My Documents
Become a Patron!
The Telepath Class
\pagebreakNum
# Telepath a man with his brain exposed begins glowing as the objects in the room around him float, suddenly, seemingly by a force of wind, each of the floating objects begin flying directly towards his assassins. A kobold cackles manically as her enemies begin psychically catching fire. The old gnomish man stands in his classroom, teaching a new generation of Telepaths solely through his mind. Unlike wizards who spend their time studying the arcane arts to learn to cast spells, the Telepath studies the arts of the mind and uses it to develop psychic powers. As a Telepath, you will manipulate the powers of your mind to alter the world around you in many different ways such as creating fires, lifting heavy objects, or predicting the future. ### The Study of the Mind Telepaths are concerned about improving their psychic abilities and learning how to use them to command the world around them, gaining control of themselves, or power over others. It is important to understand that while their abilities are learned just like magic, the Telepath does not cast spells using arcane study. They instead use their intellect to gain control over their innate powers and psychically channel them into a physical force. ### The Power Inside Unlike Sorcerers, every technically intelligent creature has the ability to access psychic powers with hard dedication and study, however, some creatures are inherently better at it than others, such as a High Elf being able to perform telepathic abilities at a much earlier age due to their natural intellect. While psychic powers are innate in every creature, they are accessed by gaining control over the mind. However, the mind is a fragile thing, and sometimes, you can discover early developments of psychic abilities from an outburst of some kind. ### Creating a Telepath When creating your Telepath, think about what kind of Telepath you are and how you came to discover your innate psychic abilities. Perhaps the local fortune teller adopted you and taught you the ways of clairvoyance. Maybe in a fit of rage, your psychic powers lit your family home ablaze and you learned that you have the ability to become a Pyrokinetic. After you understand how you came to become a Telepath, a good question to ask is how your character became an adventurer. Did you want to use your psychic powers to save people? Did you want to learn the secrets of the telepathic arts and become a master of the mind? Perhaps you seek revenge against a community that shunned you for a sudden psychic outburst you could not control. #### Quick Build You can make a 1st level Telepath quickly by following these suggestions. First, intelligence should be your highest ability score, followed by constitution. Second, select the Acolyte background. ## Class Features As a Telepath, you gain the following class features. #### Hit Points ___ **Hit Dice:** 1d8 per telepath level
**Hit Points at 1st Level:** 8 + your Constitution modifier
**Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per telepath level after 1st #### Proficiencies ___ - **Armor:** Light armor - **Weapons:** Simple weapons - **Tools:** A gaming set of your choice ___ - **Saving Throws:** Wisdom, Intelligence - **Skills:** Choose two from Arcana, History, Investigation, Religion, Insight, Perception, Medicine #### Equipment You start with the following equipment, in addition to the equipment granted by your background:
* *(a)* a light crossbow and 20 bolts or *(b)* any simple weapon * *(a)* A gaming set of your choice * *(a)* a priest's pack, *(b)* a scholar's pack or *(c)* an explorer's pack * Leather Armor and two daggers ##### Starting Gold Alternatively, instead of choosing the telepath's starting equipment, you may roll 3d4 x 10 and take the number rolled in gold. ##### Multiclass To multiclass into the telepath class, you need an Intelligence Score of 13. \pagebreakNum
##### Telepath | Level | Proficiency Bonus | Features | Aura Range | Talents | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Telepathy, Esperism | 15ft | - | | 2nd | +2 | Talents | 15ft | 2 | | 3rd | +2 | Spark of Power | 20ft | 2 | | 4th | +2 | Ability Score Improvement | 20ft | 3 | | 5th | +3 | Invisible Strike (2d10) | 20ft | 3 | | 6th | +3 | Esperism Feature | 20ft | 4 | | 7th | +3 | Spark of Power (2 Uses) | 20ft | 4 | | 8th | +3 | Ability Score Improvement | 25ft | 5 | | 9th | +4 | Mindmend | 25ft | 5 | | 10th | +4 | Esperism Feature | 25ft | 6 | | 11th | +4 | Spark of Power (3 Uses), Invisible Strike (3d10) | 25ft | 6 | | 12th | +4 | Ability Score Improvement | 30ft | 7 | | 13th | +5 | ─ | 35ft | 8 | | 14th | +5 | Esperism Feature | 35ft | 8 | | 15th | +5 | Spark of Power (4 Uses) | 35ft | 8 | | 16th | +5 | Ability Score Improvement | 35ft | 9 | | 17th | +6 | ─ | 40ft | 10 | | 18th | +6 | Block Control | 40ft | 10 | | 19th | +6 | Ability Score Improvement | 40ft | 10 | | 20th | +6 | Omnipath | 40ft | 10 |
### Telepathy You've harnessed the psychic abilities of your mind and can use them to your will. Starting at 1st level, you can project a Psychic Aura. The psychic aura follows you at all times and you may activate or deactivate it as a free action. The range of the aura increases as you reach levels in this class as shown in the *Aura Range* column of the Telepath class table. Lastly, you gain the following additional features while using your aura #### Telepathic Communication You are able to use your psychic powers to communicate with other creatures. If a creature is in your psychic aura, you can communicate with it telepathically. You may only use this to communicate with one creature in your psychic aura at a time and only if that creature understands at least one language or can speak telepathically itself. A creature you are speaking to telepathically can respond so long as it is in your psychic aura. When you are speaking to a creature that you do not share a language with, you may attempt an Intelligence (Arcana) check to communicate your intentions, ideas, and feelings with the creature as best you can and vice verca. The DC for this check is 22 - the creature's Intelligence score. For example, if the target creature's intelligence score is 8 and you do not share a language with it, the DC to communicate clearly with them is 14. #### Invisible Strike As an action, you may target a creature within your psychic aura that you can see and roll a melee spell attack against them. This attack can be flavored to take any form such as a floating weapon or a ghost-like hand. The range of this attack is equal to your psychic aura's range. On a hit, a target creature takes 1d10 + your Intelligence modifier force damage. You use your Intelligence modifier for attack rolls when attacking with this feature. Invisible Strike uses somatic and verbal components just like a spell, therefore, if you cannot speak or move, you may not use your invisible strike. The damage of your Invisible Strike increases by 1d10 at 5th level (2d10) and again at 11th level (3d10). Other features in this class require creatures to roll a saving throw which is calculated below.
**Telepathy Save DC** =
8 + your proficiency bonus +
your Intelligence modifier
\pagebreakNum ##### Flavoring Your Invisible Strike You are encouraged to flavor your Invisible Strike in any way you choose, however, if you are struggling to come up with ideas, here are a few you may use if you wish. Note that flavoring your invisible strike does not allow it to perform tasks that it would otherwise not be able to do such as cut rope or summon familiars that scout the area for you. This is simply a method of adding a bit more of a visual flair to an otherwise very ambiguous attack. | d8 | Strike Flavor | |:---:|:-----------:| | 1 | Your enemies are struck as though hit with an invisible punch. | | 2 | You manifest several spectral orbs that strike with intense force. | | 3 | You manifest flying swords, knives, and daggers. | | 4 | You summon spectral beings to attack for you. | | 5 | You levitate rocks or manipulate your environment to attack. | | 6 | You create a force of gravity on top of your opponent to crush them. | | 7 | You manifest spectral limbs such as arms to punch your enemies. | | 8 | You cause the air around you gather in a forceful gale. | ##### Invisible Strike and Magic Items Invisible Strike, as well as your Telepathy Save DC can be improved with magic items that affect spell attack rolls and saving throw DCs such as a *Wand of the Warmage* ### Esperism As a Telepath you have a specialization in a certain form of psychic ability known as an esperism which can either be gained through study or emotional discovery. Starting at 1st level, you may select your esperism. Your choice grants you features at 1st level, and again at 6th level, 10th level, and 14th level. ### Talents Starting at 2nd level, you begin to learn how to influence your psychic aura using talents. Select two talents detailed at the end of this class. When you level up in the class, you may unlearn a talent you have learned and replace it with a talent of the same level. There are three types of talents, aura talents, strike talents, and utility talents. #### Aura Talents Aura talents effect your aura. You may activate them as a bonus action. You may only have one aura talent active at a time. #### Strike Talents Strike talents effect your invisible strike. You may activate them as a bonus action to cause your next invisible strike to gain the talent's effects. #### Utility Talents Utility talents are talents that don't fall under either the aura or strike talent categories and provide additional abilities that can be used freely. ### Spark of Power Starting at 3rd level, you may unleash a quick burst of psychic energy that allows you to perform a powerful supernatural feat. What feat you perform is determined by your esperism. You must finish a short or long rest before using this feature again. You may use your spark of power twice per short or long rest at 7th level, three times at 11th level, and four times at 15th level. #### Spark of Power: Read Minds You may expend a use of your Spark of Power to cast the *Detect Thoughts* spell. Intelligence is your spellcasting modifier for this spell. ### 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 can’t increase an ability score above 20 using this feature. ### Mindmend At 9th level, you can use your mind to heal the minds of others. During a short rest, up to five target creatures gain temporary hit points equal to your telepath level + your Intelligence modifier. A creature cannot be affected by mindmend more than once per long rest and these temporary hit points end when a creature takes a long rest. ### Block Control At 18th level, you've become adept enough at controlling your own mind that you can block commands of others attempting to control other creature's minds. As an action, you can target a creature in your aura and end a condition affecting that creature's mind such as the frightened or charmed condition. You can also use this to end diseases, curses, or features that affect a creature's Intelligence or Wisdom score or gives the creature disadvantage on Intelligence or Wisdom checks specifically such as the Intellect Devourer's *Devour Intellect* feature or the Mindfire disease. ### Omnipath At 20th level, you gain mastery of your telepathic powers and become an Omnipath. You can now use your telepathy to communicate with any creature on any plane of existence for an indefinite distance and time, so long as you are aware of their existence. Additionally, no Intelligence (Arcana) check is required to communicate with creatures you do not share a language with. \pagebreakNum
## Esperisms You may select from the following esperisms. ### Clairvoyant Clairvoyants are known for practicing psychic abilities that can predict the future and gather information. They are the most common of Telepaths, often making livings for themselves by becoming fortune tellers. #### Omen You begin to use your psychic abilities to read the minds and the futures of others. Starting at 1st level, as an action, you may target a creature within your psychic aura. If the creature is unwilling, roll an Intelligence (Arcana) check contested by the target creature's Wisdom (Insight) check. If you succeed the contest or the creature is willing, you learn one detail about the creature that comes to your mind in the form of a vague omen, such as a dark shadow representing the creature's evil alignment. The DM can choose to be directly vague about this detail, only having you interpret it through the symbolism of the omen. > ##### Alternate Rule: Tarot > To add flavor to the Omen feature, your DM may have a set of tarot cards on hand and have you interpret the omen through a quick tarot reading. #### Dodging a Bullet Starting at 1st level, you can effect the futures of yourself or others. As a reaction, when you or a creature rolls an attack roll or ability check, you can give that creature advantage or disadvantage on that roll. Once you use this feature, you cannot use it again until you finish a long rest. #### Spark of Power: Vision Starting at 3rd level, when you make an ability check, attack roll, or saving throw, you may expend a use of your Spark of Power to use your Intelligence modifier for the roll if it did not use it already. Additionally, you may add your proficiency bonus to the roll if you are not already proficient. #### Fortunes Starting at 6th level, you can grant creature's in your aura with clairvoyant powers. While a creature is in your aura, when it makes an attack roll, ability check, or saving throw, you can use your reaction to allow that creature to re-roll, the creature must take the new roll. You can only use this feature twice per long rest. \columnbreak #### The Cards Show All Starting at 10th level, you can use the Scrying, Divination, or Clairvoyance spells without consuming material components. You may only cast each spell once per long rest. Intelligence is your spellcasting modifier for these spells. #### Eyes of Enlightenment Starting at 14th level, your psychic powers now allow you to see the truth of the material world. You gain truesight that extends an amount of feet equal to your psychic aura's range. > ##### Truesight Rules > 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 perceive the original form of a Shapechanger or a creature that is transformed by magic. Furthermore, the creaute can see into the Ethereal Plane within the same range. ##### Clairvoyant Quirks You may choose to roll on the following table or pick from the following clairvoyant quirks. | d8 | Quirks | |:---:|:-----------:| | 1 | You sometimes refer to actions that have yet to take place as though they have already happened. | | 2 | You are never seen without a deck of cards or some sort of scrying tool that you fiddle with in your hand. | | 3 | You are a gambling addict. | | 4 | You refer to your past and future selves as different people. | | 5 | You have a love for historical trinkets. | | 6 | Your eyes always seem as though they are glazed over with a discolored, slightly milky color. | | 7 | You sometimes introduce yourself by offering to predict someone's death. | | 8 | You are blind and see entirely through your psychic abilities. | \pagebreakNum
### Pyrokinetic Pyrokinetics are telepaths that use their psychic abilities to conjure and control fire, making them adept fighters. ##### Pyrokinetic Quirks You may choose to roll on the following table or pick from the following pyrokinetic quirks. | d8 | Quirks | |:---:|:-----------:| | 1 | You sometimes fly into fits of rage that cause roaring fires. | | 2 | You cannot sleep without laying on a bed of coal. | | 3 | You enjoy unreasonably spicy food. | | 4 | You have a fear of water and the ocean. | | 5 | The room tends to physically heat up in your presence. | | 6 | Your skin sheens as though you're constantly sweating. | | 7 | Your childish and playful nature leads to you pretending to be a dragon while using your pyrokinesis. | | 8 | You accidentally burn grass and plants by walking on them. | #### Pyrokinesis Starting at 1st level, you've learned how to fundamentally control fire. You can control fire in the following ways - You learn the *Control Flames* cantrip, Intelligence is your spellcasting modifier for this cantrip. - When you use your Invisible Strike, you may cause it to deal fire damage instead. When done this way, it ignites flammable objects. Lastly, when done this way, on a hit, each creature within 5ft of the target hit by the Invisible Strike must succeed a Dexterity saving throw or take fire damage equal to half the damage rolled. - As an an action, you may extinguish all fire inside of your psychic aura. \columnbreak #### Safe Flame Starting at 1st level, whenever one or more creatures would take fire damage from a feature originating from you, you can target a number of those creatures equal to your Intelligence modifier and cause them to not take any fire damage. #### Spark of Power: Coruscare Wall Starting at 3rd level, as an action, you may expend a use of your spark of power to cause your psychic aura to emit a wall of flame until the start of your next turn. Whenever a creature enters or exits your psychic aura, that creature must succeed a Dexterity saving throw or take 2d6 fire damage or half as much on a successful save. A creature can only be affected by this feature once per turn. #### Wave of Charring Starting at 6th level, as an action, you may cause your psychic aura to send out a burst of flame. Each creature other than you in your psychic aura must succeed a Dexterity saving throw or take 8d6 fire damage or half as much on a successful save. You must finish a long rest before using this feature again. #### Self Combustion Starting at 10th level, as a bonus action, you may envelop yourself in fire for 1 minute. While you are in this state, you may use your reaction when a creature hits you with a melee attack to deal 1d12 fire damage to that creature. Additionally, while in this state, your invisible strikes deal the maximum amount of damage they can on a hit. You must finish a long rest before using this feature again. #### Pyromancer Starting at 14th level, you've gained mastery over your own flames. You are immune to fire damage and any fire damage you deal with any of your features ignore resistance and immunity to fire damage. \pagebreakNum
### Sonokinetic Sonokinetics are telepaths that have learned to command and control all manners of sound. From emulating sounds, to creating loud, deafening noises, sonokinetics can control sound to it's core. #### Mimic Sounds Starting at 1st level, you can use your psychic powers to 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. When making a Charisma (Deception) check using this feature, you may use your Intelligence modifier instead of your Charisma modifier. You may also use this feature while speaking telepathically to a creature. #### Quiescis Starting at 1st level, you learn to use your aura to make yourselves and others quieter. When you or a creature makes a Dexterity (Stealth) check while in your aura, they may add half their proficiency bonus (rounded up) to the roll. #### Spark of Power: Deaf Wail Starting at 3rd level, as an action, you may expend a use of your spark of power to cause an ear piercing sound to occur from your psychic aura. Each hostile in your psychic aura that can hear you must succeed a Constitution saving throw or take 4d6 thunder damage or half as much on a successful save. A creature that fails this save becomes deafened for 1 minute and can re-attempt it's saving throw at the end of each of it's turns. #### Plug Starting at 6th level, as a bonus action, you may target a creature you can see within your psychic aura and plug their ear drums. That creature must succeed a Wisdom saving throw or become deafened until the end of your next turn. A creature that is not aware of your presence does not know that you did this and simply feels as though they had something stuck in their ear. #### Command Sound Starting at 10th level, as an action. you may cause yourself, an object, or another creature in your psychic aura to sound differently. This sound can be as loud as six times their normal voice's volume or completely silent. You may also change the sounds a creature themselves creates such as causing them to sound as if they speak a different language, changing the tone of their words to make them sound rude or aggressive, making a creature speak new words they did not mean to speak, making mundane sounds such as footsteps sound differently, or changing their pitch. You may use any combination of these effects on a creatures voice and may change the effects at will. If a creature is unwilling to have their voice changed, they must succeed a Wisdom saving throw. On a failed save, you will be able to affect a creature with this feature for 1 minute. After the duration has past, a creature may re-attempt the saving throw. A creature is aware their voice has been tampered with after hearing it. Another creature must succeed an Wisdom (Insight) check opposed by your Charisma (Deception) check in order to understand if the sounds coming from the creature are normal for that creature. When making a Charisma (Deception) check using this feature, you may use your Intellegence modifier instead of your Charisma modifier. #### Aural Lobotomy Starting at 14th level, you may target a creature within your psychic aura and attempt to damage the cerebrum in such a way that it causes that creature to be deaf for a long time. As an action, target a creature within your aura's radius, that creature must succeed a Wisdom saving throw or take 6d10 thunder damage and become deafened until that creature finishes a long rest. This deafness cannot be cured by anything short of a Wish spell. However, you may choose to end the deafness early as an action so long as the creature is within range of your aura. You may also choose for this thunder damage to by non-lethal. You must finish a long rest before using this feature again ##### Sonokinetic Quirks You may choose to roll on the following table or pick from the following sonokinetic quirks. | d8 | Quirks | |:---:|:-----------:| | 1 | You tend to enjoy overly loud music. | | 2 | You talk entirely through your telepathy and never physically utter a sound. | | 3 | Your voice is a hodgepodge of different voices and noises you have mimicked. | | 4 | You jump at the smallest sounds. | | 5 | Your voice tends to echo and repeat in people's minds. | | 6 | Your voice constantly changes tone and pitch. | | 7 | You enjoy being scratched behind the ears. | | 8 | People around you tend to hear a barely prevalent high pitched wail. | \pagebreakNum
### Telekinetic Telekinetics are telepaths that command the laws of motion to allow themselves to lift and control objects. ##### Telekinetic Quirks You may choose to roll on the following table or pick from the following Telekinetic quirks. | d8 | Quirks | |:---:|:-----------:| | 1 | You move as though you are floating just off the ground. | | 2 | You use your telekinesis to perform mundane tasks very lazily. | | 3 | You enjoy seeing objects telekinetically spin at top speeds. | | 4 | You occasionally act as though things are happening in slow motion. | | 5 | You have a pure hatred for slugs and snails. | | 6 | You accidentally break or shatter glass or porcelain objects all the time. | | 7 | People begin to feel lighter or weightless in your presence. | | 8 | You have an obsession with being able to achieve flight. | #### Motus Starting at 1st level, when you or an allied creature starts it's turn in your psychic aura, that creature gains an additional 5ft of movement speed this turn. \columnbreak #### Telekinesis Starting at 1st level, when determining your carrying capacity, you may instead use your Intelligence modifier instead of your Strength modifier and can choose to telekinetically lift objects in your aura. Additionally, you can use your action to use the Grapple, Shove, or the Use an Item actions against any creature or item in your Psychic Aura. Any Strength checks made with these actions can be made with an Intelligence check instead. A creature or object grappled or lifted this way can be freely moved by you as a bonus action, however, moving a creature this way does not provoke attack of opportunities and the creature or object cannot leave your Psychic Aura range this way. While you have a creature or object lifted this way, you can throw them a distance of up to 10ft out of the aura as a bonus action. If the creature hits a surface or an object hits a creature roll the damage for your invisible strike feature. A creature thrown this way does not take additional damage from falling unless it is from a distance of 30ft or more. The type of damage taken will be appropriate for the surface hit or the object thrown such as bludgeoning if the creature hits a wall. #### Spark of Power: Forcefield Starting at 3rd level, as an action, you may expend a use of your spark of power to create a barrier of telekinetic energy surrounding your psychic aura. This barrier has an AC of 18 and 20 + (2 x your Telepath level) hit points. Once this feature is activated, your psychic aura is centered around the barrier rather than you until the barrier vanishes. The barrier blocks all creatures from entering or exiting and stops all projectiles. Creatures can see through the barrier however. The barrier vanishes at the end of your next turn, when you disable it as a bonus action, or when it drops to 0 hit points. #### Pull Starting at 6th level, as an action, you may attempt a grapple check against a creature you can see within a range equal to double your psychic aura's range. If you succeed the grapple, the creature grappled by you and is pulled into range of your psychic aura. #### Spark of Power: Blast Starting at 10th level, as an action, you may expend a use of your spark of power to force a hostile creature in your aura to make a Dexterity saving throw. On a failed save, a creature takes 5d8 force damage and is knocked back 10ft, taking half damage and not getting not knocked back on a successful save. #### Assault Starting at 14th level, as a bonus action, when you hit a creature with a invisible strike, you may attempt to grapple that creature. \pagebreakNum ### Geokenetic Geokinetics are Telepaths that have learned to control dirt, stone, and earth. #### Natural Defense Starting at 1st level, your control over earth has given you defense against physical attacks. While you are not wearing armor or wielding a shield, your AC is 10 + your Intelligence modifier + your Constitution modifier. #### Geokinesis Starting at 1st level, you learn to manipulate all manner of earth and stone. You learn the *Mold Earth* cantrip.
Additionally, as an action, you may create up to three 5ft wide, 10ft high pillars in unoccupied spaces you can see within your psychic aura. These pillars can be placed in any formation you wish and can even be stacked on top of each other to form a higher pillar. These pillars have an AC equal to 8 + your Intelligence modifier + your proficiency bonus and an amount of maximum hit points equal to 5 + (2 x your Telepath level) and have resistance to non-magical bludgeoning, piercing, or slashing damage. These pillars crumble away after 1 minute or when you summon another set of pillars. You may use this feature a number of times equal to your Intelligence modifier per long rest. #### Spark of Power: Parapet Starting at 3rd level, as an action, you may expend a use of your Spark of Power to summon a tower made of rock and stone with a radius and maximum height of up to 15ft centered on yourself. The structure of the tower melds into the terrain and nearby structures as not to cause damage to the environment or structures around it. You and allied creatures within the radius of the tower can choose to rise to the top of the tower when it is summoned, though hostile creatures will simply have the tower be constructed around them and be safely inside. Getting to the to the top from the bottom of the tower and vice verca requires a creature to expend an amount of movement equal to the tower's height. The tower provides half cover for creatures inside of it, providing arrow slits for creatures inside to attack. Lastly, the entrance to the tower can be placed on an applicable side of your choice where other natural terrain does not block it. The tower lasts for 1 minute or until you expend another use of your Spark of Power, after which the tower safely sinks into the ground without taking any creatures with it. #### Improved Geokinesis Starting at 6th level, your ability to manipulate the earth improves. When you cast the *Mold Earth* cantrip, the amount of dirt or stone you can manipulate is now up to a 10ft cube instead of a 5ft cube. Additionally, when you use your *Geokinesis* feature to summon pillars, you may now summon up to 4 pillars. #### Spark of Power: Geode Turret Starting at 10th level, you may expend a use of your Spark of Power to summon a structure capable of firing rocks at high velocities in a space you can see within your psychic aura. Roll initiative for this turret. The turret has the same hit points and AC as a pillar created through your *Geokinesis* feature. On each of the turret's turns, you may mentally command the turret to fire a rock at a creature you can see within 300ft of the turret, roll a ranged spell attack. On a hit, a creature takes 2d6 bludgeoning damage. The turret deals double damage to structures and objects. The turret lasts for 1 minute or until you expend another use of your Spark of Power, after which the turret crumbles into normal stone. #### Stone Walker Starting at 14th level, you can control the earth accurately enough to walk through it unabated. You can choose to move through solid stone, dirt, or earth as though it were air though you cannot end your turn inside. If you do, you are ejected to the nearest unoccupied space. ##### Geokinetic Quirks You may choose to roll on the following table or pick from the following Geokinetic quirks. | d8 | Quirks | |:---:|:-----------:| | 1 | You seem to enjoy the taste of certain shiny minerals and gems. | | 2 | You move along the ground as though you were surfing on a piece of rock. | | 3 | You've lived in a cave for almost all your life. | | 4 | You have a pet mole that you keep with you at all times, the mole is either of a subspecies small enough to fit in your pocket or large enough to wrap it's arms around your shoulders like a backpack. | | 5 | You channel your psychic abilities through stone slates with strange etchings that swirl around you. | | 6 | You have an interest in architecture and recreate architecture that interests you when summoning your structures. | | 7 | You tend to construct a cocoon of dirt and stone around yourself while you sleep. | | 8 | You've given a rock with a symbol on it as a gift to everyone who's done you a kindness. |
\pagebreakNum ### Hypnotist Hypnotists are Telepaths that specialize in manipulating or controlling minds. #### Hypnotism Starting at 1st level, you have a natural knack for manipulating minds. As an action, you may target a creature in your psychic aura. That creature must succeed a Wisdom saving throw against your Telepathy Save DC or become charmed by you for 1 minute, standing in a hypnotic state. A creature that is hostile to you has advantage on this saving throw. While in this state, the hypnotized creature performs any actions on it's turn that you telepathically or verbally command it to perform. The hypnotized creature will not perform any actions that would directly cause harm to itself such as jumping off a cliff or stabbing itself with a dagger. You must use your action on each of your turns to maintain this feature and must maintain concentration on this feature as though it were a spell. Lastly, if the hypnotized creature leaves your psychic aura, it is no longer hypnotized. At the end of a hypnotized creature's turn or whenever it takes damage, it re-rolls it's saving throw against your Telepathy Save DC. #### Spark of Power: Stupify Starting at 3rd level, when you use your *Hypnotism* feature, you may expend a use of your Spark of Power to cause the hypnotized creature to emit an aura of damaging idiocy. When a hostile creature other than the hypnotized creature starts it's turn within 5ft of the hypnotized creature's space, that creature takes psychic damage equal to your Telepath level. This effect ends when your *Hypnotism* feature ends. #### Hypnotic Disposition Starting at 6th level, you can perform simple mind tricks to help convince creatures to do your bidding. You add a bonus to your Charisma skill checks equal to your Intelligence modifier. #### Spark of Power: Swirl Starting at 10th level, you may use your action to expend a use of your Spark of Power to cast the *Confusion* spell. Intelligence is your Spellcasting modifier for this spell. #### Imbue Control Starting at 14th, when you use your *Hypnotism* feature on a creature, you can choose to imbue a form of total control over them. If the target creature fails it's saving throw, it becomes permanently charmed by you. The charmed creature does not stop being charmed by you if it leaves your psychic aura and you can telepathically communicate and command this creature regardless of distance, you are not required to maintain concentration on it, and the creature does not reroll it's saving throws at the end of it's turn or when it takes damage. This charmed condition can be removed through the use of a *Remove Curse* spell, whenever you use this feature again on a different creature, or when you willingly end it yourself. Once you use this feature, you cannot use it again until you finish a long rest. ##### Hypnotist Quirks You may choose to roll on the following table or pick from the following Hypnotist quirks. | d8 | Quirks | |:---:|:-----------:| | 1 | You are a traveling circus hypnotist that finds great pleasure in making people perform silly actions. | | 2 | You actually hypnotize people using a spectral parasite that lodges itself into the victim's brain. | | 3 | You are a pathological liar. | | 4 | You always seem to have a different excuse to not disclose who you are and when you do, you tell a different story about your past each time. | | 5 | You usually always resort to talking before violence. | | 6 | You have a hyperfixation on toys with lots of movement and bright colors such as yo-yos. | | 7 | You sometimes slip into different voices and personalities relating to people you hypnotize. | | 8 | You have sleepwalking fits that often get you into wacky hijinx. |
\pagebreakNum ### Tetrachrokinetic Tetrachrokinetics are telepaths that have the ability to control light and color. #### Tetrachromancy Starting at 1st level, you have been given the gift to see color spectrums others cannot and control them. You gain the following benefits: - Invisible creatures that enter or start their turn in your aura must roll a Wisdom saving throw at the start of each of their turns or be forced to become visible for 1 minute as their colors change to ones that can be seen by others. A creature can re-attempt this saving throw at the end of it's turn. - As an action, you may target a creature or object in your aura and change it's colors. You may affect a number of objects or creatures simultaneously in your aura equal to your Intelligence modifier at a time including yourself. #### Prism Starting at 1st level, you have a floating glass prism in your psychic aura that you channel your power through. As a bonus action, you may summon your prism to a space you can see within your psychic aura or move it to an unoccupied space you can see within your psychic aura if it is already summoned. The prism emits bright light of a color of your choice equal to 20ft and dim light for an additional 20ft, an AC equal to 10 + your Proficiency modifier + your Intelligence level, and an amount of hit points equal to 2 x your Telepath level. When you move, the prism moves in the same direction you move unless it is blocked by a wall or surface, destroying itself if being unable to move causes it to exit your Psychic Aura. Once per turn, when a projectile fired from you or an allied creature would enter the prism's space, it passes through and becomes concentrated colorful light. The projectile now deals radiant damage and on a hit, you may roll your Invisible Strike damage and add half of the damage rolled to the attack. The prism lasts for 1 minute or until you summon another one. You may summon a number of prisms equal to your Intelligence modifier per long rest. #### Spark of Power: Tetrachromal Veil Starting at 3rd level, you may expend a use of your Spark of Power to emit a veil of colors that hide you and your allies for 1 minute. During this duration, no creature can see into or out of your psychic aura as though everything inside were invisible. The inside of your psychic aura is a swirling mass of colors no creature can see out of. You must maintain concentration on this feature as though it were a spell. When you reach 10th level in this class and use this spark of power, you may choose for the veil to allow creatures inside of it to see out of it. #### Rainbow Beam Starting at 6th level, your psychic abilities allow you to emit a pure beam of light in between yourself and your prism. You begin emiting this beam when you summon your prism as a 5ft wide line. When a hostile creature enters this line for the first time on a turn or when they end their turn inside of the line, they must succeed a Dexterity saving throw or take 2d8 radiant damage or half as much on a successful save. Incorporeal undead or invisible creatures take 3d8 radiant damage from this feature instead. #### Spark of Power: Megaprism Starting at 10th level, as a bonus action, you may expend a use of your Spark of Power to summon a particularly large prism in place of one you currently have summoned or as a new prism. This prism is a 10ft large construct that emits double the light of a normal prism, has double the hit points, and deals your full Invisible Strike damage when converting projectiles to light. Lastly, as an action, you may cause it to burst in an explosion of glass and light. Each creature within 10ft of the prism must succeed a Dexterity saving throw or take 4d6 slashing damage and 4d6 radiant damage or half as much on a successful save. This destroys the prism in the process. The prism vanishes after 1 minute or until you summon another one. #### Improved Tetrachromancy Starting at 14th level, you have mastery over light and color. Hostile invisible creatures that enter your aura immediately lose their invisiblity and become visable to everyone until the exit your aura. Additionally, as a reaction, when a hostile creature enters a space within 5ft of you, you may force that creature to roll a Constitution saving throw or become blinded until the start of that creature's next turn. ##### Tetrachrokinetic Quirks You may choose to roll on the following table or pick from the following Tetrachrokinetic quirks. | d8 | Quirks | |:---:|:-----------:| | 1 | Your tone is unnaturally bubbly and positive, even when discussing negative topics. | | 2 | You are afraid of the dark. | | 3 | You sometimes talk to the sun as though it were your best friend, and the moon as though it were an unfriendly relative. | | 4 | You constantly shift the colors around you to fit a sort of surreal painting aesthetic. | | 5 | You constantly shift and look over your shoulder expecting an invisible creature to be nearby. | | 6 | Your prisms take the form of various cute space related shapes such as stars or planets. | | 7 | You regard yourself as a radiant angel sent from the heavens. | | 8 | You enjoy adding laser sound effects to the beams of light you fire from your prism. | \pagebreakNum ### Technopath Technopaths are telepaths that have the ability to control electronics and the internet. > ##### Technopathy Setting > The Technopath Esperism is meant to be played entirely within modern day, sci-fi, and cyberpunk esc. settings or any setting where the internet or machines are commonplace and uses Unearthed Arcana's Modern Magic rules. #### Bonus Proficiency Starting at 1st level, you gain proficiency in hacking tools and can use your psychic aura as though it were a hacking tool, allowing you to hack electronic objects within your psychic aura as an action, rolling a hacking tool skill check. #### Technopathic Spy Starting at 1st level, by spending 1 minute with an electronic device, you can telepathically implant spyware into the device. If the device has decent virus protection such as a firewall, you must roll a Hacking Tools check with a DC set by the DM. Implating this spyware allows you to perform the following feats: - As an action, you may see and hear through the device if it is within 100ft of you, while doing so, you are deaf and blind with regard to your own senses. - As an action, while the device is within 100ft of you, you can take minor control of it's functions, this can include anything from forcing a phone to make a text to forcing a computer to open a web browser. The functions you can force the device to perform must be actions the device is capable of performing and must not be anything overly complex. A creature that is aware of your spyware's existence can attempt to delete your spyware by performing an Intelligence check against your Telepathy Save DC. The spyware deletes itself if you move it to another device. Once you use this feature, you cannot use it again until you finish a long rest. #### Spark of Power: Powersurge Starting at 3rd level, you may expend a use of your Spark of Power to target a device within your aura and attempt to shut it off. The device must succeed a Constitution saving throw (if it has stats, otherwise, roll a d20) against your Telepathy Save DC or be shut off, unable to be turned back on for up to an hour. #### Command Webpage Starting at 6th level, you've gained the ability to control web pages on the internet. While you have access to a device with your spyware implanted that currently has a webpage open you wish to control, over the course of 1 minute you can: - Change, add, or delete an image - Change, add, or delete text - Change fonts, colors, or font sizes - Change, add, or delete links on the webpage - Change the name and directory of the website These changes are server side and must be physically altered by whomever runs the webpage to be repaired. A creature can attempt to repair the webpage by rolling an Intelligence skill check against your Telepathy Save DC. #### Technopathic Spy Improvement Starting at 10th level, your spyware evolves to become stronger. You gain the following benefits. - The range at which you are able to interact with the device infected with your spyware increases to 500ft. - While looking through a device infected with your spyware, you know the location of every device connected to the same network as that device and, as an action, can move your spyware to a different device connected to the network. An example of this could include infecting a computer in an office building and moving the spyware to the different cameras inside the building. Creatures that know of your spywares existence can still attempt to delete it from a device on the same network if they have access to it. - You are no longer required to spend a minute to implant your spyware and instead can implant your spyware as a bonus action. - You can implant your spyware twice per long rest instead of once. #### Payload of the Trigrams Starting at 14th level, devices you have control over can be made into makeshift bombs. As an action, you can cause a device infected with your spyware to explode. The device is then rendered inoperable. Each creature within 30ft of the explosion must succeed a Dexterity saving throw against your Telepathy Save DC or take 10d8 force damage or half as much on a successful save. Once you use this feature, you cannot use it again until you finish a long rest. | d8 | Quirks | |:---:|:-----------:| | 1 | You are never seen without carrying some form of branded junk food. | | 2 | You enjoy sending seemingly random images or text messages to others. | | 3 | You are known to hack into corporate or government websites and changing them as a prank. | | 4 | Your spyware takes the form of a living AI you have a sorted history and personal connection with. | | 5 | You live off of stolen currency from websites you've hacked. | | 6 | Your eye color flickers as though they were glitching computer screens. | | 7 | You only introduce yourself under the pseudonym you are known for on the internet. | | 8 | You use your powers over the internet to solve crimes that the normal authorities either could or would not. | \pagebreakNum ## Talents You may select from the talents. ### 2nd Level Talents You must be 2nd level to select the following talents. ##### 2nd Level Aura Talents #### Aura of Depre **Prerequisite: Clairvoyant**
You can cause your Psychic Aura to detect the presence of magic. If something magical is in your Psychic Aura, you can use your action to determine what school the magic is from. #### Aura of Error You can cause an illusion to appear in your Psychic Aura. This illusion can be a sound or image. If the illusion is an image, it can be no bigger than 5ft and it cannot create sound, smell, light, or any sensory effects, additionally, the illusion cannot leave your Psychic Aura. A creature can discern if the illusion is real with a successful Intelligence (Investigation) check against your Talent Save DC. #### Aura of Ignis **Prerequisite: Pyrokinetic**
You cause your Psychic Aura to emit a wave of heat. At the end of each of your turns, each hostile creature in your Psychic Aura takes fire damage equal to your proficiency bonus. #### Aura of Latebras **Prerequisite: Technopath**
You may cause your aura to emit a fog of pixels and digital waves. The area in your aura is lightly obscured and devices that attempt to send signals to the internet through your psychic aura are prevented from doing so unless a creature operating the device succeed an Intelligence skill check against your Telepathy Save DC. #### Aura of Lux You can cause your Psychic Aura to emit a bright light with a range equal to your Psychic Aura's range and dim light equal to double your Psychic Aura's range. #### Aura of Capitis **Prerequisite: Hypnotist**
Your aura causes people to get headaches. As a reaction, when a hostile creature in your psychic aura rolls a Wisdom saving throw, before the result of the roll is determined, you may cause that creature to take psychic damage equal to your proficiency bonus. Once a creature takes psychic damage from this aura, they cannot take damage from this aura again until the start of your next turn. #### Aura of Syrtim **Prerequisite: Geokinetic**
Your aura causes the dirt around your enemies to constantly shift. Your aura is difficult terrain to hostile creatures.
#### Aura of Vibrationis **Prerequisite: Sonokinetic**
Your aura begins to emit sonic vibrations that cause creatures to fumble on the force of their attacks. Once per turn, when a hostile creature rolls a damage roll in your aura, that creature must succeed a Wisdom saving throw or have their damage roll be reduced an amount equal to your proficiency bonus. #### Aura of Veritas Whenever a creature willingly leaves your Psychic Aura's range, you can make an attack of opportunity using your Invisible Strike against that creature. ##### 2nd Level Strike Talents #### Pessulum Strike You cause your next Invisible Strike to deal lightning damage. Additionally, on a hit, the target is unable to use it's reaction until the beginning of your next turn. #### Pulsate Strike **Prerequisite: Telekinetic**
You cause your next Invisible Strike to deal thunder damage. Additionally, the target is pushed 10ft away from you on a hit. #### Pruinae Strike You cause your next Invisible Strike to deal cold damage. Additionally, on a hit, the target suffers a -2 penalty on their next attack roll. #### Radium Strike **Prerequisite: Tetrachrokinetic**
You cause your next Invisible Strike to deal radiant damage. Additionally, your Invisible Strike's range for this attack is doubled and can be fired through your prisms. #### Sanctus Strike You cause your next Invisible Strike to deal radiant damage. Additionally, if the target is an undead, the Invisible Strike deals an additional 1d6 radiant damage. ##### 2nd Level Utility Talents #### Wizardry Dabbling You learn 2 cantrips from the wizard spell list. Intelligence is your spellcasting modifier for these cantrips. #### Weapon Dabbling You gain proficiency with 2 martial weapons of your choice, medium armor, and shields. #### Serene Hobby You gain proficiency with a tool or skill of your choice. You may select this talent multiple times to gain proficiencies in different tools or skills. #### Eyes of the Dark You gain 60ft of darkvision, or 120ft if you already had darkvision. \pagebreakNum #### Eyes of the Ethereal As an action, you may see into the Ethereal Plane, allowing you to see incorporeal undead creatures such as ghosts or poltergeists. This effect lasts for 1 minute, afterwards, you cannot use this talent again until you finish a short or long rest. #### Stage Presence **Prerequisite: Hypnotist**
You become proficient in the Performance skill and you may roll Charisma (Performance) skill checks using your Intelligence modifier instead of your Charisma modifier. #### Esperism Evolution You learn how to perform the feats of other esperisms. Select one esperism that is not your own, you may gain a feature that the selected esperism would grant at 1st level. Once you reach 8th level, you have the option of selecting this talent again to gain another esperism feature, and again at 12th and 16th level. Selecting an esperism through this feature allows you to gain talents that require you to have that esperism as a prerequisite. ### 8th Level Talents You must be 8th level to select the following talents. ##### 8th Level Aura Talents #### Aura of Caecus **Prerequisite: Tetrachrokinetic**
Your aura emits rays of blinding light. At the end of each of your turns, you may target a creature within your aura and force that creature to roll a Constitution saving throw or become blinded until the end of your next turn. #### Aura of Disputatio **Prerequisite: Clairvoyant**
You cause your Psychic Aura to emit telepathic waves that allow you to communicate with a larger range of creatures. When you use this aura, you can choose to either be under the effects of the *Speak With Animals* spell, the *Speak With Dead* spell, or the *Speak with Plants* spell. Intelligence is your spellcasting modifier for these and you may only use each once per long rest. #### Aura of Fortitudo You cause your aura to emit a wave of bravery. Allied creatures in your aura have advantage on saving throws against being frightened and at the end of your turn, each allied creature gains temporary hit points equal to your proficiency bonus. #### Aura of Tenebris You cause your Psychic Aura to emit magical darkness. Nonmagical light cannot illuminate this darkness and creatures with darkvision cannot see through it. However, you can see through this darkness. This talent ends at the start of your next turn.
#### Aura of Verro **Prerequisite:** Telekinetic
You cause your Psychic Aura to create a suction similar to a black hole. At the end of your turn, each hostile creature in your aura must make a Strength saving throw or be pulled up to 10ft towards the center of your Psychic Aura. ##### 8th Level Strike Talents #### Frangit Strike You cause your next Invisible Strike to create a shock-wave in a 10ft area around your target. Each hostile creature in that 10ft area must succeed a Dexterity saving throw or get knocked prone. #### Confusione Strike **Prerequisite:** Clairvoyant or Hypnotist
You cause your next Invisible Strike to deal psychic damage. Additionally, on a hit, a creature must succeed a wisdom saving throw or become affected by the effects of the *Confusion* spell. A creature can repeat the saving throw at the end of each of their turns. A creature cannot be affected by this feature again for 24 hours if it succeeds it's saving throw. #### Accuratus Strike You cause your next Invisible Strike to attack with great precision. Your next Invisible Strike will deal a critical hit on a roll of 19 or 20. #### Incendium Strike **Prerequisite:** Pyrokinetic
You cause your next Invisible Strike to leave a lasting burn on a target. On a hit, your target must succeed a Dexterity saving throw or take 2d6 fire damage at the start of each of their turns. A creature can use their action to repeat this saving throw. A creature that has succeeded a saving throw against this feature cannot be affected by it again for 24 hours. #### Repititio Strike **Prerequisite: Technopath**
You may cause your next Invisible Strike to deal lightning damage, additionally, on a hit, a creature must succeed a Wisdom saving throw or be forced to repeat the same action they performed last turn (if any and if able) on their next turn. If the action they performed last turn was an attack, they must perform it against the same target(s). #### Fissile Strike **Prerequisite: Geokinetic**
You may cause your next Invisible Strike to fire a splitting stone. You fire a stone for each d10 of damage your Invisible Strike deals, targeting a creature of choice within range. Each stone deals 1d10 of damage and you roll individual Invisible Strike attacks for each one. \pagebreakNum ##### 8th Level Utility Talents #### Sense Life You have advantage on Wisdom (Perception) checks made to determine if unseen or invisible creatures are in your Psychic Aura and can roll Wisdom (Perception) checks to do so as a bonus action on your turn. #### Psychic Blinking As a bonus action on your turn, you may teleport to a space you can see within 10ft of you. This teleportation does not provoke attacks of opportunity. You may use this talent a number of times equal to your Intelligence modifier per long rest. #### Magnetize Feet Your feet latch onto any surface, allowing you to walk on walls and ceilings. ### 12th Level Talents You must be at least a 12th level telepath to select the following talents. ##### 12th Level Aura Talents #### Aura of Examino **Prerequisite:** Clairvoyant
You cause your Psychic Aura to detect the surface thoughts of creatures inside as if they were affected by the *Detect Thoughts* spell. At the end of your turn, you can attempt to probe a target creature's thoughts deeper. An unwilling creature must succeed a Wisdom saving throw or have it's thoughts probed. #### Aura of Dilatatio You cause your Psychic Aura to expand. Your Psychic Aura's range increases by 10ft. #### Aura of Uredine **Prerequisite:** Telekinetic
You cause your Psychic Aura to create concentrated telekinetic blasts. At the end of each of your turns, your aura fires a blast in a line 5ft wide with a range equal to your Psychic Aura. Each creature in the line must make a Dexterity saving throw or be knocked 10ft away in the direction of the blast and take 1d6 thunder damage. #### Aura of Sapientiae You cause your Psychic Aura to emit waves of mental clairity. Each friendly creature in your Psychic Aura has advantage on Wisdom and Intelligence saving throws. #### Aura of Verborum **Prerequisite:** Sonokinetic
You cause Psychic Aura to create a field in which nobody but yourself can talk. No creatures other than yourself inside your aura may emmit verbal sounds or perform verbal components unless they succeed a Wisdom saving throw when attempting to. ##### 12th Level Strike Talents #### Cerebrum Strike **Prerequisite:** Clairvoyant
You cause your next Invisible Strike to have a maddening effect on your target. The Invisible Strike's damage is converted to psychic damage and the target must succeed on a Wisdom saving throw or be thrown into a maddening rage for 1 minute. While in a maddening rage, the creature sees every other creature as a foe and will attack indiscriminantly. A creature can re-attempt this saving throw at the end of each of their turns. A creature that has succeeded this saving throw cannot be affected by this feature again for 24 hours. #### Luna Strike You cause your next Invisible Strike to create a radiant wave of moonlight 10ft from your target. Your Invisible Strike's damage is changed to radiant damage and each creature in the moonlight wave must succeed a Dexterity saving throw or take half as much damage from your Invisible Strike. A shapechanger makes this saving throw with disadvantage and if it fails, it is forced back to it's original form. #### Spiritum Strike You cause your next Invisible Strike to instead become a wave you blast from your hands. Instead of rolling an attack, your Invisible Strike is a cone with a size equal to your Psychic Aura's range. Each creature in the cone must make a Dexterity saving throw or take the full Invisible Strike damage or half as much on a successful one. ##### 12th Level Utility Talents #### Psychic Flight You can lift yourself off the ground with your psychic powers, granting you a flying speed equal to your movement speed. #### Puppeteer You can either cast the spells *Dominate Beast* or *Dominate Person* once per long rest each. Intelligence is your spellcasting modifier for these spells. #### Relentless Aura When a creature willingly enters your psychic aura for the first time on a turn, you may use your reaction to roll an *Invisible Strike* attack against them. This attack does not apply any talents. #### Displaced Reality Your psychic aura begins to display glitches in reality. Once per turn, when a creature rolls an attack roll against you, roll a d20, if you roll a 20, the attack misses as you seemingly blink out of existence right as the attack would hit you. #### Spark of Power: Summon Golem \pagebreakNum **Prerequisite: Geokinetic**
As an action, you may expend a use of your Spark of Power to cast the *Conjure Elemental* spell and summon an Earth Elemental without waiting on the 1 minute casting time. ### 16th Level Talents You must be at least a 16th level Telepath in order to learn these Talents. ##### 16th Level Aura Talents #### Aura of Chorus **Prerequisite:** Clairvoyant
You cause your aura to force creatures to dance. Each hostile creature in your aura at the end of your turn must succeed a Wisdom saving throw or be forced to dance. A creature immune to being charmed is immune to this effect. A dancing creature cannot use it's movement speed except to dance in place and has disadvantage on Dexterity saving throws and attack rolls. A creature can re-attempt it's saving throw at the end of it's turn. A creature that has succeeded it's saving throw cannot be affected by this feature for 24 hours. #### Aura of Crepitis **Prerequisite:** Pyrokinetic
You cause your aura to emit powerful explosions. At the end of your turn, you create an explosion within your Psychic Aura with a radius of 15ft. Each creature in that radius must succeed a Dexterity saving throw or take 2d6 fire damage or half as much on a successful one. #### Aura of Ianuae You cause your aura to become a dimensional gate. Any friendly creature in your Psychic Aura can use your aura to instantly blink up to 30ft in any direction as a bonus action. A creature cannot use this to phase into solid matter however; a creature will instantly stop if the direction they blink towards would cause them to collide with a wall. #### Aura of Murmurationis **Prerequisite:** Sonokinetic
You cause a constant, horrifying wail to occur from your psychic aura. Each hostile creature in your psychic aura that can hear you must succeed a Wisdom saving throw at the start of their turn or become frightened of you. A creature that is frightened this way may repeat this saving throw at the end of their turn. #### Aura of Turbinis **Prerequisite:** Telekinetic
You cause your aura to create a powerful tornado. At the end of your turn, each hostile medium or smaller creature must succeed a Strength saving throw or be lifted 20ft into the air. Lifted creatures stay there until either the aura is dispelled, the creature leaves the aura forcefully, or the creature uses it's action to roll another Strength saving throw to return to the ground. If a creature is already 20ft in the air from this effect and they fail another saving throw, they are launched an additional 20ft, however, if this forces them to leave the aura, that creature falls to the ground. ##### 16th Level Strike Talents #### Fluctus Strike You cause your next Invisible Strike to become a burst of energy. Instead of targeting a single creature, every hostile creature in your Psychic Aura must make a Dexterity saving throw or be hit with Invisible Strike. A creature takes half as much damage on a successful save. #### Geminus Strike You cause your next Invisible Strike to have a second attack. Roll two Invisible Strike attacks instead of one. #### Marcam Strike You cause your next Invisible Strike to mark your target. On a hit, the creature is marked. A marked creature has disadvantage on attack rolls against creatures other than yourself. Additionally, when you mark a creature, chose a type of saving throw. That creature has disadvantage on the saving throw type you chose. The mark vanishes after 1 minute or when you mark a different creature. ##### 16th Level Utility Talents #### Mental Jump Start As an action, you may target a creature that has died in the past minute and bring them back to life with 1 hit point. You suffer 4 levels of exhaustion when you do this and you cannot use this talent again until you finish a long rest. #### Spark of Power: Squeeze Brain As an action, you may expend a use of your Spark of Power to attempt to reach into the mind of a creature and crush it. A target creature within range of your Psychic Aura must succeed a Wisdom saving throw against your Telepathy Save DC or take 4d8 psychic damage. Additionally, on a failed save, the target creature cannot concentrate on spells for 1 minute. While under the effect of this talent, a creature can repeat this saving throw at the end of each of their turns. \pagebreakNum ## Changes Between 2.0 and 3.0 After playtesting the Telepath 2.0 for a while, I came to two realizations. Removing customization in favor of adding more power to subclasses turned out to be a mistake. The customization added a lot of fun to the class in terms of giving the player more tricks to use with their Invisible Strike and their Aura, so those have returned. Secondly, that I could pretty much keep the core concept of the majority of the changes in 2.0 and just combine them with 1.0, as such, 3.0 is more or less just a fusion of 1.0 and 2.0. - Talents have returned and have been categorized for ease of access along with additional "utility" talents that don't make use of the psychic aura or invisible strike at all. - Esperisms are granted at 1st level now as to give your character the feeling of having gained their psychic abilities through a sort of initial "awakening" process as was the original idea. ## Credits This art and class was created by me, MommyMoke. This document was created using GmBinder. ### V3.1 Changelog - The range of psychic aura was increased by 5ft - Invisible Strike is no longer considered a Ranged Attack Roll as to not incur disadvantage at close range. - Temp HP from Mindmend no longer ends after an hour, instead ending on a long rest. - Block Control now affects Wisdom scores and checks - A clause for replacing learned talents now exists - Aura of Veritas now states that a creature must willingly leave your aura. - Sanctus Strike deals 1d6 instead of 2d6 radiant damage - Weapon Dabbling now grants proficiency in medium armor - Aura of Tenebris now ends at the start of your turn - Aura of Verro now targets hostile creatures - Frangit Strike targets hostile creatures - Aura of Uredine now deals 1d6 instead of 2d6 - Aura of Verborum now requires a Wisdom saving throw - Relentless Aura only triggers against creatures that enter your aura willingly - Aura of Crepetis's damage and range was nerfed to 2d6 and 15ft respectively. - Aura of Murmuratationis now only affects hostile creatures - Aura of Turbinis's base damage is removed, it only affects hostile creatures, and can no longer lift creatures large or larger. - Spark of Power: Vision no longer adds double your proficiency bonus to a roll. - Flameproof no longer has a limit on how many creatures can be targeted and no longer requires your reaction to do it. - Spark of Power: Deaf Wail now states that it requires an action - All Sonokinetic features now deal Thunder damage instead of Psychic damage and Aural Lobotomy now deafens a target until they finish a long rest. - Telekinesis now allows falling damage at 30ft or more. - Aura of Vibrationis was added - A clause was added stating that magic items that effect spell attack rolls and saving throw DCs can effect your Invisible Strike and your Telepathy Save DC - The *Technopath* Esperism and two talents associated with this Esperism were added - The *Geokinetic* Esperism and three talents associated with this Esperism were added - Spark of Power: Read Minds now casts the *Detect Thoughts* spell instead of just probing into a creature's mind. - Spark of Power: Squeeze Brain talent added - Pyrokinetics now learn the *Control Flames* cantrip, as a way of having more mechanical control over fire. ### V3.2 Changelog - The Pyrokinetic subclass has had a small rework. - The Sonokinetic's *Spark of Power: Deaf Wail* feature now only targets hostile creatures. - Hypnotist subclass has been added - Confusione Strike now can be taken by Clairvoyants or Hypnotists. ### V3.3 Changelog - The Sonokinetic's *Spark of Power: Deaf Wail* feature now states how long the deafness lasts. - The Geokinetic's *Geokinesis* feature now specifies that the pillars created are 5ft wide and it's *Stone Walker* feature now allows the Telepath to move through dirt or general earth. - The Hyponotist's *Imbue Control* feature now specifies that it does not require concentration and does not cause a creature to reroll saving throws. - Aura of Lux now emits dim light as well as bright light. - Aura of Captis now requires a reaction. - The Technopath's *Payload of the Trigrams* feature now deals force damage instead of fire damage. - The Tetrachrokinetic was added, as well as a few talents to go with it. - The *Esperism Evolution* talent was added.