cast forcecage, even if you do not know the spell or power, as an action, and you do not need ruby dust to do so.

CRIMSON CRYSTALS OF CYTTORAK

powerful-level


  • Manifesting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You invoke Cyttorak and summon shards of crimson crystals from the Crimson Cosmos. 50 small, tiny red shards form around you. While concentrating on this power, you can do the following:

  • As a bonus action, you can fuse 10 crystals together to form a shield. This shield grants you +5 defense while concentrating on this power. If you take damage while this shield is active, it shatters and reduces that damage by 10. If this reduction would reduce the damage to 0, you instead take no damge and the shield remains.
  • As an action, you can send 10 crystals towards a target you can see within 60 feet of you. The target takes 10d4 cosmic damage. If the target is behind half cover, it only takes 8d4 damage. If it is behind three-fourths cover, it only takes 6d4 damage.
  • As an action, you can burst out 20 crystal shards to harm those around you. Creatures within 10 feet of you must make a Dexterity saving throw, taking 10d4 cosmic damage on a failed save and half, rounded down, on a success.

When you roll for damage using this power, add up only your rolls of 2, 3, and 4 for each d4 to calculate damage against targets. Each 1 you roll is cosmic damage you take, as Cytorrak enacts his toll for invoking him.

At the end of this power's duration, if you have crystals left over that you did not use as an action or bonus action, they become shards of a ruby worth $50 a piece that fall to the floor. Those who make an Occult (Intelligence) roll DC 20 know they are crimson shards of the red crystals of Cytorrak.

At Higher Levels. When you manifest this power using a higher energy level, you increase the number of shards you form by 10 for each energy level above its normal.

CRUSHING FORCE

potent-level


  • Manifesting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

A 20-foot-radius sphere of crushing force forms at a point you can see within range and tugs at the creatures there. Each creature in the sphere must make a Constitution saving throw. On a failed save, the creature takes 5d10 force damage, and is pulled in a straight line toward the center of the sphere, ending in an unoccupied space as close to the center as possible (even if that space is in the air). On a successful save, the creature takes half as much damage and isn't pulled.

At Higher Levels. When you manifest this power using a higher energy level, the damage increases by 1d10 for each energy level above its normal.

CRYSTAL OF VYHAGH AR

strong-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

The light of dawn shines within a tiny crystal that materializes in between your hands. Choose a location within range. Until the power ends, a 30-foot-radius, 40-foot-high cylinder of bright light glimmers there. This light is sunlight. When the cylinder appears, each creature in it must make a Constitution saving throw, taking 2d10 fire damage and 2d10 cosmic damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw whenever it ends its turn in the cylinder. If you’re within 60 feet of the cylinder, you can move it up to 60 feet as a bonus action on your turn as you use the summoned crystal to move the radiant light.

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

CURE WOUNDS

simple-level


  • Manifesting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

A creature you touch regains a number of hit points equal to 1d8 + your powerusing ability modifier. This power has no effect on undead or constructs.

At Higher Levels. When you manifest this power using a higher energy level, the healing increases by 1d8 for each energy level above its normal.

DAGGERS OF DAVEROTH

weak-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the power’s area for the first time on a turn or starts its turn there.

At Higher Levels. When you manifest this power using a higher energy level, the damage increases by 2d4 for each energy level above its normal.

DANCING LIGHTS

basic-level


  • Manifesting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You create up to four torch-sized lights within range, making


them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10- foot radius.

As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this power, and a light winks out if it exceeds the power’s range.

DANSE MACABRE

strong-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour

Threads of dark power leap from your fingers to pierce up to five Small or Medium corpses you can see within range. Each corpse immediately stands up and becomes undead. You decide whether it is a zombie or a skeleton (your MM has the statistics for zombies and skeletons), and it gains a bonus to its attack and damage rolls equal to your power ability modifier. You can use a bonus action to mentally command the creatures you make with this power, issuing the same command to all of them. To receive the command, a creature must be within 60 feet of you. You decide what action the creatures will take and where they will move during their next turn, or you can issue a general command, such as to guard a chamber or passageway against your foes. If you issue no commands, the creatures do nothing except defend themselves against hostile creatures. Once given an order, the creatures continue to follow it until their task is complete.

The creatures are under your control until the power ends, after which they become inanimate once more.

At Higher Levels. When you manifest this power using a higher energy level, you animate up to two additional corpses for each energy level above its normal.

DARK VISION

weak-level


  • Manifesting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 8 hours

You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.

DAYLIGHT

adept-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 hour

A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.

If you chose a point on an object you are holding or one that isn’t being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.

If any of this power’s area overlaps with an area of darkness created by a power of 3rd level or lower, the power that created the darkness is suppressed.

DEATH KNELL

basic-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.

The power’s damage increases by 1d8 when your character level reaches 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).

DEMIDIMENSION

epic-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: 1 hour

You create a mystical door on a flat solid surface that you can see within range. The door is large enough to allow Medium creatures to pass through unhindered. When opened, the door leads to a demidimension that appears to be an empty room 30 feet in each dimension, made of wood or stone. When the power ends, the door disappears, and any creatures or objects inside the demidimension remain trapped there, as the door also disappears from the other side.

Each time you use this power, you can create a new demidimension, or have the mystical door connect to a demidimension you created with a previous using of this power. Additionally, if you know the nature and contents of a demidimension created by a using of this power by another creature, you can have the shadowy door connect to its demiplane instead.

Once you create a demidimension using this power, you can expend 1 energy as an action to send an object that can be held in one or both of your hands to a demidimension of your making. To draw out an item or object sent to a demidimension you made, you can expend 1 energy as an action again. These actions can be done even after the duration of this power and even if you do not have the demidimension power prepared.

DEMON-CLAWS OF DENAK

strong-level


  • Manifesting Time: 10 minutes
  • Range: 120 feet

  • Components: V, S
  • Duration: Concentration, up to 1 minute

You invoke Denak and summon two fiery demon-claws to assault your opponents and bring them to you. You create two large burning claws in unoccupied spaces that you can see within range. The claws last for the power’s duration, and it moves at your command, mimicking the movements of your own hand.

The claws are an object that has 20 Defense and hit points equal to your hit point maximum. If it drops to 0 hit points, the power ends. They have a Strength of 26 (+8) and a Dexterity of 10 (+0). The claws do not fill its space.

When you use the power and as a bonus action on your subsequent turns, you can move two claws up to 60 feet and then cause one of the following effects with it.

  • Clenched Claw. The claw strikes one creature or object within 5 feet of it. Make a melee spell attack for the claw using your game statistics. On a hit, the target takes 2d8 fire damage and 1d8 slashing damage.
  • Forceful Claw. The claw attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the claw’s Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the claw pushes the target up to 5 feet plus a number of feet equal to five times your power ability modifier. The claw moves with the target to remain within 5 feet of it.
  • Grasping Claw. The claw attempts to grapple a Huge or smaller creature within 5 feet of it. You use the claw’s Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the claw is grappling the target, you can use a bonus action to have the claw crush it. When you do so, the target takes 2d6 bludgeoning and 1d6 fire damage.
  • Interposing Claw. The claw interposes itself between you and a creature you choose until you give the claw a different command. The claw moves to stay between you and the target, providing you with half cover against the target. The target can’t move through the claw’s space if its Strength score is less than or equal to the claw’s Strength score. If its Strength score is higher than the claw’s Strength score, the target can move toward you through the claw’s space, but that space is difficult terrain for the target.

At Higher Levels. When you manifest this power using a higher energy level, you summon an additional claw each energy level above its normal.

DETECT MAGIC

simple-level (ritual)


  • Manifesting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn the general


intent of the magic, if any, such as the school or type (i.e. illusions, destructive, protective, etc.).

The power can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

DETECT POISON & DISEASE

simple-level (ritual)


  • Manifesting Time: 1 action
  • Range: Self
  • Components: V, S, M (a yew leaf)
  • Duration: Concentration, up to 10 minutes

For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.

The power can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

DETECT THOUGHTS

weak-level


  • Manifesting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

For the duration, you can read the thoughts of certain creatures. When you use the power and as your action on each turn until the power ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected.

You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the power ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the power ends.

Questions verbally directed at the target creature naturally shape the course of its thoughts, so this power is particularly effective as part of an interrogation.

You can also use this power to detect the presence of thinking creatures you can’t see. When you use the power or as your action during the duration, you can search for thoughts within 30 feet of you. The power can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language.

Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within range.

DIMENSIONAL BINDING

strong-level


  • Manifesting Time: 1 hour
  • Range: 60 feet
  • Components: V, S, O (a jewel or gemstone worth at least $1,000, which the power consumes)
  • Duration: 24 hours

With this power, you attempt to bind an extra-dimensional being to your service. The creature must be within range for the entire using of the power. (Typically, the creature is first summoned into the center of an inverted magic circle in order to keep it trapped while this power is use.) At the completion of the manifestation of the power, the target must make a Charisma saving throw. On a failed save, it is bound to serve you for the duration. If the creature was summoned or created by another power, that power’s duration is extended to match the duration of this power.

A bound creature must follow your instructions to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the power ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the power ends. You

At Higher Levels. When you manifest this power using a higher energy level, you increase the duration of the power. Manifested a the powerful-level, the duration is 10 days, supreme for 30 days, epic for 180 days, and legendary for a year and 1 day.

DIMENSIONAL CONTACT

strong-level (ritual)


  • Manifesting Time: 1 minute
  • Range: Self
  • Components: V
  • Duration: 1 minute

You mentally contact an extra-dimensional being, the spirit of a long-dead sage, or some other mysterious entity from another plane or dimension. Contacting this extra-dimensional intelligence can strain or even break your mind. When you use this power, make a DC 15 Intelligence saving throw. On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can’t take actions, can’t understand what other creatures say, can’t read, and speak only in gibberish. A greater restoration power use on you ends this effect.

On a successful save, you can ask the entity up to five questions. You must ask your questions before the power ends. The MM answers each question with one word, such as "yes," "no," "maybe," "never," "irrelevant," or "unclear" (if the entity doesn’t know the answer to the question). If a one-word answer would be misleading, the MM might instead offer a short phrase as an answer.

DIMENSIONAL TRAVEL

supreme-level


  • Manifesting Time: 1 action
  • Range: Touch
  • Components: V, S, O (a mystical item worth at least $250, attuned to a particular dimension)
  • Duration: Instantaneous

You and up to eight willing creatures who link hands in a circle are transported to a different dimension or plane of existence. You can specify a target destination in general terms, such as the City of Red in the Crimson Cosmos or the Citadel of Sephiroth in the Planes of Sephiroth, and you appear in or near that destination. If you are trying to reach the Citadel of Sephiroth, for example, you might arrive in its Street of Celestials, before its Gate of Dawn, or looking at the city from across the Sea of Light, at the MM’s discretion.

Alternatively, if you know the sigils of a gateway circle on another dimension, you can go there. You and the willing creatuers appear at or near the circle in unoccupied spaces.

DISGUISE SELF

simple-level


  • Manifesting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 hour

You make yourself—including your clothing, armor, weapons, and other belongings on your person— look different until the power ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this power fail to hold up to physical inspection. For example, if you use this power to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this power to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your power save DC.

DISKS OF DENAK

potent-level


  • Manifesting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

You invoke Denak and summon his mystical disks. The point of origin of this power is your hands. Hundreds of glowing discs volley from your hands and slam against those in front of you. Each creature in a 40-foot-long, 10 foot wide line centered from you must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage and 4d8 mystical damage on a failed save, or half as much damage on a successful one.

Objects and constructs take maximum damage from this power.

DISPEL MAGIC

adept-level


  • Manifesting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your power ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends. You cannot use dispel magic on a power that is not manifested as a spell.

For example, a wall of fire power from the pyrokinesis powerset is immune to the effects of dispel magic, but a wall of fire cast from the mystic arts powerset can be dispelled.

At Higher Levels. When you manifest this power using a higher energy level, you automatically end the effects of a power on the target if the power’s level is equal to or less than the level of the power slot you used.

DISSONANT WHISPERS

simple-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous

You whisper a discordant message that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.

At Higher Levels. When you manifest this power using a higher energy level, the damage increases by 1d6 for each energy level above its normal.

DOMINATE BEAST

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

While the beast is charmed, you have a telepathic link with it as long as the two of you are on the same dimension. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

Each time the target takes damage, it makes a new Wisdom saving throw against the power. If the saving throw succeeds, the power ends.

At Higher Levels. When you manifest this power using a higher energy level, you increase the duration of this power by 1 hour for each energy level above its normal.

DOMINATE PERSON

strong-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

Each time the target takes damage, it makes a new Wisdom saving throw against the power. If the saving throw succeeds, the power ends.

At Higher Levels. When you manifest this power using a higher energy level, you increase the duration of this power by 1 hour for each energy level above its normal.

DREAM

strong-level


  • Manifesting Time: 1 minute
  • Range: Special
  • Components: V, S
  • Duration: 8 hours

This power shapes a creature’s dreams. Choose a creature known to you as the target of this power. The target must be on the same plane of existence as you. Creatures that don’t sleep, such as elves, can’t be contacted by this power. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can’t take actions or move.

If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the duration of the power. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the power early. The target recalls the dream perfectly upon waking. If the target is awake when you use the power, the messenger knows it, and can either end the trance (and the power) or wait for the target to fall asleep, at which point the messenger appears in the target’s dreams.

You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target’s sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage.

If you have a body part, lock of hair, clipping from a nail, or similar portion of the target’s body, the target makes its saving throw with disadvantage.

DRUIDCRAFT

potent-level


  • Manifesting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

Whispering to the spirits of nature, you create one of the following effects within range:

  • You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, your eyes turn white, and so on. This effect persists for 1 round.
  • You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
  • You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.
  • You instantly light or snuff out a candle, a torch, or a small campfire.

DUST DEVIL

weak-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the power’s duration.

Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away. On a successful save, the creature takes half as much damage and isn’t pushed.

As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or small gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area.

At Higher Levels. When you manifest this power using a higher energy level, the damage increases by 1d8 for each energy level above its normal.

EARTH TREMOR

simple-level


  • Manifesting Time: 1 action
  • Range: Self (10-foot radius)
  • Components: V, S
  • Duration: Instantaneous

You cause a tremor in the ground in a 10-foot radius. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared.

At Higher Levels. When you manifest this power using a higher energy level, the damage increases by 1d6 for each energy level above its normal.

EARTHBIND

weak-level


  • Manifesting Time: 1 action
  • Range: 300 feet
  • Components: V or S
  • Duration: Concentration, up to 1 minute

Choose one creature you can see within range. Yellow strips of geo-energy loop around the creature. The target must succeed on a Strength saving throw or its flying speed (if any) is reduced to 0 feet for the power’s duration. An airborne creature affected by this power descends at 60 feet per round until it reaches the ground or the power ends.

EARTHEN GRASP

weak-level


  • Manifesting Time: 1 action
  • Range: 60 feet

  • Components: V, S
  • Duration: Concentration, up to 1 minute

You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the power’s duration.

As an action, you can cause the hand to crush the restrained target, who must make a Strength saving throw. It takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one.

To break out, the restrained target can make a Strength check against your power save DC. On a success, the target escapes and is no longer restrained by the hand.

As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.

EARTHQUAKE

epic-level


  • Manifesting Time: 1 action
  • Range: 500 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.

The ground in the area becomes difficult terrain.

Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature’s concentration is broken.

When you use this power and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone.

This power can have additional effects depending on the terrain in the area, as determined by the GM.

Fissures. Fissures open throughout the power’s area at the start of your next turn after you use the power. A total of 1d6 such fissures open in locations chosen by the GM. Each is 1d10 × 10 feet deep, 10 feet wide, and extends from one edge of the power’s area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure’s edge as it opens.

A fissure that opens beneath a structure causes it to automatically collapse (see below).

Structures. The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you use the power and at the start of each of your turns until the power ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure’s height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The GM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn’t fall prone or become buried.

ELEMENTAL BANE

potent-level


  • Manifesting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Choose one creature you can see within range, and choose one of the following damage types: acid, cold, fire, lightning, or sonic. The target must succeed on a Constitution saving throw or be affected by the power for its duration. The first time each turn the affected target takes damage of the chosen type, the target takes an extra 2d6 damage of that type. Moreover, the target loses any resistance to that damage type until the power ends.

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

ELEMENTAL CONSTRUCT

strong-level


  • Manifesting Time: 1 minute
  • Range: 90 feet
  • Components: V, S, O (burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water)
  • Duration: Concentration, up to 1 hour

You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the power ends.

The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.

If your concentration is broken, the elemental doesn’t disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can’t be dismissed by you, and it disappears 1 hour after you summoned it.

The MM has the elemental’s statistics.

At Higher Levels. When you manifest this power using a higher energy level, the challenge rating increases by 1 for each energy level above its normal.

EMPOWERED TELEPATHY

potent-level


  • Manifesting Time: 1 action
  • Range: Unlimited
  • Components: V, S
  • Duration: 24 hours

You create a telepathic link between yourself and a willing creature with which you are familiar. The creature can be anywhere on the same plane of existence as you. The power ends if you or the target are no longer on the same plane, dimension, or universe.

Until the power ends, you and the target can instantaneously share words, images, sounds, and other sensory messages with one another through the link, and the target recognizes you as the creature it is communicating with. The power enables a creature with an Intelligence score of at least 1 to understand the meaning of your words and take in the scope of any sensory messages you send to it.

ENEMIES ABOUND

adept-level


  • Manifesting Time: 1 action
  • Range: 120 feet

  • Components: V, S
  • Duration: Concentration, up to 1 minute

You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the power ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.

Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, power, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.

ENERGY ORB

potent-level


  • Manifesting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Instantaneous

You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or sonic for the type of orb you create, and then make a ranged power attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.

At Higher Levels. When you manifest this power using a higher energy level, the damage increases by 1d8 for each energy level above its normal.

ENERGY WARD

potent-level


  • Manifesting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You have resistance to acid, cold, fire, lightning, and sonic damage for the power’s duration.

When you take damage of one of those types, you can use your reaction to gain immunity to that type of damage, including against the triggering damage. If you do so, the resistances end, and you have the immunity until the end of your next turn, at which time the power ends.

ENERVATION

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

A dark energy reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 necrotic damage, and the power ends. On a failed save, the target takes 4d8 necrotic damage, and until


the power ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The power ends if you use your action to do anything else, if the target is ever outside the power’s range, or if the target has total cover from you. Whenever the power deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes.

At Higher Levels. When you manifest this power using a higher energy level, the damage increases by 1d8 for each energy level above its normal.

ENFEEBLE

weak-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

A blast of enervating energy springs from your fingers toward a creature within range. Make a ranged power attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the power ends.

At the end of each of the target’s turns, it can make a Constitution saving throw against the power. On a success, the power ends.

ENTANGLE

simple-level


  • Manifesting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.

A creature in the area when you use the power must succeed on a Strength saving throw or be restrained by the entangling plants until the power ends. A creature restrained by the plants can use its action to make a Strength check against your power save DC. On a success, it frees itself.

When the power ends, the conjured plants wilt away.

ENTHRALL

weak-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 minute

You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can’t be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the power ends or until the target can no longer hear you. The power ends if you are incapacitated or can no longer speak.

ERUPTING EARTH

adept-level


  • Manifesting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared away. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.

At Higher Levels. When you manifest this power using a higher energy level, the damage increases by 1d12 for each energy level above its normal.

FALSE LIFE

simple-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Bolstering yourself with a dark energy, you gain 1d4 + 4 temporary hit points for the duration.

At Higher Levels. When you manifest this power using a higher energy level, you gain 5 additional temporary hit points for each energy level above its normal.

FEAR

adept-level


  • Manifesting Time: 1 action
  • Range: Self (30-foot cone)
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You project a phantasmal image of a creature’s worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.

While frightened by this power, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the power ends for that creature.

FEATHER FALL

simple-level


  • Manifesting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls
  • Range: 60 feet
  • Components: V or S
  • Duration: 1 minute

Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the power ends. If the creature lands before the power ends, it takes no falling damage and can land on its feet, and the power ends for that creature.

FEEBLEMIND

epic-level


  • Manifesting Time: 1 action
  • Range: 150 feet
  • Components: V, S
  • Duration: Instantaneous

You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw.

On a failed save, the creature’s Intelligence and Charisma scores become 1. The creature can’t use powers, activate magic or enhanced items, understand language, use technology, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them.

At the end of every 30 days, the creature can repeat its saving throw against this power. If it succeeds on its saving throw, the power ends.

The power can also be ended by greater restoration, heal, or alter reality.

FEIGN DEATH

adept-level (ritual)


  • Manifesting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 hour

You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.

For the power’s duration, or until you use an action to touch the target and dismiss the power, the target appears dead to all outward inspection and to powers used to determine the target’s status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you use the power, or becomes diseased or poisoned while under the power’s effect, the disease and poison have no effect until the power ends.

FIND THE PATH

powerful-level


  • Manifesting Time: 1 minute
  • Range: Self
  • Components: V, S, M (a set of divinatory tools— such as bones, ivory sticks, cards, teeth, or carved runes—worth 100 gp and an object from the location you wish to find)
  • Duration: Concentration, up to 1 day

This power allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another plane of existence, a destination that moves (such as a mobile fortress), or a destination that isn’t specific (such as "a green dragon’s lair"), the power fails.

For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you


automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.

FINGER OF DEATH

supreme-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one.

A humanoid killed by this power rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.

FIRE BOLT

basic-level


  • Manifesting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.

The power’s damage increases by 1d8 when your character level reaches 5th level (2d10), 11th level (3d10), and 17th level (4d10).

FIRE SHIELD

potent-level


  • Manifesting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 10 minutes

Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the power early by using an action to dismiss it.

The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage.

In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield.

FIRE STORM

supreme -level


  • Manifesting Time: 1 action
  • Range: 150 feet
  • Components: V, S

  • Duration: Instantaneous

A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one.

The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. If you choose, plant life in the area is unaffected by this power.

FIREBALL

adept-level


  • Manifesting Time: 1 action
  • Range: 150 feet
  • Components: V, S
  • Duration: Instantaneous

A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.

At Higher Levels. When you manifest this power using a higher energy level, the damage increases by 1d6 for each energy level above its normal.

FLAMES OF THE FALTINE

powerful-level


  • Manifesting Time: 1 action
  • Range: Self (60-foot line)
  • Components: V, S
  • Duration: Concentration, up to 1 minute

A beam of brilliant fiery-light flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 4d8 fire damage and 2d8 mystical damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn’t blinded by this power. Undead have disadvantage on this saving throw and take maximum mystical damage.

You can create a new line of flames as your action on any turn until the power ends.

For the duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight.

FLAMING SPHERE

weak-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.

As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn.

When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

At Higher Levels. When you manifest this power using a higher energy level, the damage increases by 1d6 for each energy level above its normal.

FLY

adept-level


  • Manifesting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the power ends, the target falls if it is still aloft, unless it can stop the fall.

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

FOG CLOUD

simple-level


  • Manifesting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

At Higher Levels. When you manifest this power using a higher energy level, the radius of the fog increases by 20 feet for each energy level above its normal.

FORCE FIELD

potent-level


  • Manifesting Time: 1 action or reaction to being targeted by an attack or damage that full cover would prevent you from being hit
  • Range: Self
  • Components: V or S
  • Duration: Concentration, up to 1 minute

A force field bursts in front of you, creating a solid barrier that prevents any matter from passing through it. The barrier is the size of one side of your occupied space. For example, if you are medium, it functions as a 5-foot-wide by 5-foot-long panel wall that is paper thin or up to 1 inch thick.

The appearance of the field is up to you, whether it is opaque or transprent or has a rippling effect like that of a lake when struck by objects. Either way, firearm ammunition, arrows, and other attacks that require line of sight cannot target you, including the triggering attack which is repelled by the force field.

The force field remains facing the direction you created it. As a bonus action on your turn, you can shift the panel to another direction as though you were the center point of origin of a cube, and move the barrier to provide cover for a different location.

At Higher Levels. When you manifest this power using a higher energy level, you can create one additional panel offering cover from another direction for each energy level above its normal.

FORCECAGE

supreme-level


  • Manifesting Time: 1 action
  • Range: 100 feet
  • Components: V, S, O (ruby dust or gem worth at least $1,500)
  • Duration: 1 hour

An immobile, invisible, cube-shaped prison composed of pure energy springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose.

A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart.

A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any powers use into or out from the area.

When you use the power, any creature that is completely inside the cage’s area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area.

A creature inside the cage can’t leave it by normal means. If the creature tries to use teleportation or dimensional travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that power to exit the cage. On a failure, the creature can’t exit the cage and wastes the use of the power or effect. The cage also extends into the Asrtal Plane, blocking travel from there and initiating psychic battles within or out of the cage.

This power can’t be dispelled by dispel magic.

FORESIGHT

legendary-level


  • Manifesting Time: 1 minute
  • Range: Self
  • Components: V, S
  • Duration: 8 hours

You gain a limited ability to see into the immediate future. For the duration, you can’t be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against you for the duration.

FREEZING SPHERE

powerful-level


  • Manifesting Time: 1 action
  • Range: 300 feet
  • Components: V, S
  • Duration: Instantaneous

A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot-radius sphere. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes 10d6 cold damage. On a successful save, it takes half as much damage.

If the globe strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your power save DC to break free.

You can refrain from firing the globe after completing the power, if you wish. A small globe about the size of a sling stone, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling’s normal range). It shatters on impact, with the same effect as the normal using of the power. You can also set the globe down without shattering it. After 1 minute, if the globe hasn’t already shattered, it explodes.

FRIENDS

potent-level


  • Manifesting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn’t hostile toward you. When the power ends, the creature may realize that you used supernatural means to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the MM’s discretion), depending on the nature of your interaction with it.

FROSTBITE

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.

The power’s damage increases by 1d8 when your character level reaches 5th level (2d6), 11th level (3d6), and 17th level (4d6).

GENTLE REPOSE

weak-level (ritual)


  • Manifesting Time: 1 action
  • Range: Touch
  • Components: V, S, R (a pinch of salt and one copper piece placed on each of the corpse’s eyes, which must remain there for the duration)
  • Duration: 10 days

You touch a corpse or other remains. For the duration, the target is protected from decay and can’t become undead.

The power also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this power don’t count against the time limit of powers such as raise dead.

GLIBNESS

epic-level


  • Manifesting Time: 1 action
  • Range: Self
  • Components: V or S
  • Duration: 1 hour

Until the power ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, powers or magic that would determine if you are telling the truth indicates that you are being truthful.

GOODBERRY

simple-level


  • Manifesting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

Up to ten berries appear in your hand and are infused with energy for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.

The berries lose their potency if they have not been consumed within 24 hours of the manifesting of this power.

GRASPING VINE

potent-level


  • Manifesting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you use this power, you can direct the vine to lash out at a creature within 30 feet of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine.

Until the power ends, you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns.

GREATER RESTORATION

strong-level


  • Manifesting Time: 1 action
  • Range: Touch
  • Components: V, S, O (diamond dust worth at least $500, which the power consumes)
  • Duration: Instantaneous

You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target’s exhaustion level by one, or end one of the following effects on the target:

  • One effect that charmed or petrified the target
  • One curse, including the target’s attunement to a cursed magic item
  • Any reduction to one of the target’s ability scores
  • One effect reducing the target’s hit point maximum

GUARDIAN OF NATURE

potent-level


  • Manifesting Time: 1 bonus action
  • Range: Self
  • Components: V or S
  • Duration: Concentration, up to 1 minute

The spirit of nature answers your call and transforms you into a powerful guardian. The transformation lasts until the power ends. You choose one of the following forms to assume: Primal Beast or Great Tree.

Primal Beast. Bestial fur covers your body, your facial features become feral, and you gain the following benefits:

  • Your walking speed increases by 10 feet.
  • You gain darkvision with a range of 120 feet.
  • You make Strength-based attack rolls with advantage.
  • Your melee weapon attacks deal an extra 1d6 force damage on a hit.

Great Tree. Your skin appears barky, leaves sprout from your hair, and you gain the following benefits:

  • You gain 10 temporary hit points.
  • You make Constitution saving throws with advantage.
  • You make Dexterity and Wisdom-based attack rolls with advantage.
  • While you are on the ground, the ground within 15 feet of you is difficult terrain for your enemies.

GUST

potent-level


  • Manifesting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

You seize the air and compel it to create one of the following effects at a point you can see within range:

  • One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.
  • You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage.
  • You create a harmless sensory affect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.

GUST OF WIND

weak-level


  • Manifesting Time: 11 action
  • Range: Self (60-foot line)
  • Components: V, S, M (a legume seed)
  • Duration: Concentration, up to 1 minute

A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the power’s duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.

Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.

The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.

As a bonus action on each of your turns before the power ends, you can change the direction in which the line blasts from you.

HALLUCINATORY TERRAIN

potent-level


  • Manifesting Time: 10 minutes
  • Range: 300 feet
  • Components: V, S
  • Duration: 24 hours

You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren’t changed in appearance.

The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn’t obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your power save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.

HARM

powerful-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You unleash a virulent disease on a creature that you can see


within range. The target must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can’t reduce the target’s hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature’s hit point maximum to return to normal before that time passes.

HASTE

adept-level


  • Manifesting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Choose a willing creature that you can see within range. Until the power ends, the target’s speed is doubled, it gains a +2 bonus to Defense, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one melee attack only), Dash, Disengage, Hide, or Use an Object action.

When the power ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

HEAL

powerful-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. This power also ends blindness, deafness, and any diseases affecting the target. This power has no effect on constructs or undead.

At Higher Levels. When you manifest this power using a higher energy level, the amount of healing increases by 10 for each energy level above its normal.

HEALING WORD

simple-level


  • Manifesting Time: 1 bonus action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous

A creature of your choice that you can see within range regains hit points equal to 1d4 + your powerusing ability modifier. This power has no effect on undead or constructs.

At Higher Levels. When you manifest this power using a higher energy level, the healing increases by 1d4 for each energy level above its normal.

HEAT METAL

weak-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute


Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you use the power. Until the power ends, you can use a bonus action on each of your subsequent turns to cause this damage again.

If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.

At Higher Levels. When you manifest this power using a higher energy level, the damage increases by 1d8 for each energy level above its normal.

HEROISM

simple-level


  • Manifesting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 minute

A willing creature you touch is imbued with bravery. Until the power ends, the creature is immune to being frightened and gains temporary hit points equal to your power ability modifier at the start of each of its turns. When the power ends, the target loses any remaining temporary hit points from this power.

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

HOLD CREATURE

strong-level


  • Manifesting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This power has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the power ends on the target.

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal. The creatures must be within 30 feet of each other when you target them.

HOLD PERSON

weak-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the power


ends on the target.

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal. The humanoids must be within 30 feet of each other when you target them.

HORRID WILTING

epic-level


  • Manifesting Time: 1 action
  • Range: 150 feet
  • Components: V, S
  • Duration: Instantaneous

You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren’t affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one.

HOSTS OF HOGGOTH

epic-level


  • Manifesting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute

You invoke Hoggoth and summon the mystical energy to counter spells, dispel magic, and empower your own spellcasting. When you manifest this power, you have 3 uses of it. Choosing an option below expends 1 use of this spell. When you are out of uses, the spell ends.

  • As a reaction which you take when you see a creature within 60 feet of you casting a spell, you suppress the spell if it is of an energy level of adept or lower. If it is cast with an energy level of potent or greater, you make an ability check using your power ability modifier. The DC equals 10 + the energy level of the spell. On a success, the creature’s spell fails and has no effect. If you suppress the spell that is an energy level of potent or greater, you regain the expended use of this power as you draw in the mystical energies you suppressed.
  • As an action, you cast dispel magic at a powerful energy level.
  • As an action, you cast any spell you know or have prepared that has a manifesting time of 1 action. That spell is cast at a powerful energy level.

Casting spells using this power does not require you to expend energy.

HYPNOTIC PATTERN

adept-level


  • Manifesting Time: 1 action
  • Range: 120 feet
  • Components: V or S
  • Duration: Concentration, up to 1 minute

You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this power, the creature is incapacitated and has a speed of 0.

The power ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.

ICE KNIFE

simple-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You create a shard of ice and fling it at one creature within range. Make a ranged power attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5


feet of the point where the ice exploded must succeed on a Dexterity saving throw or take 2d6 cold damage.

At Higher Levels. When you manifest this power using a higher energy level, the cold damage increases by 1d6 for each energy level above its normal.

ICE STORM

potent-level


  • Manifesting Time: 1 action
  • Range: 300 feet
  • Components: V, S
  • Duration: Instantaneous

A hail of rock-hard ice pounds to the ground in a 20- foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.

Hailstones turn the storm’s area of effect into difficult terrain until the end of your next turn.

At Higher Levels. When you manifest this power using a higher energy level, the bludgeoning damage increases by 1d8 for each energy level above its normal.

ICY TENDRILS OF IKTHALON

powerful-level


  • Manifesting Time: 1 bonus action
  • Range: 60 feet
  • Components: V, S

  • Duration: Concentration, up to 1 minute

You invoke Ikthalon and summon icy tendrils to summon extreme cold temperatures, icy winds, and snow. When you manifest this power, you have 3 uses of it. Choosing an option below expends 1 use of this spell. When you are out of uses, the spell ends.

  • Freezing Sphere. As an action, a frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot-radius sphere. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes 10d6 cold damage. On a successful save, it takes half as much damage. If the globe strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC to break free.
  • Frozen Prison. As an action, you summon gates from the Boreas Dimension, Ikthalon's domain. These portals funnel intense cold at a central location. As part of this action, choose a target no larger than Huge within range of the power. That target must succeed on a Strength saving throw or be frozen. Creatures that are immune to cold damage have advantage on this saving throw. When a creature is within the frozen prison, they stop aging and do not need to breathe, eat, drink, or sleep as they are in a frozen stasis. When the duration of this power expires, the frozen prison effect ends. At the beginning of each of their turns, a frozen creature can repeat the Strength saving throw at disadvantage to try and break free. You can expend 2 additional uses of this power to make the frozen prison permanent. A successful dispel magic power or alter reality power can end this effect.
  • Ice Storm. As an action, temperatures within 300 feet of you drop to extreme cold. All creatures in the area take 3d6 cold damage at the start of their turn if they are within the area.

Once you expend all 3 uses of this spell, its effects end, unless you used all 3 uses to create a permanent frozen prison.

ILLUSORY HORROR

potent-level


  • Manifesting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You tap into the nightmares of a creature you can see within range and create an illusory, perhaps psychic, manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target’s turns before the power ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the power ends.

At Higher Levels. When you manifest this power using a higher energy level, the damage increases by 1d10 for each


energy level above its normal.

ILLUSORY SCRIPT

simple-level


  • Manifesting Time: 1 minute
  • Range: Touch
  • Components: S, O (a lead-based ink worth at least $10, which the power consumes)
  • Duration: 10 days

You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.

To you and any creatures you designate when you use the power, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.

Should the power be dispelled, the original script and the illusion both disappear.

A creature with truesight can read the hidden message.

IMAGES OF IKONN

potent-level


  • Manifesting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You invoke Ikonn and bring forth powerful illusory magic. When you manifest this power, you have 3 uses of it. Choosing an option below expends 1 use of this spell. When you are out of uses, the spell ends.

  • As an action, you manifest a special version of mirror image that works just like it normally does, except you can choose a number of illusory duplicates equal to your character level and up to 3 of them can appear in an unoccupied space of your choice within range of 60 feet.
  • As an action, you make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. The terrain’s general shape remains the same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Alternatively, you can alter the appearance of structures, or add them where none are present. The power doesn’t disguise, conceal, or add creatures. You can expend 2 more uses of this power to make the terrain illusion last up to 10 days beyond the spell's duration.

Illusions created with this power include audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory


terrain (such as a rock or stick) that is removed from the power's area of 1 mile disappears immediately.

Creatures with truesight can see through the illusions; however, all other elements of the illusion remain, so while the creature is aware of the illusion’s presence, the creature can still physically interact with the illusion.

IMMOLATION

strong-level


  • Manifesting Time: 1 action
  • Range: 90 feet
  • Components: V or S
  • Duration: Concentration, up to 1 minute

Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 7d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the power’s duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 3d6 fire damage on a failed save, and the power ends on a successful one. If these flames are manifested as a spell, they can’t be extinguished through nonmagical means.

If damage from this power reduces a target to 0 hit points, the target is turned to ash.

INFESTATION

basic-level


  • Manifesting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.

The power’s damage increases by 1d8 when your character level reaches 5th level (2d6), 11th level (3d6), and 17th level (4d6).

INFLICT WOUNDS

simple-level


  • Manifesting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

Make a melee power attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

At Higher Levels. When you manifest this power using a higher energy level, the damage increases by 1d10 for each energy level above its normal.

INSECT PLAGUE

strong-level


  • Manifesting Time: 1 action
  • Range: 300 feet
  • Components: V, S, M (a few grains of sugar, some kernels of grain, and a smear of fat)
  • Duration: Concentration, up to 10 minutes

Swarming, biting locusts, or some other similar insect(s), fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere’s area is difficult terrain.

When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the power’s area for the first time on a turn or ends its turn there.

At Higher Levels. When you manifest this power using a higher energy level, the damage increases by 1d10 for each energy level above its normal.

IRRESISTIBLE DANCE

powerful-level


  • Manifesting Time: 1 action
  • Range: 30 feet
  • Components: V
  • Duration: Concentration, up to 1 minute

Choose one creature that you can see within range. The target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration. Creatures that can’t be charmed are immune to this power.

A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this power, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a Wisdom saving throw to regain control of itself. On a successful save, the power ends.

KNOCK**

weak-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous

Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.

A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.

If you choose a target that is held shut with arcane lock and the caster of that spell is alive, they instantly know your location, true name, and can choose to suppress the arcane lock effect for up to 10 minutes if they wish.

KNOWING STRIKE

basic-level


  • Manifesting Time: 1 action

  • Range: 30 feet
  • Components: S or V
  • Duration: Concentration, up to 1 round

You observe a target within range closely, intuitively assessing their defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this power hasn’t ended.

LEGEND LORE

strong-level


  • Manifesting Time: 10 minutes
  • Range: Self
  • Components: V, S, O (incense worth at least $250, which the power consumes, and four mystical implenets worth at least $50 each)
  • Duration: Instantaneous

Name or describe a person, place, or object. The power brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn’t of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is.

The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic hammer on hand, the power might yield this information: "Whosoever holds this hammer, if he be worthy, shall possess the power of Thor."

LESSER RESTORATION

weak-level


  • Manifesting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

LEVITATE

weak-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The power can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.

The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the


power’s range.

When the power ends, the target floats gently to the ground if it is still aloft.

LIFE TRANSFERENCE

adept-level


  • Manifesting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

You sacrifice some of your health to mend another creature’s injuries. You take 4d8 necrotic damage, which can’t be reduced in any way, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take.

At Higher Levels. When you manifest this power using a higher energy level, the damage increases by 1d8 for each energy level above its normal.

LIGHT

basic-level


  • Manifesting Time: 1 action
  • Range: Touch
  • Components: V or S
  • Duration: 1 hour

You touch one object that is no larger than 10 feet in any dimension. Until the power ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The power ends if you use it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the power.

LIGHT OF NIRVALON

supreme-level


  • Manifesting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You invoke Nirvalon and bring forth powerful light magic. When you manifest this power, you have 3 uses of it. Choosing an option below expends 1 use of this spell. When you are out of uses, the spell ends.

  • As an action, you cast heal.
  • As a bonus action, you cast greater restoration.
  • As an action, a target creature you can see within 60 feet of you can make a Charisma saving throw, taking 4d10 mystical damage on a failed save or half on success. If the target has killed a non-hostile creature that had a soul in the last year and not atoned for it in some way, such as penitence, guilt, or contrition, they take an additional 6d10 cosmic damage if they fail their save.
  • As an action and by expending 3 more uses of this spell, you end the effects of one spell or mystical effect as though you had cast alter reality to do so. Nirvalon assures that This use of invoking his name cannot be abused, however. Once you use the spell for this effect, you cannot do so again for 7 days. Further, if your MM determines that the effect of using this power is for evil or chaotic ends, it fails and you take 3d10 cosmic damage for blaspheming his name.
  • As an action and by expending 6 more uses of this spell, you create a barrier around any object that gives off an evil aura. The barrier hedges out any living creatures and fits the an area equal to the size the object occupies. The object cannot be worn or carried by a creature. The barrier is impenetrable and invulnerable to all damage and nullifies the effects, if any, of the object. Only an alter reality spell can remove the barrier or after one year expires. The spell may be repeated 30 days within expiring to refresh its duration and if done five years in a row, the duration becomes permanent.
  • As an action, you infuse your magic with another user that casts this spell that you can see. When you do so, as a reaction to them using the effects of this spell, you can add to their uses by depleting your own.

At Higher Levels. When you manifest this power using a higher energy level, you gain one additional use of the spell during its duration.

LIGHTNING BOLT

adept-level


  • Manifesting Time: 1 action
  • Range: Self (100-foot line)
  • Components: V, S
  • Duration: Instantaneous

A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.

The lightning ignites flammable objects in the area that aren’t being worn or carried.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

LIGHTNING LURE

basic-level


  • Manifesting Time: 1 action
  • Range: Self (15-foot radius)
  • Components: V
  • Duration: Instantaneous

You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.

At Higher Levels. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

LOCATE

weak-level


  • Manifesting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

Describe or name an object that is familiar to you. You sense the direction to the object’s location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.

The power can locate a specific object known to you, as long as you have seen it up close – within 30 feet – at least once. Alternatively, the power can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.

This power can’t locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.

Alternatively, you could describe or name a specific kind of beast or plant. If you do so, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.

LOCATE CREATURE

potent-level


  • Manifesting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 hour

Describe or name a creature that is familiar to you. You sense the direction to the creature’s location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.

The power can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a bear), so long as you have seen such a creature up close – within 30 feet – at least once. If the creature you described or named is in a different form, such as being under the effects of a shapeshifting power, this power doesn’t locate the creature.

This power can’t locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.

MADNESS

weak-level


  • Manifesting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, a madness glows in its eyes.

The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach.

On your subsequent turns, you must use your action to maintain control over the target, or the power ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the power ends.

MAELSTROM

strong-level


  • Manifesting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

A mass of 5-foot-deep water appears and swirls in a 30-foot radius centered on a point you can see within range. The point must be on ground or in a body of water. Until the power ends, that area is difficult terrain, and any creature that starts its turn there must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be pulled 10 feet toward the center.

MAGIC CIRCLE

adept-level


  • Manifesting Time: 1 minute
  • Range: 10 feet
  • Components: V, S, O (holy water or powdered gemstone/minerals worth at least $200, which the spell consumes)
  • Duration: 1 hour

You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface.

The circle has the following effects:

  • Ceatures can’t willingly enter or exit the cylinder by nonmagical means. If a creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.
  • Creatures have disadvantage on attack rolls against targets within the cylinder.
  • Targets within the cylinder can’t be charmed, frightened, or possessed by creatures outside of it.

When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing creatures from leaving the cylinder and protecting targets outside it.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each energy level above 3rd.

MAGIC JAR

powerful-level


  • Manifesting Time: 1 minute
  • Range: Self
  • Components: V, S, O (a gem, crystal, reliquary, or some other ornamental container worth at least $500)
  • Duration: Until dispelled

Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell’s material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container’s space. You can’t move or use reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a humanoids body.

You can attempt to possess any humanoid within 100 feet of you that you can see (creatures warded by a protection from evil and good or magic circle spells can’t be possessed). The target must make a Charisma saving throw. On a failure, your soul moves into the target’s body, and the target’s soul becomes trapped in the container. On a success, the target resists your efforts to possess it, and you can’t attempt to possess it again for 24 hours.

Once you possess a creature’s body, you control it. Your game statistics are replaced by the statistics of the creature though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features. If the target has any class levels, you can’t use any of its class features.

Meanwhile, the possessed creature’s soul can perceive from the container using its own senses, but it can’t move or take actions at all.


While possessing a body, you can use your action to return from the host body to the container if it is within 100 feet of you, returning the host creature’s soul to its body. If the host body dies while you’re in it, the creature dies, and you must make a Charisma saving throw against your own spellcasting DC. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die.

If the container is destroyed or the spell ends, your soul immediately returns to your body. If your body is more than 100 feet away from you, or if your body is dead when you attempt to return to it, you die. If another creature’s soul is in the container when it is destroyed, the creature’s soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies.

When the spell ends, the container is destroyed.

MAGIC STONE

basic-level


  • Manifesting Time: 1 bonus action
  • Range: Touch
  • Components: V, S
  • Duration: 1 minute

You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged power attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, it has a range of 60 feet. If someone else attacks with the pebble, that attacker adds your power ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your power ability modifier. Hit or miss, the spell then ends on the stone.

If you cast this spell again, the spell ends early on any pebbles still affected by it.

MAJOR IMAGE

potent-level


  • Manifesting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can’t create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte’s stench).

As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your power save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.

At Higher Levels. When you manifest this power using a power slot of 6th level or higher, the power lasts until dispelled, without requiring your concentration. In this form it is sometimes considered a different power, known as Permanent Image.

MANACLES OF MOKARR**

powerful-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You invoke the name of Mokarr in this spell, as mystical manacles spring from your hands and contain another. Choose target creature that is Large size or smaller within range. That creature must succeed on a Charisma saving throw or be contained within a field of mystical energy as bands of magic encircle them around the space they occupy. While within the field of energy, a creature cannot attack creatures outside of it or target them for spells that require a ranged power attack.

Creatures of your choice that start their turn within 10 feet of the field of energy must make a Dexterity saving throw or be grappled for the spell's duration as mystical energy lashing out to hold them. As an action, they can attempt to shatter the shackles by making an Athletics (Strength) check DC 30 and break free. Otherwise, creatures grappled by the manacles at the end of their turn must make a Charisma


saving throw or fall unconscious.

While concentrating on this power, as an action, you can manifest a phantom of Mokarr that attacks the creature within the energy field. The creature within the field must make an Wisdom saving throw and takes 4d8 psychic damage. On a successful save, they only take half the psychic damage, rounded down. Once a creature succeeds a 3rd time within one instance of this spell, the duration immediately ends and it takes no damage from it instead of halving on that turn.

At Higher Levels. When you manifest this power using a supreme-energy level, its duration increases to 1 hour. When you manifest this power using an epic-energy level, its duration increases to 24 hours and does not require concentration.

MASS CURE WOUNDS

strong-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This power has no effect on undead or constructs.

At Higher Levels. When you manifest this power using a higher energy level, the healing increases by 1d8 for each energy level level above strong.

MASS HEAL

legendary-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

A flood of healing energy flows from you into injured creatures around you. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this power are also cured of all diseases and any effect making them blinded or deafened. This power has no effect on undead or constructs.

MASS HEALING WORD

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your power ability modifier. This power has no effect on undead or constructs.

At Higher Levels. When you manifest this power using a higher energy level, the healing increases by 1d4 for each energy level above adept.

MASS SUGGESTION

powerful-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: 24 hours

You suggest a course of activity (limited to a sentence or two) and supernaturally influence up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the power.

Each target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the power ends when the subject finishes what it was asked to do.

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn’t met before the power ends, the activity isn’t performed.

If you or any of your companions damage a creature affected by this power, the power ends for that creature.

At Higher Levels. When you manifest this power using a supreme-level of energy, the duration is 10 days. When you use an epic-level of energy, the duration is 30 days. When you use a legendary-level of energy, the duration is a year and a day.

MELD INTO STONE

adept-level


  • Manifesting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 8 hours

You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by natural senses.

While merged with the stone, you can’t see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can manifest powers on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the power. You otherwise can’t move.

Minor physical damage to the stone doesn’t harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone’s complete destruction (or transmutation into a different substance)


expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.

MENDING

basic-level


  • Manifesting Time: 1 minute
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

This power repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

This power can physically repair a magic item or construct, but the power can’t restore magic or energy to such an object.

MENTAL BARRIER

epic-level


  • Manifesting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 24 hours

Until the power ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the charmed condition. The power even foils alter reality powers and spells or effects of similar power used to affect the target's mind or to gain information about the target.

Additionally, creatures under the effects of this power increase their psionic level by 5 and gain a +5 to their psychic rolls for the purposes of psychic battles.

MENTAL HAND

basic-level


  • Manifesting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 minute

You project your psionic energy to concentrate at a particular location that functions similarly to a hand. The energy lasts for the duration or until you dismiss it as an action. The energy vanishes if it is ever more than 30 feet away from you or if you manifest this power again.

You can use your action to control the energy. You can use the energy to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the energy's location up to 30 feet each time you use it.

The energy can’t attack, activate magical items, or carry more than 10 pounds. Those in the Astral Plane can see this energy and how it is tethered to you.

MENTAL PRISON

powerful-level


  • Manifesting Time: 1 action
  • Range: 60 feet

  • Components: S
  • Duration: Concentration, up to 1 minute

You attempt to bind a creature within a psychic cell that only it perceives. One creature you can see within range must make an Intelligence saving throw. The target succeeds automatically if it is immune to being charmed. On a successful save, the target takes 5d10 psychic damage, and the power ends. On a failed save, the target takes 5d10 psychic damage, and you make the area immediately around the target’s space appear dangerous to it in some way. You might cause the target to perceive itself as being surrounded by fire, floating razors, or hideous maws filled with dripping teeth. Whatever form the perception takes, the target can’t see or hear anything beyond it and is restrained for the power’s duration. If the target is moved out of its space, makes a melee attack through it, or reaches any part of its body through it, the target takes 10d10 psychic damage, and the power ends.

MESSAGE

basic-level


  • Manifesting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: 1 round

You look directly at a target within range that you can see and whisper a message that then psychically travels to them. The target (and only the target) hears the message and can reply in a whisper that only you can hear. While this whisper feels audible, it is actually psychic.

You can manifest this power through solid objects if you are familiar with the target and know it is beyond the barrier and cannot be seen. 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the power. The power doesn’t have to follow a straight line and can travel freely around corners or through openings.

MIND SPIKE

weak-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Concentration, up to 1 hour

You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target's location until the power ends, but only while the two of you are on the same dimension of existence. While you have this knowledge, the target can’t become hidden from you, and if it’s invisible, it gains no benefit from that condition against you.

At Higher Levels. When you manifest this power using a higher energy level, the damage increases by 1d8 for each energy level above its normal.

MIND WHIP

weak-level


  • Manifesting Time: 1 action
  • Range: 90 feet
  • Components: V
  • Duration: 1 round

You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can’t take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the power’s other effects.

At Higher Levels. When you manifest this power using a higher energy level, the power's damage increases by 1d6 and you can target one additional creature for each energy level above its normal. The creatures must be within 30 feet of each other when you target them.

MINOR ILLUSION

basic-level


  • Manifesting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: 1 minute

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or manifest this power again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the power ends.

If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your power save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

MIRAGE

supreme-level


  • Manifesting Time: 10 minutes
  • Range: Sight
  • Components: V, S
  • Duration: 10 days

You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. The terrain’s general shape remains the same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road.

Similarly, you can alter the appearance of structures, or add them where none are present. The spell doesn’t disguise, conceal, or add creatures.

The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the power’s area disappears immediately.

Creatures with truesight can see through the illusion to the terrain’s true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion’s presence, the creature can still physically interact with the illusion.

MIRROR IMAGE

weak-level


  • Manifesting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute

Three illusory duplicates of yourself appear in your space. Until the power ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

Each time a creature targets you with an attack during the power’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates.

If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

A duplicate’s Defense equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The power ends when all three duplicates are destroyed.

A creature is unaffected by this power if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

MISLEAD

potent-level


  • Manifesting Time: 1 action


  • Range: Self
  • Components: D
  • Duration: Concentration, up to 1 hour

You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or manifest a power.

You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose.

You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.

MIST OF HOGGOTH**

legendary-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S, O (a diamond or other gemstone worth at least $5,000)
  • Duration: Concentration, up to 1 minute

You invoke Hoggoth, stating the intent of your dimensional travel, and conjure his mystical vapors to form a portal linking an unoccupied space you can see within range to a precise location on a different dimension of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration.

The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal.

Deities and other dimensional rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains. Further, Hoggoth himself may deny his mystical vapors for the spell if the stated intent aligns with madness or chaos.

When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn’t work). If that creature is on a plane other than the one you are on, the portal opens in the named creature’s immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the MM deems appropriate. It might leave, attack you, or help you.

MISTS OF MORPHEUS

adept-level


  • Manifesting Time: 1 action
  • Range: 10 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You invoke Morpheus, summoning forth his sleep-inducing mist. Choose any number of creatures within range. If they have hit points equal to or less than 20, they immediately fall unconscious. If they have 21 or more hit points, they must succeed on a Constitution saving throw or fall unconscious. A creature that succeeds against this spell is immune to it for 24 hours.

You can target a creature beyond the range of this spell if that creature is within 5 feet of another creature you are also targeting, chaining the mist up to a maximum of 30 feet from you.

If you maintain concentration of this spell for its full duration, its duration becomes 8 hours and you no longer need to concentrate.

At Higher Levels. When you manifest this power using a powerful-energy level, the 8 hour duration effect becomes 24 hours.

MISTS OF MUNNOPOR

adept-level


  • Manifesting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You invoke Munnopor and summon their mystical mists. Choose a location within range that you can see and have line of sight of, you extend your hands out as yellowy-gold mists billow from your palms. This mists fill a 20-foot-radius sphere at that location with the golden, mystical gas. The cloud spreads around corners, and its area is heavily obscured. The mists lingers in the air for the duration.

Each creature that is completely within the mist at the start of its turn must make a Constitution saving throw. On a failed save, the creature's speed is halved and its weight increases to 300 pounds as though they were carrying something heavy, thus creatures who cannot carry this size suffer those effects. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.

A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.

At Higher Levels. When you manifest this power using a higher energy level, you increase the weight by 300 pounds for each energy level above its normal.

MODIFY MEMORY

strong-level


  • Manifesting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You attempt to reshape another creature's memories. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another power, this power ends, and none of the target's memories are modified.

While this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event.

You must speak to the target to describe how its memories are affected, even if the communication is telepathic, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the power ends before you have finished describing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories take hold when the power ends.

A modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The MM might deem a modified memory too nonsensical to affect a creature in a significant manner.

A remove curse or greater restoration power manifested on the target restores the creature's true memory if those powers are manifested at the same or higher energy level as the modify memory power that is being countered.

At Higher Levels. When you manifest this power using a higher energy level, you can alter the target's memories of an event that took place up to 7 days ago (powerful-level), 30 days ago (supreme-level), 1 year ago (epic-level), or any time in the creature's past (legendary-level).

MOJO LANCE**

potent-level


  • Manifesting Time: 1 action
  • Range: Self (50-foot line)
  • Components: V, S
  • Duration: Instantaneous

A thick beam of mystical energy bursts in a line 50 feet long and 5 feet wide out from you in a direction you choose. Each creature in the line must make a Charisma saving throw. A creature takes 6d6 mystical damage on a failed save, or half as much damage on a successful one. Creatures that fail their saving throw are incapacitated by mystical, illusory images


until the end of their next turn.

If 2 or less creatures are hit by the energy or all creatures succeed on their saving throw that are hit, then you are incapacited by mystical, illusory images until the end of your next turn from the whiplash effect of the mystical lance as it rebounds upon you.

If 3 or more creatures fail their saving throw, then you gain a mystical boon. You may expend this boon on the next spell you cast that is manifested at a potent-energy level or lower and instead manifest it at a strong-energy level. This mystical boon disappears if you finish a short or long rest without expending it.

At Higher Levels. When you manifest this power using a higher energy level, the damage increases by 1d6 for each energy level above its normal.

MOLD EARTH

basic-level


  • Manifesting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Instantaneous or 1 hour (see below)

You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

  • If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't have enough force to cause damage.
  • You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
  • If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.

If you manifest this power multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

MOONBEAM

weak-level


  • Manifesting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.

When a creature enters the spell's area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.

A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume a different form until it leaves the spell's light.

On each of your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction.

At Higher Levels. When you manifest this power using a higher energy level, the damage increases by 1d10 for each energy level above its normal.

MOONS OF MUNNOPOR

epic-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 minute

You invoke the Many Moons of Munnopor to banish creatures or mystical energies. Twelve glowing orbs can be seen floating within 30 feet of you, each of various sizes, to represent the Twelve Moons of Munnopor. These are harmless sensory effects, but they do shed bright light in a 5-foot radius and dim light in a 20-foot radius beyond that. When you cast this spell, you have 12 uses to create the following effects:

  • As an action, you can expend any number of uses of the spell and target creatures within range whose dimension of origin is not the current oen this spell is cast on. A target creature must succeed on a Charisma saving throw or be banished back to its dimension of origin (if it isn’t there already) and can’t return to your current plane for 24 hours by any means short of an alter reality power. Creatures who are native to the current dimension this spell is cast are unaffected by this.
  • As a bonus action, you can expend 3 uses of this spell and cast a version of the dispel magic power that is at the strong-energy level.
  • As an action, you can expend 5 uses of this spell and cast a version of the dispel magic power that is at the epic-energy level.

Each time you expend a use of this spell, one of the glowing orbs disappears. During the duration of this spell, if you successfully dispel a power that is strong-energy or higher or banish a creature to their home dimension of origin, another moon appears and you gain 1 more use of this power. You cannot have more than 12 moons, and thus 12 uses, at one time, however.

MOVE EARTH

powerful-level


  • Manifesting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 2 hours

Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square's elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete.

At the end of every 10 minutes you spend concentrating on the power, you can choose a new area of terrain to affect.

Because the terrain's transformation occurs slowly, creatures in the area can't usually be trapped or injured by the ground's movement.

This power can't manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.

Similarly, this power doesn't directly affect plant growth. The moved earth carries any plants along with it.

MYSTIC SYMBOL

supreme-level


  • Manifesting Time: 1 minute
  • Range: Touch
  • Components: V, S
  • Duration: Until dispelled or triggered

When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.

The glyph is nearly invisible, requiring an Intelligence (Investigation) check against your power save DC to find it.

You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph.

You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature's physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect mutants or humans). You can also specify creatures that don't trigger the glyph, such as those who say a certain password.

When you inscribe the glyph, choose one of the options below for its effect. Once triggered, the glyph glows, filling a 60-foot-radius sphere with dim light for 10 minutes, after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its effect, as is a creature that enters the sphere for the first time on a turn or ends its turn there.

Death. Each target must make a Constitution saving throw, taking 10d10 necrotic damage on a failed save, or half as much damage on a successful save.

Discord. Each target must make a Constitution saving throw. On a failed save, a target bickers and argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has disadvantage on attack rolls and ability checks.

Fear. Each target must make a Wisdom saving throw and becomes frightened for 1 minute on a failed save. While


frightened, the target drops whatever it is holding and must move at least 30 feet away from the glyph on each of its turns, if able.

Hoopelessness. Each target must make a Charisma saving throw. On a failed save, the target is overwhelmed with despair for 1 minute. During this time, it can't attack or target any creature with harmful abilities, spells, or other magical effects.

Insanity. Each target must make an Intelligence saving throw. On a failed save, the target is driven insane for 1 minute. An insane creature can't take actions, can't understand what other creatures say, can't read, and speaks only in gibberish. The DM controls its movement, which is erratic. Pain. Each target must make a Constitution saving throw and becomes incapacitated with excruciating pain for 1 minute on a failed save.

Sleep. Each target must make a Wisdom saving throw and falls unconscious for 10 minutes on a failed save. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake.

Stunning. Each target must make a Wisdom saving throw and becomes stunned for 1 minute on a failed save.

MYSTICAL BLAST

potent-level


  • Manifesting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

A blast of crackling energy streaks toward a creature within range. Make a ranged power attack against the target. On a hit, the target takes 1d10 mystical damage.

The spell creates more than one blast when you reach higher character levels: two blasts at 5th level, three blasts at 11th level, and four blasts at 17th level. You can direct the blasts at the same target or at different ones. Make a separate attack roll for each blast.

MYSTICAL GATE

powerful-level


  • Manifesting Time: 1 action
  • Range: 500 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

You create linked teleportation portals that remain open for the duration. Choose two points on the ground that you can see, one point within 10 feet of you and one point within 500 feet of you. A circular portal, 10 feet in diameter, opens over each point. If the portal would open in the space occupied by a creature, the spell fails, and the casting is lost.

The portals are two-dimensional glowing rings filled with mist, hovering inches from the ground and perpendicular to it at the points you choose. A ring is visible only from one side (your choice), which is the side that functions as a portal.

Any creature or object entering the portal exits from the other portal as if the two were adjacent to each other; passing through a portal from the nonportal side has no effect. The mist that fills each portal is opaque and blocks vision


through it. On your turn, you can rotate the rings as a bonus action so that the active side faces in a different direction.

MYSTICAL MOVEMENTS

potent-level


  • Manifesting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 hour

You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, and spells and other supernatural effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained.

The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks.

MYSTICAL STEP

potent-level


  • Manifesting Time: 1 bonus action
  • Range: Self
  • Components: V or S
  • Duration: Concentration, up to 1 minute

You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the spell ends, you can use a bonus action to teleport in this way again.

MYSTICAL WARDS

powerful-level


  • Manifesting Time: 10 minutes
  • Range: Touch
  • Components: V, S, O (burning incense, a small measure of brimstone and oil, a knotted string, a small amount of blood, and a small silver rod, gemstone, or metal bar worth at least $100)
  • Duration: 24 hours

You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). The warded area can be up to 20 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell.

When you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.

Mystical wards creates the following effects within the warded area.

Corridors. Fog fills all the warded corridors, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses.

Doors. All doors in the warded area are magically locked, as if sealed by an arcane lock spell. In addition, you can cover up to ten doors with an illusion (equivalent to the illusory object function of the minor illusion power) to make them appear as plain sections of wall.

Stairs. Difficult terrain fill all stairs in the warded area from top to bottom by any sensory means you wish, such as vines, webbing, or grease.

Other Spell Effect. You can place your choice of one of the following magical effects within the warded area of the stronghold.

  • Place dancing lights in four corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts.
  • Place magic mouth in two locations.
  • Place stinking cloud in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while guards and wards lasts.
  • Place a constant gust of wind in one corridor or room.
  • Place a suggestion in one location. You select an area of up to 5 feet square, and any creature that enters or passes through the area receives the suggestion mentally.
  • If you have know or can prepare this spell from a Mystical powerset in which Charisma is your manifesting ability modifier, then you may place up to 5 mystical runes that function as walls of a space, creating a hexagon. If all 5 runes are in effect, no spellcaster inside the hexagon that casts spells similarly can do so unless you allow it.

The whole warded area radiates magic. A dispel magic cast on a specific effect, if successful, removes only that effect.

You can create a permanently and mystically warded structure by casting this spell there every day for one year.

NEGATIVE ENERGY FLOOD

strong-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You send ribbons of negative energy at one creature you can see within range. Unless the target is undead, it must make a Constitution saving throw, taking 5d12 necrotic damage on a failed save, or half as much damage on a successful one. A target killed by this damage rises up as a zombie at the start of your next turn. The zombie pursues whatever creature it can see that is closest to it. If you target an undead with this power, the target doesn’t make a saving throw. Instead, roll 5d12. The target gains half the total as temporary hit points.

NIGHTMARE

legendary-level


  • Manifesting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them. Each creature in a 30-foot-radius sphere centered on a point of your choice within range must make a Wisdom saving throw. On a failed save, a creature becomes frightened for the duration. The illusion calls on the creature's deepest fears, manifesting its worst nightmares as an implacable threat. At the end of each of the frightened creature's turns, it must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the power ends for that creature.

PASS WITHOUT TRACE

weak-level


  • Manifesting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 hour

A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by supernatural means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

PASSWALL

strong-level


  • Manifesting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 hour

A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration.


You choose the opening's dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it.

When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell.

PENTAGRAM OF FARALLAH**

simple-level


  • Manifesting Time: 1 action
  • Range: 5 miles
  • Components: V, S
  • Duration: Instantaneous

To cast this spell, you must invoke the Fangs of Farallah and request "thy passage" while linking hands with 4 more creatures that have an Intelligence score of at least 8. This spell forms a mystical circle of teleportation that instantly transports you and 4 other creatures to a safe location within range. The location is random within range and cannot have any hostile creatures within 1,000 feet of the location teleported to. If there is no such location, the spell fails.

PHANTASMAL FORCE

weak-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This power has no effect on undead or constructs.

The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.

The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your power save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the power ends.

While a target is affected by the power, the target treats the phantasm as if it were real, rationalizing any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall, such as an unseen hole or wind.

An affected target is so convinced of the phantasm's reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 2d6 psychic damage to the target if it is in the phantasm's area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage. The target perceives the damage as a type appropriate to the illusion.

PHYSICAL WARD

basic-level


  • Manifesting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 round

Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.

PLANES OF POHLDAHK**

powerful-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You invoke the Planes of Pohldahk, the multitudes of dimensions and realities, that cause a creature's reality to shatter into millions of shards. One creature of your choice within range that you can see suffers immediate anxiety and feels their reality starting to shatter and cannot take reactions, bonus actions, their movement is reduced to 10 feet, and cannot maintain concentration on powers or spells.

Additionally, at the beginning of their turns, they must roll 1d20 and add the lowest modifier between their Intelligence, Wisdom, and Charisma scores. On a roll of 9 or lower, their reality breaks further. On a roll of 10 or higher, they piece their reality together. If a creature pieces their reality together 3 times, the effects of the spell immediately end. Before that happens, if a creature has 3 rolls of reality breaks, then they fall unconscious and acquire a long-term madness but its duration is until cured. Madness acquired from this spell can only be cured with a greater restoration or alter reality power or some other long-term therapy or similar psychic intervention. Once a target wakes up from being unconscious, they regain the ability to use reactions and bonus actions.

PLANT GROWTH

potent-level


  • Manifesting Time: 1 action or 8 hours
  • Range: 150 feet
  • Components: V, S
  • Duration: Instantaneous

This power channels vitality into plants within a specific area. There are two possible uses for the power, granting either immediate or long-term benefits.

If you manifest this power using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.

You can exclude one or more areas of any size within the power's area from being affected. If you manifest this power over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.

POISON SPRAY

potent-level


  • Manifesting Time: 1 action
  • Range: 10 feet
  • Components: V, S
  • Duration: Instantaneous

You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.

This power's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

POWER BLADE

weak-level


  • Manifesting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

You evoke a blade made of type of energy or element in your free hand. The blade is similar in size and shape to a scimitar, rapier or similar sword, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action. When you use this power, you decide the type of energy it is made of between acid, cold, fire, lightning, necrotic, or psychic.

You can use your action to make a melee power attack with the fiery blade. On a hit, the target takes 3d6 damage of the type you chose when you manifested the pwower.

The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

At Higher Levels. When you manifest this power using a higher energy level, the damage increases by 1d6 for every two energy levels above its normal.

POWER OF FLAME

powerful-level


  • Manifesting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the power's duration. The flames don't harm you. Until the power ends, you gain the following benefits:

  • You are immune to fire damage and have resistance to cold damage.
  • Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage.
  • You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one.
  • You can use your action and create the effects of the pryotechnics power.

POWER OF ICE

powerful-level


  • Manifesting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

Until the power ends, ice rimes your body, and you gain the following benefits:

  • You are immune to cold damage and have resistance to fire damage.
  • You can move across difficult terrain created by ice or snow without spending extra movement.
  • The ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you.
  • You can use your action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.

POWER OF LIGHTNING

powerful-level


  • Manifesting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

Until the power ends, lightning crackles around your body, and you gain the following benefits:

  • You are immune to lightning damage and have resistance to sonic damage.
  • As a bonus action, you can hover 1 foot off the ground and are under the effects of a feather fall power when you do so. While hovering, your speed increases by 15 feet. You can dismiss the hovering effect if you wish on your turn.
  • When a creature starts its turn within 15 feet of you, you can send out a surge of lightning and they take 1d12 lightning damage.
  • You can use your action to release a shockwave in a 15-foot radius around yourself. All creatures within range must make a Constitution saving throw, taking 1d12 lightning damage and 2d6 thunder damage and becoming paralyzed until the start of your next turn. A creature who succeeds on this saving throw takes half the damage and is not paralyzed.

POWER OF POISON

powerful-level


  • Manifesting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

Until the power ends, a noxious odor and cloud ripples around you, and you gain the following benefits:

  • You are immune to poison damage and the poisoned condition and have resistance to necrotic damage.
  • As an action, you can hurl a bolt of toxic energy towards a target. Choose a target you can see within 60 feet and make a ranged power attack. On a hit, you deal 2d10 poison damage and until the end of their next turn they are poisoned.
  • As a bonus action, the noxious cloud around you intensifies and bursts out in a 15-foot sphere. All creatures within the area must succeed on a Constitution saving throw or take 1d6 poison damage and are poisoned for 1 hour. At the beginning of their turn they can repeat this saving throw to end the effect of being poisoned.
  • You gain 3 uses of disease. As an action, you can expend one use of disease and manifest the contagion power. Once you expend all uses of disease, you cannot manifest this power in this way.
  • As an action, you can expend 3 uses of disease and burst out a cloud of disease in a 15-foot sphere centered on you. All creatures in the area act as though you succeeded on a melee power attack from the contagion power and are poisoned.

POWER OF STONE

powerful-level


  • Manifesting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

Until the power ends, bits of rock spread across your body, and you gain the following benefits:

  • You have resistance to bludgeoning, piercing, and slashing damage.
  • You gain a special Stone Defense equal to 20 + your Constitution modifier.
  • You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone.
  • You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can't end your movement there. If you do so, you are ejected to the nearest unoccupied space, this spell ends, and you are stunned until the end of your next turn.

POWER OF WIND

powerful-level


  • Manifesting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

Until the power ends, wind whirls around you, and you gain the following benefits:

  • Ranged weapon attacks made against you have disadvantage on the attack roll.
  • You gain a flying speed of 60 feet. If you are still flying when the pwer ends, you fall, unless you can somehow prevent it.
  • You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.
  • As an action, you can manifest a special version of the control winds power.

PRIMAL SAVAGERY

basic-level


  • Manifesting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Instantaneous

You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee power attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal.

At Higher Levels. The power’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

PRIVATE SANCTUM

potent-level


  • Manifesting Time: 10 minutes
  • Range: 120 feet
  • Components: V, S
  • Duration: 24 hours

You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to dismiss it.

When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties:

  • Sound can't pass through the barrier at the edge of the warded area.
  • The barrier of the warded area appears dark and foggy, preventing vision (including darkvision through it.
  • Sensors created by divination spells can't appear inside the protected area or pass through the barrier at its perimeter.
  • Creatures in the area can't be targeted by divination spells.
  • Nothing can teleport into or out of the warded area.
  • Planar travel is blocked within the warded area.

Casting this spell on the same spot every day for a year makes this effect permanent.

At Higher Levels. When you manifest this power using a higher energy level, you can increase the size of the cube by 100 feet for each energy level above its normal.

PRODUCE FLAME

potent-level


  • Manifesting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 10 minutes

A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The power ends if you dismiss it as an action or if you manifest it again.

You can also attack with the flame, although doing so ends the power. When you manifest this power, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged power attack. On a hit, the target takes 1d8 fire damage.

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

PROGRAMMED ILLUSION

powerful-level


  • Manifesting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Until dispelled

You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you manifest the power how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.

When the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again.

The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your power save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.

PROJECT ILLUSION

supreme-level


  • Manifesting Time: 1 action
  • Range: 500 miles
  • Components: V, S
  • Duration: Concentration, up to 1 day

You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the power ends.

You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.

You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again.


While you are using its senses, you are blinded and deafened in regard to your own surroundings.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your power save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.

PROTECTION FROM ENERGY

adept-level


  • Manifesting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 hour

For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.

PROTECTION FROM POISON

weak-level


  • Manifesting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 hour

You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the targe you neutralize one poison that you know is present, or you neutralize one at random.

For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.

PSYCHIC CRUSH

powerful-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 minute

You overload the mind of one creature you can see within range, filling its psyche with discordant emotions. The target must make an Intelligence saving throw. On a failed save, the target takes 12d6 psychic damage and is stunned for 1 minute. On a successful save, the target takes half as much damage and isn’t stunned.

The stunned target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the power ends on the target.

PSYCHIC FORTRESS

adept-level


  • Manifesting Time: 1 action
  • Range: 30 feet
  • Components: V
  • Duration: Concentration, up to 1 hour

For the duration, you or one willing creature you can see within range has resistance to psychic damage, as well as advantage on Intelligence, Wisdom, and Charisma saving throws. A target creature also gains a bonus to their psionic level equal to your proficiency bonus for the purposes of psychic battles.

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal. The creatures must be within 30 feet of each other when you target them.

PSYCHIC SCREAM

legendary-level


  • Manifesting Time: 1 action
  • Range: 90 feet
  • Components: S
  • Duration: Instantaneous

You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range. Creatures that have an Intelligence score of 2 or lower are unaffected.

Each target must make an Intelligence saving throw. On a failed save, a target takes 14d6 psychic damage and is stunned. On a successful save, a target takes half as much damage and isn’t stunned. If a target is killed by this damage, its head explodes, assuming it has one.

A stunned target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the stunning effect ends.

PULSE WAVE

adept-level


  • Manifesting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

You emit a concussive sound wave, a 20-foot cone of noise emanating in a direction of your choice, damaging creatures within the area. Each affected creature must make a Constitution saving throw. On a failed save, a creature takes 4d8 sonic damage and is stunned for 1 minute. On a successful save, the creature takes half as much damage and isn't stunned. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

In addition, the power emits a painfully loud chord audible out to 600 feet.

At Higher Levels. When you manifest this power using a higher energy level, the damage increases by 1d8 for each energy level above its normal.

PURIFY FOOD & DRINK

simple-level (ritual)


  • Manifesting Time: 1 action
  • Range: 10 feet
  • Components: V, S
  • Duration: Instantaneous

All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.

PYROTECHNICS

weak-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

Choose an area of natural flame that you can see and that fits within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke when you do so.

Fireworks. The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.

Smoke. Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.

RAISE DEAD

strong-level


  • Manifesting Time: 1 hour
  • Range: 60 feet
  • Components: V, S, R (ritual items and gemstones worth at least $1,000 )
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

RAY OF SICKNESS

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

REGENERATE

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

REINCARNATE

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

REMOVE CURSE

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

RESILIENT SPHERE

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

RESURRECTION

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

REVIVIFY

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

RINGS OF RAGGADORR**

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

SACRED GROVE

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

SANCTUARY

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

SAPPHIRE BANDS OF STORAAN**

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

SCORCHING RAY

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

SCRYING

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

SECRET STOW

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

SEEMING

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

SENDING

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

SENSE EMOTION

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

SEQUESTER

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

SEVEN SUNS OF CINNIBUS**

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

SHADOWFIRE

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

SHAMANIC WEAPONRY

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

SHAPE WATER

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

SHAPECHANGE

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

SHATTER

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

SHIELD

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

SHIELD OF THE SERAPHIM**

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

SHIMMERING SHIELD

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

SHOCKING GRASP

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

SILENT IMAGE

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

SIMULACRUM**

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

SIPHONING TOUCH

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

SKYWRITE

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

SLEEP

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

SLEET STORM

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

SLOW

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

SNARE

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

SNOWBALL STORM

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

SONIC WAVE

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

SORMFURY

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

SOUL CAGE

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

SPARE THE DYING

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

SPEAK WITH DEAD

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

SPEAK WITH PLANTS

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

SPHERE OF NIRVALON**

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

SPIKE GROWTH

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

STONE SHAPE

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

STONESKIN

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

STORM SPHERE

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

STORMFURY

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

SUGGESTION

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

SUNBURST

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

SUSTAINED LIGHTNING

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

SYNAPTIC STATIC

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

TELEKINETIC WAVE

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

TELEPATHIC BOND

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

TEMPORAL SHUNT

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

THORN WHIP

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

THOTH'S GAZE**

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

THUNDERCLAP

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

THUNDERWAVE

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

TIDAL WAVE

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

TORMENT

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

TRANSMUTE ROCK

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

TRANSPORT VIA PLANTS

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

TREE STRIDE

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

TRUE RESURRECTION

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

TRUE SEEING

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

TSUNAMI

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

UNSEEN SERVANT**

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

UTTERANCE OF CONFOUNDMENT

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

UTTERANCE OF DEATH

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

UTTERANCE OF PAIN

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

UTTERANCE OF RESTORATION

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

VAMPIRICH TOUCH

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

VAPORS OF DORMAMMU

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

VAPORS OF VALTORR

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

VICIOUS MOCKERY

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

VIPERS OF VALTORR**

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

WALL OF FIRE

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

WALL OF FORCE

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

WALL OF ICE

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

WALL OF SAND

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

WALL OF STONE

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

WALL OF THORNS

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

WALL OF WATER

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

WARDING WIND

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

WARRIOR TRANSFORMATION

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

WATER BREATHING

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

WATER WALK

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

WATERY SPHERE

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

WHIRLWIND

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

WIND WALK

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

WIND WALL

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

WINDS OF WATOOMB**

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

WORD OF POWER

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

WRATH OF NATURE

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

WRATH OF THE VAULT OF ARGENTO**

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

ZEPHYR STRIKE

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

ZONE OF TRUTH**

potent-level


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You

At Higher Levels. When you manifest this power using a higher energy level, you can target one additional creature for each energy level above its normal.

ATTUNNING ITEMS TO A DIMENSION OR FROM A DIMENSION

 

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