The Swordian Chronicles

by Psioptic

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The Swordian Chronicles

Classes

Dancer

 Amidst the bustling taverns, and raucous inns, bards fill the stages spinning wondrous tales as lute and viola strings plink and plunk out amazing tunes to go alongside them. Some seek to tell stories of heroes and monsters, of damsels and pirates. Some instead focus on the more coarse melodies to fit the raucous fair, but a few stages support a different entertainer to accompany the lovely sounds, a true Dancer.

 These practitioners are not simply inn maids that decide to dance a jig for a bit of coin, but instead are traveling souls that seek to better their craft in everything they do, and the difference between them and someone moving to a beat is immediately seen. They capture movements to music in a way that truly entrances those that watch them and can carry a performance as well as any bard could.

 During their travels and adventures, it is likely that they will come to blows, either with ruffians in the back alleys, or Kobolds within the dampen caverns tunnels. They are not some frail thing though, and assuming that would be folly, as they are just as home on the battlefield as they are on the stage. Whether it be through providing ample support to their allies, boosting and pushing them to do even better, or beguiling their foes, causing them to lose sight of the fight at hand or in some cases, become a turncoat until they snap back to themselves. There is even a special style that seeks to hone their battle prowess to the point of obsession, yielding a lithe fighter that is more able fighting for their life than on the stage.

The Allure of the Dance

 Dancers of any style all have at least some ability to use magical means to entrap their audiences. It is not always a negative thing, and in fact, in most cases, their magic is used to provide a boon to their viewer, and instill upon them a vigor and finesse that they may have forgotten they had. Only sometimes do they use these powers to ensnare would be victims in their spells, causing a variety of problems and dangerous effects.

 Regardless of style, it is impressed upon them from the start of their training, the importance of only using such a potent power to aid and assist the common folk and heroes alike. They do not train for the benefit of only themselves, and those that show such tendencies are weeded out during training, though a few skilled manipulators will always manage to find their way through the cracks.

Trained for Pleasure and Purpose

 A dancer is different than the barmaid dancing for coin and a good time, and their training is one of the cornerstones of that difference. Once they are a midling age, they are let into the 'schools' and trained. These schools, if you could call them that, are mostly skilled practitioners that form a troupe, and take in a handful of new students every few years to teach their specific style of dance.

 Over this time, a Dancer is able to travel around and mingle with peoples of a variety of cultures, and in doing so can develop a true knack of understanding. They may not be a doctor, but they certainly can help listen and talk to their patrons, just as any bard or great bartender is able to.

Creating a Dancer

 As you create your dancer character, you will want to think about a couple of things. First and foremost, why did your character become a dancer? Was she inspired at a young age? Perhaps she was a runaway, who sought out comfort and a life in a traveling troupe, only to really take to the dancer ways. She could have had a mother who was a prolific dancer in her younger days, and seeking to emulate her, she chose too, to learn the 'family trade'.

 You will really want to think of a few things, mainly why you chose to become a dancer, as well as what drives you further, over the course of the campaign. It is one things for someone just getting by to become a dancer, but they need a true reason to seek to perfect their craft.

 Regardless of the reasons and paths that you decide on, alignment should be simple, as most dancers will lean towards having a Good alignment, or towars Chaotic, to emulate the 'Free Spirit'.

Dancer
Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Flow of Battle, Spellcasting 2 3 2
2nd +2 Dancer's Defense, Exotic Offense 2 4 3
3rd +2 Style Specialization 2 5 4 2
4th +2 Ability Score Improvement, Dancer's Expertise 3 6 4 3
5th +3 Steel Mind 3 7 4 3 2
6th +3 Style Feature 3 8 4 3 3
7th +3 Evasive Steps 3 9 4 3 3 1
8th +3 Ability Score Improvement 3 10 4 3 3 2
9th +4 Rhythm is Magic 3 11 4 3 3 3 1
10th +4 Style Feature 4 13 4 3 3 3 2
11th +4 Mystifying Ballet, Dancer's Expertise 4 14 4 3 3 3 2 1
12th +4 Ability Score Improvement 4 14 4 3 3 3 2 1
13th +5 Improved Steel Mind 4 15 4 3 3 3 2 1 1
14th +5 4 17 4 3 3 3 2 1 1
15th +5 Style Feature 4 18 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 4 18 4 3 3 3 2 1 1 1
17th +6 4 19 4 3 3 3 2 1 1 1 1
18th +6 Fluidity of Body and Mind 4 21 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 21 4 3 3 3 3 2 1 1 1
20th +6 Style Feature 4 21 4 3 3 3 3 2 2 1 1

Quick Build

 You can make a Dancer quickly by following these suggestions. First, Charisma should be your highest stat, followed by Dexterity. Second choose the Entertainer background, or a background with Performance focus. Third, choose the dancing lights and mind sliver cantrips, along with the three of the four following 1st-level spells: charm person, cure wounds, detect magic, healing word.

Class Features

As a Dancer, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per Dancer level.

  • Hit Points at 1st Level: 8 + your Constitution modifier.

  • Hit Points at Higher Levels: 1d8 + your Constitution modifier per Dancer level after the 1st.

Proficiencies


  • Armor: Light Armor
  • Weapons: Chakram, Rapier, Scimitar, Whip, Simple Weapons
  • Tools: Disguise Kit

  • Saving Throws: Dexterity, Charisma
  • Skills: Choose two from Acrobatics, Deception, Investigation, Perception, Performance, and Persuasion

Equipment

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

  • (a) two daggers or (b) two chakrams
  • a (a) whip, (b) scimitar, or (c) rapier
  • a set of jewelry and adornments, worth no more than 25gp.
  • a set of common clothes
  • a costume
  • (a) an explorer's pack or (b) an entertainer's pack
  • 2d4+2 gp

Flow of Battle

 At 1st level, you begin to understand and follow the flow of battle. When you use your action to attack or cast a spell, you gain a point of Flow. You may have a max number of Flow points equal to your charisma modifier. These charges go away as combat ends.

 You may spend a point to take the Dash or Disengage action as a bonus action.

Spellcasting

 Through countless hours of study and practice, you've finally began to understand the weave and ebb of the arcane, grasping the concepts needed to begin your studies in depth. See Chapter 10 of the PHB for the general rules of spellcasting.

Cantrips

 You know two cantrips of your choice from the Dancer spell list. You learn additional dancer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the dancer table.

Spell Slots

 The Dancer table shows how many spell slots you have to cast your spells of 1st leve1 and higher. To cast one of these spells. you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

 For example, if you know the 1st-levei spell Cure Wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.

Spells Known of 1st Level and Higher

 You know three 1st-level spells of your choice from the dancer spell list. The Spells Known column of the Dancer table shows when you learn more Dancer spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

 Additionally, when you gain a level in this class, you can choose one of the Dancer spells you know and replace it with another spell from the Dancer spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

 Charisma is your spellcasting ability for your Dancer spells. Your magic comes from the passion and energy that you suffuse into your performances.You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Dancer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus and Dancer's Magic

 You can use your jewelry, magical adornments, or weapons as a spellcasting focus for your Dancer spells, as long as it is inlaid with a number of gems worth more than 10gp.

 The other main change to spellcasting as a Dancer, the ability to change verbal components. As a Dancer, when you cast a Dancer spell, you do not have to fulfill the verbal component of the spell, instead needing movement to be cast. You must move at least half your base movement, and once you have, you may cast the spell. The two actions will be treated as happening simultaneously if you do this action.

 Due to this, silence is not as much of a worry to you, but rather spells that can manage to reduce your speed down to less than half. Since you are stuck without being able to cast verbally, movement is crucial to good spellcasting, and must be planned for at all times.

Dancer's Defense

 At 2nd level, you gain the ability to read the flow of battle even better, making yourself harder to hit. While you have at least one Flow charge, and are wearing no armor, your AC becomes 10 + your Charisma Modifier + your Dexterity modifier.

Exotic Offense

 Also at 2nd level, you begin to use that same ebb and flow to strike more effectively with your attacks. While you have at least one Flow charge, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. You do not need advantage on this attack 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. If you do so, deduct a Flow charge.

 This damage increases by one die for each further 5 levels that you take of the Dancer class. This means 2d6 at 7th level, 3d6 at 12th level, and 4d6 at 17th level.

Style Specialization

  At 3rd level you choose a Style. This style will be the guiding force of your progression as a dancer. There are three main Styles to focus on, as follows. The Succor Soul Style, that gives focus to lending aid and comfort to those in need, as well as supporting those on the frontline of battle. The Siren's Trance style, that focuses on truly confusing and sowing seeds of doubt and mistrust within the minds of their foes. Lastly, there is The Heron's Song style, which focuses on mastering their art of dance and employing it to achieve a level of martial prowess that is only heightened by their magical studies.

Dancer's Expertise

 At 3rd level, choose one of your skill proficiencies besides Performance. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency, as well as Performance.

 At 10th level, you can choose another skill proficiency to gain this benefit once more. In addition, your proficiency bonus is now tripled for any checks made with the Performance skill.

Steel Mind

 At 5th level the constant attacks on your character; physically, verbally and mentally; have helped to make you resistant to further abuse. You have advantage on any saves from charms or mind-influencing effects. In addition if you would take Psychic damage, you instead take 5 less.

 At 13th level, you become immune to charm effects entirely, and now instead, have resistance to Psychic type damage.

Evasive Steps

 At 7th level, your knowledge of the flow of combat makes it easier to predict some movements, so that you can dodge accordingly. While you have at least one Flow charge, when you are subjected to an effect 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.

Rhythm is Magic

 At 9th level, you become more adept at weaving your magics into battle. Now, instead of gaining only a single Flow charge from the use of spells, you now gain charges equal to half the level of the spell, rounded down. For example if you would cast a 5th level spell, without this feature you would gain a single Flow charge, but with the feature, you would gain two, and three with a 6th level spell.

Mystifying Ballet

 Stuff to come.

Fluidity of Body and Mind

 At 18th level, your mastery over the battlefield is exceedingly evident in not only your actions but your thoughts. Attackers wishing to attack you with an attack of opportunity must do so at disadvantage. Any checks made to trip, disarm, grapple, or restrain you are done so with disadvantage also. Additionally when knocked prone, it only costs 5ft. of movement to get back up, and any checks to regain your freedom of movement are made at advantage.

Dancer Styles

Succor Soul

 You have devoted most of your time to seeing the world become a better place, either due to a want for good in the world, or to try and make it better than it has been to you. Regardless, you have set your focus to something that will allow you to achieve that goal, so that all may find succor and comfort from you.

Inspired Revelation

 Starting at 3rd level, you can give nearby party members inspiration and vigor, enough so to at times change the hands of Fate. On your turn, as an action, you may target a friendly creature in 15 feet of you to give a revelation point. They may use these points on any check, save or other roll, to roll with advantage. These points will vanish after a short or long rest. At 3rd level, you may use this feature 2 times, at 10th level 4 times, and at 17th level 6 times. Once you have used the feature the appropriate number of times, you cannot do so again until you have finished a long rest.

Peaceful Touch

 Also beginning at 3rd level, your touch becomes infused with the very power you use during battle, though now to heal and aid those in need. You now have access to a pool of healing power, that replenishes when you take a long rest, and has a number of points equal to 5 x your Dancer level. During your turn, you may use an action to touch a willing creature, and expend a number of points from the pool to restore an equal amount of health, up to their maximum hit points.

A Welcome Respite

 At 6th level, you become able to weave your healing magics into your performances. During a short rest, you may perform a special dance for any within your camp. Those that watch you can then heal themselves for 2 hit die. These hit die do not count towards the daily maximum.

Flowing Five Step

 At 10th level, you have become able to blend the use of your battle knowledge with the assistance of your party. As an action, you can spend a Flow charge to target an ally in 30 feet. That ally can then use their reaction to take a single action as though it were their turn. This cannot consist of a movement and an attack, or anything that would result in more than a single action occurring, other than multi-attack. They may also not use a leveled spell, though a cantrip is fine. Once you have used this feature 4 times, you cannot do so again until you have finished a long rest.

Succor's Ardour

 At 15th level, the healing magics that you weave are becoming more and more familiar, resulting in an even smoother incorporation into your normal actions. As a bonus action, you may spend any number of Flow charges to help restore a bit of your healing pool, adding back to it a number of points equal to your Charisma modifier for each charge expended in this way.

Ephemeral Bliss

 At 20th level, you become fully intune with both battle, as well as the ebb and flow of the supportive magics that you use, allowing you to achieve two amazing feats. First, if you cast a spell on an ally of 7th level or lower with only them as the target, you can optionally cause the spell to affect yourself as well, or by spending a Flow charge, another character within the spells range.

 Lastly, you may use this feature to instantly restore all resources of one of the following for yourself; HP, Flow Charges, Revelation Die, or Healing Pool. Using this ability is extremely taxing and leaves you Stunned for the following round. After you have used this feature, you are not able to use it again for another week.

Siren's Trance

 You have seen the power that your appeal has over those who watch you, as well as its moderate effects on the battlefield, and thus have sought out to capitalize on that. Whether it be by sneaky tactics are oppresive magical effects, where there is a will, theres a way.

Witch's Waltz

 At 3rd level, you begin to understand the best way to manipulate the flow of battle to cause issue for their enemies. As a bonus action, you can expend a Flow charge to target a single creature that can see you, and weave in one of two words to your dance, 'Weak' or 'Soft'. Until the beginning of your next turn, depending on your word, the creature suffers a penalty of 1d4 to either their AC if 'soft' was used, or their attack roll if you chose 'weak'. This die increases to 1d6 at level 10, 1d8 at level 15, and 1d10 at level 20.

Mental Misstep

 Also at 3rd level, thanks to your constant observation of just what can cause a gaffe, you've begun to understand the best ways to cause someone to fall into that trap. As an action you can cause an opposing skill check to be rolled without a proficiency bonus. You may use this feature a number of times equal to your Charisma modifier, after which, you are not able to use it again until you finish a long rest.

 If you are unsure of whether or not you would assume the target to be proficient, you can make an Insight check at DC 12, or at the DM's discretion.

Tempting Tango

 At 6th level, you understand the best ways to force your will upon the enemy. As a bonus action, you may expend a Flow charge to cause an enemy to make a Wisdom saving throw, with dc equal to your Spell save DC. On a failed save, they are forced to target another creature of your choice within 15 feet of them on their next turn. The new target must not be a target that is friendly to them and the enemy can decide how to attack the new target. For the sake of this ability, use of an offensive spell is considered an attack.

 At 10th level, you gain the ability to dictate the form of attack that the target must make, either a spell, ranged, or melee. If they do not have the type chosen then they will use one of the other two. At 15th level you improve this feature further, now being able to tempt foes into even attacking their own comrades.

Spellsong Salsa

 If there is one thing that time on the road and in the thick of battle has shown you, that is that sometimes, there is no time or even use in subterfuge, and that at times the best course of action is kill or be killed. At 10th level, as an action, you may start a special dance, requiring a concetration check if you take damage before your next turn. At the start of your next turn, you may use another action to enact the powers that you wove into being with your dance, casting a spell from the sorcerer/wizard list that is equal to the highest level you are currently able to cast. The spell must have two criteria; Firstly, it must have a casting time of 1 round or less, and secondly, it must contain some form of damage dealing or death mechanic. You may use this feature once at 10th level, after which you are not able to use it again until you have finished a long rest.

Prismatic Prance

 At 15th level, the flow of battle and its gaps are becoming like second nature to you, and using your magical prowess within that flow has become something of a passion. As an action you may expend a minimum of two flow charges to choose a square you can see within 60 feet. You instantly teleport there, and errupt in brilliant array of colors and patterns, causing all creatures in a 20 foot radius to be hit with the prismatic spray and hypnotic pattern spells. For each Flow charge after the second, you may select one creature to exclude from these effects. You may only use this feature once, after which you are not able to use it again until you have finished a long rest.

Magnificent/Malefic Mambo

 At 20th level, the progress you have made with magical research and the ebb and flow of battle have come to a summit, achieving a truly amazing feat of both extreme aid, and extreme detriment. As an action, you may dance and weave a magic of the highest order around the battlefield, cloaking a 100ft square in a brilliant golden wave of magical energy. Enemies caught in the square must make a Wisdom save, equal to your Spell save DC, and must do so for each round that they end their turn within the magic area. For each enemy and ally within the zone roll 1d6, and apply the chart below. If a spell below requires a save before suffering an effect, then the save is equal to the Dancer's spell save of equivalent level. If a spell requires concentration, it does in pertaining to this feature. You may only use this feature once, after which you are not able to use it again for one week.

1d6 Ally Enemy
1 Regen 15 HP per round Cloudkill in 5 foot radius
2 Telepathy Feeblemind
3 Heal Harm
4 Haste, Gift of Alacrity Flesh to Stone
5 Fire Shield Polymorph into Frog
6 Invulnerablity - 2 Rounds Forcecage

The Heron's Song

 Within the heat of battle, you've found your purpose, as your blade dances alongside your friend and foe alike, weaving a majestic tale of carnage in your wake. Named after the fabled Blademasters of old, the practitioners of the style hope to show that the heron can fly once more.

Offensive Training - Core Feature

 Some Dancers will prefer to focus on Magic, while others will aim to blend the two. Those that practice the Heron's Song will forego nearly all furtherance of the magical arts, in exchange for focusing their attention on their martial studies. When you are leveling up your character, apply any spells known and spells learned, as though you were 5 levels lower, to a minimum of 3rd level.

Exotic Mastery

 At 3rd level, the same exotic offense that all dancers learn, you begin to master. Your first use of Exotic Offense each combat does not require any Flow charges to be spent. This increases to twice at 6th level, 3 times at 10th, 4 times at 15th, and at 20th level it never requires any Flow charges to be spent.

Fighting Style

 Also at 3rd level, in order to become more cognizant of battle your study of other fighters has led to a deeper understanding. You may choose a Fighting Style, as a Fighter does. For a list of these please see the Fighter section of the Player's Handbook, at page 72.

Extra Attack

 At 6th level, your understanding and skill has widened. You can attack twice, instead of once, whenever you take the Attack action on your turn.

Dodging Pirouette

 Also at 6th level, your understanding is not just limited to attacking, but defense as well. As a reaction, you may expend a Flow charge to reduce the damage you would take from any attack to half.

Snake in the Reeds

 At 10th level, the deep understanding of martial techniques are allowing you to do things you would have never even imagined. As a bonus action, you may spend a Flow charge to designate a target. When you do so, you may grant yourself advantage on attack rolls against the designated target this turn.

The Frog and Fly

 The deep understanding of martial techniques are allowing you to do things you would have never even imagined. Begining at 10th level, you may use your reaction to deflect a single projectile from the air that has you or a creature directly behind you as the target. To do so, once the attack is confirmed to hit, you may roll 1d10 + your Dexterity modifier + your Dancer level, and reduce it by the amount. You may use this feature a numbder of times per day equal to your Charisma modifier, after which, you are not able to use it again until finishing a long rest.

As the Willow Breaks

 The forms you are begining to truly master are yielding the most impressive of fruits. At 15th level, you may use a bonus action and expend two Flow charges, to make all attacks that you make until your next turn have an expanded crit range of 17-20. You may use this feature twice, after which, you are not able to use it again until finishing a long rest.

Expanded Awareness

 You've grown more and more accustomed to battles, and are finally beginning to develop a sort of sixth sense. Also at 15th level, whenever you roll initiative, you may add 1 Flow charge. In addition, it is now impossible to surprise you via non-magical means.

Mastery of the Flow

 At 20th level you have attained a sort of zen nature amidst the crash and clatter of steel. If you gain 1 Flow charge from an action, you now gain two. In addition, any abilities other than spells that regenerate at a long rest, now only need a short rest to do so.

Scion

The Scion
Level

Proficiency
Bonus
Features

Cantrips
Known
Spells
Known
Spell
Slots
Slot
Level
Psi
Points
1st +2 Psionic Hue, Spellcasting, Psionics 2 2 1 1st 4
2nd +2 2 2 2 1st 5
3rd +2 Psionic Hue Feature 2 3 2 1st 6
4th +2 Ability Score Improvement 3 3 2 1st 7
5th +3 Psychic Recovery, Psionic Warp Expansion 3 4 2 2nd 8
6th +3 Psionic Hue Feature 3 4 2 2nd 9
7th +3 3 4 2 2nd 10
8th +3 Ability Score Improvement 3 5 2 2nd 11
9th +4 Psionic Warp Expansion 3 5 2 3rd 12
10th +4 Psionic Hue Feature 3 5 3 3rd 13
11th +4 4 6 3 3rd 14
12th +4 Ability Score Improvement 4 6 3 3rd 15
13th +5 4 7 3 4th 16
14th +5 Psionic Warp Expansion 4 7 3 4th 17
15th +5 Psionic Hue Feature, Improved Recovery 4 8 3 4th 18
16th +5 Ability Score Improvement 4 8 4 4th 19
17th +6 4 9 4 5th 20
18th +6 Psionic Warp Mastery 4 9 4 5th 21
19th +6 Ability Score Improvement, Psionic Hue Feature 4 10 4 5th 22
20th +6 Warp Seed Creation 4 10 4 5th 23

 There are those in the world that are born with amazing talents of all sorts, and those born with special blood running through their veins, allowing them to control the very earth and air. Some are even born with the ability to commune with the gods, and truly understand their patron's grand designs. Fewer still though are born with a truly magnificent and unique gift that allows them that allows their mind to mend and break the very fabric of reality. These people, who grow to become paragons or evil incarnate are Scions.

What are Scions?

 Scions are Psionic users, warriors that manipulate the energy of the mind on reality, but they are also so much more. Their prowess in most other fields will be assisted by the increased mental abilities, but the powers themselves can aid in more mundane tasks as well. A Scion must always keep this in mind, and hone their body as one does a knife, as psionic powers unchecked could lead to disaster.

Creating a Scion

 Creating a Scion character entails understanding and consigning that at some point your character spent time in a closed off monastic-esque setting. Other than that though, all the details are up to you to decide. How did you end up there, and was there a traumatic event as your powers manifested? Were you treated as a stain upon your family, or were you seen as a great sign from the gods? Did your character look forward to the change in lifestyle, or do they regret it to this day, with a heart filled of resentment.

Where's the Quick Build?

The lack of a quick build section here, was rather deliberate. Of all the classes, Scion is undoubtedly the most complicated at level 1. If you want to play the class, take the time to read it over, and make up a character the good old fashioned way.

Class Features

As a Scion, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light Armor
  • Weapons: Simple weapons
  • Tools: None

  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two from Arcana, Deception, History, Insight, Investigation, Persuasion, and Religion

Equipment

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

  • (a) a Quarterstaff or (b) a Dagger
  • (a) a brilliant clear crystal
  • (a) a suit of leather armor
  • (a) a scholar’s pack or (b) an explorer’s pack

Alternatively, you can ignore the equipment here and in your background, and buy 5d4 × 10 gp worth of equipment from chapter 5 in the Player’s Handbook.

A Scion and The Hue

 There are temples, hidden across the world, where dedicated teachers take students under their wing, teaching them to grow and about the rights and wrongs of the world, though they do their best to remain neutral, never wanting to push a student one way too far. They walk the younger ones through the steps of controlling the power within them, and in time once the Scion is ready, they perform a ritual. It has many names at the many different temples, but it is essentially the same everywhere.

 The new scion is made to hold a cluster of special star crystal, and focus a trickle of their own power within it. Upon doing so the crystal will glow a certain color. Red for those with power stems best suited to the branch dubbed the Knights, a group of specialized fighters who use their powers of the mind and martial prowess to rain supreme upon the battlefield, even at times fashioning a rare blade to be used that converts their Psionic energy into a potent weapon.

 Other times the crystal will glow a brilliant blue, indicating the Scions propensity for Stealth and Subterfuge. These scions tend to try and puppeteer wide reaching schemes from the shadows. Rarely, the crystal will turn a shining shade of emerald green, marking the Scion as being a prime candidate for the Sages. They are an order that focus on documenting all the knowledge they can, and when adventuring into the world, will combine their Psionic powers with further enhanced magical prowess to wreak havoc on the battlefield.

Spellcasting

 Your powers come through in strong burst, and thanks to your teacher's efforts, you've learned to use your mental energy to cast spells. See "Casting a Spell"PHB, p202 for the general rules of Spellcasting and the Scion spell list under "Scion Spells by Level", further on in this document.

Cantrips

 At 1st Level, you know two Cantrips of your choice from the Scion spell list. You learn additional Scion cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Scion table.

Spell Slots

 The Scion table shows how many Spell Slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Scion spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

 For example, when you are 5th level, you have two 2nd-level spell slots. To cast the 1st-level spell Color Spray, you must spend one of those slots, and you cast it as a 2nd-level spell.

Spells known of 1st Level and Higher

 At 1st level, you know two 1st-level spells of your choice from the Scion spell list. The spells known column of the Scion table shows when you learn more Scion spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what is shown in the tables Slot Level column for your level. When you reach 5th level, for example, you learn a new Scion spell which can be of 1st or 2nd level.

 Additionally when you gain a level in this class you can choose one of the Scion spells you know and replace it with another spell from the Scion spell list which also must be from a level of which you have spell slots.

Spellcasting Ability

 Intelligence is your Spellcasting ability for your Scion spells, so you will use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Scion spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Spell attack modifier = your proficiency bonus +

your Intelligence modifier

Spellcasting Focus

 As a Scion, your mind is the source of your powers, and as such, there is no need to use a focus for your spells.

Psionics

 As a Scion, your mind is your greatest weapon. While this may be true of most with a good brain, it is especially so for you, as your mind is the crucible where your weapons, also know as 'Warps', are formed. At 1st level you have two warps, and gain more as you level up. Each of these warps have different activation requirements, some take actions, others reactions. These warps cost the resource mentioned within the Scion table, known as Psi Points. These points will regenerate on a long rest.

Psychic Recovery

 You begin to understand methods that can be used to eek out even more psychic energy from your body, although at a slight cost. At 5th level, you gain the ability to regain some spent Psi points. During a short rest, anytime that you could use a hit die to regain health, you may instead choose to regenerate 2 Psi points. You must make this decision before rolling the spent hit die.

 This bonust increases to 4 Psi points at 15th level.

Psionic Warp Expansion

 You have studied over various tomes and coupled with experiments, have worked out how to apply a couple of new warps to your Psi energy. At 5th level, you may choose two warps from the list of available warps to add to your repertoire, bringing your base amount up to 4.

 You will gain this feature again at 9th and 14th level, increasing your count of available warps by two each time.

Psionic Warp Mastery

 Your mastery over the abilities you possess are becoming clear to you, allowing access to your reserves even after running yourself dry. At 18th level, when you roll for initiative and have no Psi points remaining, you regain 5 Psi points

Warp Seed Creation

 Your understanding of these psychic powers has become something of a revelation, as your toying with things has yielded results that others may only dream of. Choose two spells of seventh level or lower, from any classes spell list, and add them as a warp. They cost a number of Psi points equal to their level and retain any material cost over 100g to use. Additionally, choose a feature, feat, ability or spell located within the game. Discuss these choices with your DM and work to make your very own signature warp unique to them. Aim to design something that is both expressive of your character's progression and traits, as well as something that will still be balanced, as to not cause any issue with your other party members.

The Insipration for Scions

Over the years, there have been many attempts at designing Psionic based classes, but many fall short or make something greatly overpowered. The book Strongholds and Followers laid out an interesting idea of Manifestations, that led to the design of this class. More Info can be found at the back of the book.

Ruby Hue - The Knight

 Your hue, of brilliant crimson and ruby red, has earned you a truly venerated position. The ones to guard and watch over the schools and temples that teach the young initiates are members of this branch, as are those that are most often seen in the world. Their aim is to help where they can, though their help can sometimes be subjective, as other than a mutual respect for the institution that brought them up, one night is completely different than the other.

A Knights Training

 Knight training varys greatly from the other branches. At 1st level, Your hit die is increased to a d8, and you gain proficiency with Martial Weapons, as well as medium armor and shields.

Psionic Craftsmanship

 As a Knight, you are taken aside and instructed on not only the methods to do battle, but also the proper methods of tending to, caring for, and even crafting weapons of war. At 1st level, you gain Proficiency with Smith's Tools, and gain an additional +2 on checks that have to do with equipment you are proficient with.

Defense of Foresight

 Knights use their intellect as a major facet of their battle toolkit, and as such, learn to fight not with mere reactions alone. Beginning at 3rd level, you gain the ability to replace the Dexterity modifier bonus to your armor class, with your Intelligence modifier. You also gain the parry and riposte features, at the cost of 3 Psi points each. When parry is used in this way, use your Intelligence modifier in place of your Dexterity modifier.

Fighting Style

 Being a martial class, Knights learn and choose a fighting style fairly early in life. At 3rd level, choose a fighting style, of the list found under the FighterPHB, p72section, with only 'Archery' being unavailable to choose.

A Knight and his Blade

 A large step in becoming a true Knight occurs when the person in question finally finishes completion of their first Psiblade. This weapon is a hilt and guard, usually made of very strong metals, and fine filigree work, that house within a special Niasi crystal. These are rare minerals found in the deep recesses of the earth that are similar to diamonds in makeup, but are able to hold, store, and magnify vast amounts of psychic energy.



 Once a blade is crafted and tuned, using a special toolkit, the weapon is ready to wield. Upon activation, it emits a dense blade of energy, and can be used as a normal sword, with a few caveats. Firstly, the sword must be supplied with power, taking a Psi point for each round that the blade remains active. Secondly, due to the nature of the energy a creature with resistance or immunity to psychic damage, will in turn have the same to attacks made with the weapon, though the same is true with vulnerability. Lastly, they can be dispelled, rendering them inert for a time, as they are a primarily arcane construct. These weapons can be made in a variety of forms, from short to great swords and for more information on them, please consult the section in Chapter X, the equipment and magical items part.

Extra Attack

 The training that Knights undergo has lead to their prowess with a blade and their knack to strike extremely quickly. Beginning at 10th level, you can attack twice, instead of once, whenever you take the attack action on your turn.

Subclasses

Barbarian -

Paladin - Oath of The Mystral Flame

There are a precious few who walk the path of the Paladin, but feel the call of the Goddess of the Weave herself. Even fewer still are those she deems worthy enough to bless in a way that modern knowledge label a fairy tale.

To those few, it is known as Spellfire, and it is a flame unlike any other, with the ability to wash away all pain in cleansing licks of the pyre, or the uplifting gust of cinder winds, or even the bulwark of brilliant white flames, protecting those beneath the flames.

For all it's wonders, it must be remembered that the weight of these boons are a heavy one.

For those that burn full-bright will soon burn away.

Oath of the Mystral Flame

Paladins who swear their oath of allegiance to Mystra receive boons from the Goddess herself. As they prove themselves, Mystra will reveal more and more to them, and in time, all.

Paladin Level Features
3rd Oath Spells, Mystra's Champion
7th Spellshatter, Spellfire Deflection
10th Aura of Sanctity, Spellcrunch
15th Spellsteal
18th Spellfire Flight
20th Mystra's Avatar

Tenets of the Mystral Flame

A paladin who takes up the mantle of Mystra's Flames must always follow along four major pillars.

Vigilance. There are many in the world who would use Mystra's Gifts for ill-gotten gains. Only use its power when there is a true need for it, and seek to punish those that use magic for nefarious reasons.

Humility. True power is what Mystra will offer, and thus, you must never let it take hold and corrupt you.

Repayment. A special gift has been bestowed upon you. It is your duty to see that you are not the only one who will benefit from it.

Goodness. While Mystra does not force her chosen to act in a certain way, she does wish for them to be as fair and caring in their life, to help those that need and to dispense justic to those that seek evil.

The Weave and Mystra

While many gods can hold sway over their respective domains, Mystra is uniquely tied to hers. Magic itself depends upon her to hold the very fabric of it's being in place. Once, in eons past, Mystra was killed, and in doing so, the entirety of magic ceased to function, an event that would later come to be known as the "Blue Breath of Change", or more commonly known as, the Spellplague.

Oath Spells

You gain oath spells at the paladin levels listed below.

Paladin Level Spells
3rd Detect Magic, Magic Missle
5th Magic Weapon, Nystul's Magic Aura
9th Counterspell, Magic Circle
13th Stoneskin, Polymorph
17th Wall of Force, Scrying
19th Permanency

Mystra's Champion

Many of those blessed with Spellfire do become paladins of the Oath, but it is not a necessity for those that wish to take the Oath. In a ceremony it can be granted unto them upon their taking of the Oath. If the player character does not have the ability to channel Spellfire when they choose this path, they will gain the Mystra's Touch feat, and will forfeit an ability score increase or feat choice at level 4.

In addition, Paladins that walk this path gain two core additions. The first is the ability to wreath your weapon in spellfire, adding an additional 1d4+1 fire damage per spellfire point spent. The second ability to store more spellfire than normal, with the ability to use stage 1 at level 3, stage 2 at level 8, and stage 3 at level 14

  • Base + 1 - Base x 2 : Stage 1 - The character's eyes glow a brilliant white, and any creature, magic item, or spell effect that touches the character causes 1 spellfire point to be discharged as a harmless blast of light. Once per day, the character must make a Constitution Check (DC 10) or take 1d6 as a point errupts in a blast of heat.
  • Base x 2 + 1 - Base x 3 : Stage 2 -The character sheds light equal to a torch and feels a burning sensation within their body. This makes concentrating on any one thing extremely difficult, incurring a -5 to any such checks made. A touch will now release 1d6 spellfire points and cause damage equal to the full amount of spells released in this way. The character must now make the eruption Constitution checks at a higher difficulty (DC 16) each minute or take 4d6 fire damage as they lose that same number of spellfire points.
  • Base x 3 + 1 - Base x 4 : Stage 3 -The character now radiates a strong heat up to 30 feet and is in constant pain, taking 1d4 piercing damage each minute. A touch expends 3d6 spellfire points and causes an equal amount of damage to the character as well affects anyone, including the character, within 20 feet with Blindness (Constitution Save DC 13). Each round, the character must make a Wisdom Save (DC 19), or be forced to make a maximum strength blast at a target, friendly or foe, within 30 feet.

Spellshatter

By harnessing the divine connection between yourself and your god, you becomes able to rend magic assunder with blade alone. Once per day starting at 7th level, a paladin may choose to deliver a targeted greater dispel magic with a normal melee attack. The decision to use this ability must be made before the attack is rolled, and if the attack misses, the effect is wasted.

At 14th level, you gain an extra use of this feature.

Spellfire Deflection

Over time, the paladin will become more and more adept in the use of Mystra's gift, resulting in a plethora of useful abilities. One such example is the use of Spellfire to deflect attacks or projectiles.

Starting at 7th level, you may use your reaction to deflect or catch a missile or spell that has you as the target. Doing so will cost 3 points from your spellfire pool. When you do so, the damage you take from the attack is reduced by 1d8 + your Con modifier + half your paladin level.

Aura of Sanctity

At 10th level, you may choose to gain this feature, in place of one of your Aura abilities. Aura of Sanctity allows you and friendly creatures within 10 feet of to now longer be able to be can't be charmed or enchanted while you are concious.

At 18th level, the range of this aura becomes 30 feet.

Spellcrush

Through the rigors of battle, you've finally mastered the art of using spellfire to drain magic from not only the weave, but items as well.

At 10th level, you may forego any damage from an attack, and instead choose to drain a magic item that a creature holds of its latent magical energy, rendering it useless for 24 hours, with the item rarity making it harder to drain. Sentient and Legendary items are, however, immune. To drain the item, the target must make a Wisdom Save (DC 18). On a failed check, the item is drained as stated above, and a number of spellpoints are restored, as per the chart below.

Rarity Spellfire Restored Save Bonus
Common 1 Point 0
Uncommon 2 Points +1
Rare 3 points + 3
Very Rare 5 Points + 5
Legendary 10 Points + 10

Spellsteal

As you work through your understanding of the weave and the things Mystra has let you see, you come to work out the means of capturing magic that is turned towards you, in a whole new way.

At 15th level, when absorbing a spell, you can choose to instead store the spell as a full spell rather than as spellfire levels. You may only have a single spell of each level stored at a time, and these stored spells count toward your stored spellfire energy level limit. You may use your action to release a spell, using your own level and stats to determine the needed elements of the spell.

If the character possesses any feats that affect spellfire, either the way in which it is absorbed or the manner in which it is used, they may be used in conjunction with this ability. Any cost or requirements are still needed to be paid or taken care of. An example would be absorbing a spell quickly with the Hasty Absorption feat after succeeding the check, or changing the type of damage from a fireball to partly acid after paying 2 spellfire pool points.

Spellfire Flight

The divine will of Mystra has guided you through many things, and now has blessed you with the knowledge of flight.

At 18th level, as long as you have at least a single point in your spellfire pool, you gain a fly speed equal to your current land speed.

Mystra's Avatar

By the divine will of Mystra, you are able to call upon her power and channel forth her destructive presence.

At 20th level, you gain the ability to wreath your hands, weapons and armor in a gleam of Silver Fire, that lasts for 1 minute. While affected by the Silver Fire, you gain the following.

  • You emit a cool white light, brightly lighting the area in a 60-foot radius, and with a dim light for an additional 60 feet.
  • Your weapon and armor are cloaked in Silver Fire, a substance many assumed to no longer exist. Your attacks deal an additional 1d8 fire damage, and 1d8 radiant damage, and any enemy that ends its turn in a square adjacent to you also takes 1d8 fire damage, and 1d8 radiant damage.
  • When using the Divine Smite feature, and choosing to channel spellfire into your attack, your blade glows with the power of a Greater Goddess causing your attack to automatically hit, and expend spell levels, up to your Constitution score, adding 1d4 radiant damage for each point spent this way. No feature can be used to negate this, outside of divine-tier power levels. Your weapon must be of at least a +3 enchantment, or a rarity of Very Rare or higher, or be damaged to the point of unusability after such an attack.
Test

Scion

The Scion
Level

Proficiency
Bonus
Features

Cantrips
Known
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting 3 2
2nd +2 Psionic Talent (d6) 3 3
3rd +2 Psionic Art 3 4 2
4th +2 Ability Score Improvement 4 4 3
5th +3 Psionic Recovery, Psionic Talent (d8) 4 4 3 2
6th +3 Psionic Art feature 4 4 3 3
7th +3 4 4 3 3 1
8th +3 Ability Score Improvement 4 4 3 3 2
9th +4 Psionic Art Feature 4 4 3 3 3 1
10th +4 Psionic Talent (d10) 5 4 3 3 3 2
11th +4 5 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 4 3 3 3 2 1
13th +5 5 4 3 3 3 2 1 1
14th +5 Psionic Art feature 5 4 3 3 3 2 1 1
15th +5 Psionic Talent (d12) 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1
17th +6 5 4 3 3 3 2 1 1 1 1
18th +6 Psi Overcharge 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Superior Talent 5 4 3 3 3 3 2 2 1 1

The Power of Psionics

One day a light blazed forth within you — the illumination of psionic power. Psionics are a form of magical power separate from the arcane magic of wizards and sorcerers or the divine magic of druids and clerics. The source of psionics is little-understood; some scholars posit that it is the natural defense of mortal races against the incursions of the Far Realm, while others believe is it a corruption caused by aberrant powers.

Power of the Mind

Psions are the quintessential manipulators of psionic power. Through study and discipline, a psion unlocks the mental pathways that allow them to manipulate reality itself with a thought. A psion must hone themselves as one would hone a weapon, as psionic powers unchecked could lead to disaster.

Psions in the World

Among githyanki and githzerai, psions are revered and marshaled on both sides of the gith war. In Eberron, many kalashtar dream of discovering psychic abilities within themselves, and in Athas, psionics are a way of life. In the glades of primeval woods touched by the Feywild, children sometimes awaken to the wonders of psionic power. And in communities that survive Far Realm incursions, some folk are mutated into horrific aberrations, while a lucky few not only remain themselves, but also discover that psionic energy now suffuses their minds.

Creating a Psion

Creating a Psion character demands a backstory dominated by your contact with the psionic arts. Decide how you acquired your powers. Were you born with them, and did they manifest throughout childhood? Or did an extraordinary event later in life leave you shining with psionic awareness? You could be a brash human youth flush with your mental ability’s first flowering, a tattooed cenobite enrolled in a secret psionic academy, a fey enchanter using ancient techniques to beguile your foes, or perhaps a specially trained inquisitor who has learned one secret too many.

Quick Build

You can make a Psion quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. Second, choose the Sage Background. Third, choose the Mage Hand, Mind Sliver, and Minor Illusion cantrips.

Class Features

As a Psion, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: None
  • Weapons: Simple weapons
  • Tools: None

  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two from Arcana, Deception, Insight, Investigation, Persuasion, and Religion

Equipment

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

  • (a) a Quarterstaff or (b) a Dagger
  • (a) a crystal or (b) another arcane focus
  • (a) a scholar’s pack or (b) an explorer’s pack

Alternatively, you can ignore the equipment here and in your background, and buy 5d4 × 10 gp worth of equipment from chapter 5 in the Player’s Handbook.

Spellcasting

As a student of psionics⁠, you can hone your mind’s energy to cast spells. See "Casting a Spell" for the general rules of Spellcasting and the Psion spell list under "Psion Spells by Level".

Cantrips

At 1st Level, you know three Cantrips of your choice from the Psion spell list. You learn additional Psion cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Psion table.

Preparing and Casting Spells

The Psion table shows how many Spell Slots you have to cast your Psion Spells of 1st Level and higher. To cast one of these spells⁠, you must expend a slot of the spell’s level or higher. You regain all expended Spell Slots when you finish a Long Rest.

You prepare the list of Psion Spells that are available for you to cast, choosing from the Psion spell list. To do so, choose a number of Psion spells⁠ equal to your Intelligence modifier + your Psion level (minimum of one spell). The spells⁠ must be of a level for which you have Spell Slots.

For example, if you’re a 3rd-level Psion, you have four 1st-level and two 2nd-level Spell Slots. With an Intelligence of 16, your list of prepared Spells can include six spells⁠ of 1st or 2nd Level, in any combination. If you prepare the 1st-level spell Magic Missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell 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 Psion spells⁠ requires a period of deep meditation, in which you analyze the mental pathways that allow you to alter the flow of psionic energy.

Spellcasting Ability

Intelligence is your Spellcasting Ability for your Psion Spells, since you learn your spells⁠ through self-analysis and willpower. You use your Intelligence whenever a spell refers to your spellcasting⁠ ability. In addition, you use your Intelligence modifier when setting⁠ the saving throw DC for a Psion spell you cast and when Making an Attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Spell attack modifier = your proficiency bonus +

your Intelligence modifier

Psionic Talent

At 2nd level, you tap into a wellspring of psionic power within yourself, an energy that ebbs and flows as you channel it in various ways. This power is represented by your Psionic Talent die, the starting size of which is a d6.

Psionic Talent Options. You can use your Psionic Talent die in the following ways:

Psionic Casting. When you cast a spell, you can use your mind to form it, rather than relying on words, gestures, and materials. To do so, roll your Psionic Talent die. The spell then requires no verbal component, and if you rolled the level of the spell or higher, the spell doesn’t require somatic or material components either.

Psionic Rituals. You can use your psionic talent to cast a psion spell as a ritual if that spell has the ritual tag and you have the spell prepared. To do so, roll your Psionic Talent die. If you rolled the level of the spell or higher, you can cast that spell as a ritual; if not, you must cast the spell as normal.

Telepathic Speech. You can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see, and roll your Psionic Talent die. For a number of hours equal to the number you rolled, you and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to the number you rolled. To understand each other, you each must speak mentally in a language the other knows. The telepathic connection ends early if you use this ability to form a connection with a different creature.

Changing the Die’s Size. If you roll the highest number on your Psionic Talent die, it decreases by one die size after the roll. This represents you burning through your psionic energy. For example, if the die is a d6 and you roll a 6, it becomes a d4. If it’s a d4 and you roll a 4, it becomes unusable until you finish a long rest.

Conversely, if you roll a 1 on your Psionic Talent die, it increases by one die size after the roll, up to its starting size. This represents you conserving psionic energy for later use. For example, if you roll a 1 on a d4, the die then becomes a d6.

Whenever you finish a long rest, your Psionic Talent die resets to its starting size. When you reach certain levels in this class, the starting size of your Psionic Talent die increases: at 5th level (d8), 10th level (d10), and 15th level (d12).

Psi Replenishment. As a bonus action, you can calm your mind for a moment and restore your Psionic Talent die to its starting size. You then can’t use Psi Replenishment again until you finish a long rest. You can only use Psi Replenishment if you have your psionic talent die available.

Psionic Recovery

At 5th level, you learn how to better maintain your psionic energies. If your psionic talent die is unusable, you can regain use of it by expending spell slots. As an action, you expend a spell slot of a level indicated on the table below to regain the use of your psionic talent die, and restore it to that size. You can’t increase the size of your psionic talent die above its starting size this way. Once you’ve restored your die this way, you can’t do it again until you finish a long rest.

Spell Slot
Level
Psionic Talent
Die Size
1st 1d4
2nd 1d6
3rd 1d10
5th 1d12

Psi Overcharge

At 18th level, you learn how to recharge your psionic energies in your time of direst need. As an action, you can roll your psionic talent die to restore some of your spell slots. You can restore a number of spell slots with levels totaling the number rolled on your psionic talent die.

For example, if you roll a 4, you can restore two 2nd-level spell slots; a 3rd-level spell slot and a 1st-level spell slot; a 2nd level spell slot and two 1st -level spell slots; or four 1st-level spell slots. You can’t restore more spell slots this way than you normally have, and you can’t restore spell slots of a level greater than 5th.

Your Psionic Talent die becomes unusable until your finish a long rest, and you can’t use this ability until you finish a long rest.

Superior Talent

At 20th level, your mastery of your psionic energies is unparalleled. When you roll initiative, if your psionic talent die is unusable, you regain use of it at its lowest size (a d4).

In addition, during a short rest, you can restore your Psionic Talent die to one size smaller than its starting size.

Psionic Arts

Each psion manifests their abilities in different ways, but there are general patterns that one can ascribe to users of psionics. These are known as psionic arts; no two exactly alike, each presenting a radically different approach to the power of the mind.

Alienist

Some describe you as reckless. Others call you corrupted, claiming that your work puts all the world at risk. The Far Realm is a dangerous place, to be sure, filled with horrors beyond imagining. But the power to be found there is too tempting to ignore.

Alien Perspective

At 3rd level, your studies of the Far Realm have warped your psyche, making your mind inured to manipulation. When forced to make a Wisdom, Intelligence, or Charisma saving throw, you can use your reaction to roll your psionic talent die and add the result to the saving throw.

Mad Certainty

At 6th level, your twisted mind becomes even harder to grasp. Other creatures have disadvantage on Wisdom (Insight) checks to discern your intentions and your truthfulness.

Mind of Madness

At 9th level, you learn how to lash out using your aberrant power. When you use your Alien Perspective feature, you can deal psychic damage to the creature that forced you to make a saving throw equal to the number rolled + your Psion level.

Aberrant Ascendant

At 14th level, your aberrant mind is too much for most creatures to bear. When you deal psychic damage to a creature, you can force that creature to make a Wisdom saving throw. On a failed save, that creature becomes frightened of you for 1 minute and must use its reaction to move away from you equal to its speed. The creature can repeat this saving throw at the end of each of its turns, ending the condition on a success.

Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can't use this feature on that creature again until you finish a long rest.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a Long Rest.

Dreamwalker

Psions who devote their full attention to lucid dreaming can fashion themselves a dream form capable of acting in the waking world, even while the psion remains conscious.

Dream Warrior

At 3rd level, your study of the dreaming arts has allowed you to form a being from dreams called a dream warrior. It is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the dream warrior stat block. You determine the creature’s appearance; it can be a duplicate of yourself, a nightmarish creature, a strange humanoid, or any other form of your choosing. This has no effect on its game statistics.

If your psionic talent die is available, you can conjure your dream warrior as an action. In combat, the dream warrior shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or the Dash, Disengage, Help, Hide, or Search action.

As an action, you can use your psionic talent die to restore a number of hit points to your dream warrior equal to the result + your intelligence modifier. If your dream warrior has died within the last hour, you can expend a spell slot of 1st level or higher and roll your psionic talent die to restore it. This process takes meditation for a number of minutes equal to the number rolled on your psionic talent die.

You can’t re-summon your dream warrior if you already have one. You can use your action to immediately summon it to your side at the end of a long rest.


Dream Warrior

Medium construct, neutral


  • Armor Class 15 (natural armor)
  • Hit Points equal the dream warrior’s Constitution modifier + your Intelligence modifier + five times your level in this class
  • Speed 30ft.

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 14 (+1) 9 (-1) 10 (+0) 6 (-2)

  • Damage Immunities Poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 14
  • Languages understands the languages you speak but can only battle cry

Growing Resolve. The following numbers increase by 1 when your proficiency bonus increases by 1: the warrior's skill and saving throw bonuses (above) and the bonuses to hit and damage of its force strike attack.

Wide Awake. The warrior can't be surprised.

Actions
(Requires Your Bonus Action)

Force Strike. Melee Weapon Attack: +4 to hit, Reach 5ft., one target. Hit: 1d8 + 2 force damage.

Desperate Attack (3/day). As a bonus action, the warrior gives itself advantage on its next attack roll. Attack rolls against it have advantage until your next turn.


Awakened Dreamer

At 6th level, you gain the ability to cast spells from your Dream Warrior as it they emanated from you. To do so, roll your psionic talent die. If the level of the spell is less than or equal to the result, you can cast that spell as if it originated from your Dream Warrior. Otherwise, you cast the spell as normal.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a Long Rest.

Stuff of Nightmares

At 9th level, your Dream Warrior can rapidly attack creatures to beat them into submission. As an action, you can expend a spell slot of 4th level or lower. On your Dream Warrior’s turn, it can then make a number of attacks equal to the total level of spell slots you expended (as if it had a multiattack feature).

Once you’ve used this ability, you can’t use it again until you’ve finished a long rest.

Dreamer’s Requiem

At 14th level, your Dream Warrior gives you power over the force of time itself. If your psionic talent die is available, you can roll it. If you roll a 9 or higher, you can cast time stop, without expending a psion spell slot. If you do, it has the following changes:

  • Instead of you, your Dream Warrior takes the extra turns granted by time stop. It can take actions as if it was commanded by you to do so. You are able to move during time stop but cannot take any actions or bonus actions. Nevertheless, you are clearly identifiable as the source of the spell, as all creatures who can hear you hear a loud thrumming when the spell is cast.

  • Instead of rolling 1d4+1 to determine how many turns your Dream Warrior takes, you roll your psionic talent die.

  • The spell doesn’t end when your Dream Warrior attacks, picks up, or throws an object, but does if it takes any other actions (e.g. shoving a creature). It also ends if your Dream Warrior reduces a creature to 0 hit points.

At the end of the duration of time stop, your psionic talent die is expended. You can’t restore it in any way until you finish a long rest.

Forceshaper

Psions who study the manipulation of objects and energy are some of the most feared. While many see those who can move objects with their minds, fewer are familiar with the masters of forceshaping, who can destroy fortresses and armies simply by looking at them.

Telekinetic Training

You learn the mage hand cantrip if you don’t already know it. When you cast mage hand, the hand is invisible for you, and requires a bonus action to control instead of an action.

When you use the mage hand cantrip, you can increase the amount of weight you can push, drag, or lift by rolling your psionic talent die. Your mage hand can then push, drag, or lift objects with a weight of up to 10 lbs. multiplied by the number rolled. You can’t make attacks or activate magic items with your mage hand.

You can also cast spells that have a range of touch using your mage hand. To do so, you roll your psionic talent die; if the spell’s level is less than or equal to the number rolled, you can cast it through your mage hand, requiring no verbal or somatic components. Cantrips are treated as having a level of 0. You can cast spells this way a number of times equal to your Intelligence modifier, and then can’t do so again until you finish a long rest.

Potent Psionics

At 6th level, you can add your Intelligence modifier to the damage you deal with any Psion cantrip.

Mental Might

By 9th level, you’ve learned how to bring your raw psionic power to bear against your foes. When you deal bludgeoning, piercing, slashing, force, psychic, or thunder damage with a spell, you can roll your psionic talent die and add the amount rolled to the damage.

Extrasensory Explosion

At 14th level, you can become a nexus of psionic force. If your Psionic Talent die is available, you can unleash your psionic power in a crackling aura of psychic energy; as a bonus action, you can magically radiate this transparent, 30-foot-radius aura for 1 minute or until you’re incapacitated or lose the use of your Psionic Talent die.

Whenever a creature starts its turn in the aura or moves into it for the first time on a turn, you can roll your Psionic Talent die and deal psychic damage to the creature, equaling the number rolled plus your Intelligence modifier. If the creature takes any of this damage, its speed is halved until the start of its next turn.

Once you’ve used this ability, you can’t use it again until you finish a long rest.

Guru

Those psions known as gurus are teachers, guides, and guardians, shepherding others and unlocking the full potential of those around them.

Expanded Spell List

Your psionic training lets you choose from an expanded list of spells when you prepare psion spells. The following spells are added to the psion spell list for you.

Spell Level Spells
1st bless, heroism
2nd aid, warding bond
3rd crusader’s mantle, life transference
4th death ward, guardian of faith
5th circle of power, commune

Akashic Guidance

You peer into the Akashic Records, the secret and objective knowledge of all events, past, present, or future, and can use this knowledge to guide others towards their destiny – or away from it. When a creature you see within 30 feet of you (other than yourself) makes an ability check or saving throw, you can use your reaction and roll your psionic talent die and add the number rolled. You can wait until after the creature rolls the d20 before deciding to use your Akashic Guidance, but must decide before the DM says whether the roll succeeds or fails.

Spirit Healing

At 6th level, you learn how to use your psionic powers to shield others from harm. Whenever you use your Akashic Guidance or Telepathic Speech features on a friendly creature, that creature gains temporary hit points equal to your Intelligence modifier.

Bend Karma

At 9th level, you learn new ways to protect the creatures under your tutelage, represented by the following benefits:

  • The range of your Akashic Guidance increases to 60 feet.
  • When a creature that you can see within 60 feet of you makes an attack roll or a damage roll against one or more of your allies, you can use your reaction to roll your psionic talent die, subtracting the number rolled from that 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 succeeds or fails, or before the creature deals its damage.

Esoteric Enlightenment

At 14th level, you achieve enlightenment and unravel the secrets of the world around you, represented by the following benefits:

  • You can use your Akashic Guidance and Telepathic Speech features on a number of creatures at one time equal to your Intelligence modifier.
  • Whenever you use your Bend Karma ability on a creature, you deal radiant damage to that creature equal to your intelligence modifier.

Willbender

A willbender is a psion who masters the arts of illusion-casting and mind manipulation. They push their minds to their limits to rule the senses of others, commanding and controlling the desires of others utterly.

Enthralling Voice

Your psionic powers make your persuasions harder to resist. As an action, you can choose a creature you can see within 30 feet of you that you and your allies are not currently in combat with. You make a Charisma (Persuasion) check contested by that creature’s Wisdom (Insight) check. You can roll your psionic talent die and add the result to your Charisma (Persuasion) check. If you succeed the check, that creature is charmed by you for the next hour. If the creature takes damage from you or your allies, it can repeat the saving throw, ending the effect on a success.

Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can't use this feature on that creature again until you finish a long rest.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a Long Rest.

Psionic Willpower

At 6th level, while a creature is charmed or frightened by you, you can use your reaction to roll your psionic talent die and add the result rolled to any Constitution saving throw you make to maintain concentration on a spell.

Spirit Breaker

At 9th level, you learn how to apply your psionic power to break down the mental defenses of your targets. Whenever you force a creature to make a saving throw against an enchantment or illusion spell you cast, you can use your reaction to roll your psionic talent die and add the number rolled to your psion spell save DC.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a Long Rest.

True Will

At 14th level, your willpower is such that you can bend the laws of reality to suit you. You can maintain concentration on two spells at a time, within the following restrictions:

  • Both spells must be Psion spells.
  • Both spells must be from the schools of Enchantment or Illusion.
  • Both spells must be 5th level or lower, and can’t be cast using higher level spell slots.

Whenever you must make a Constitution saving throw to maintain concentration, you must make a separate saving throw for each spell you’re concentrating on. If both spells end because you failed a save (even if you begin concentrating on another spell), you gain one level of exhaustion. If the spell ends because the target is dead, because the spell’s duration has passed, because the target is out of range, or because you choose to end concentration on the spell, you don’t gain a level of exhaustion. If either spell ends, you can’t begin concentrating on another additional spell, and can’t concentrate on two spells this way again until you finish a long rest.

Dancer Spell List

Cantrips (0 Level)
  • blade ward
  • booming blade
  • dancing lights
  • friends
  • green-flame blade TCE, p107
  • mage hand
  • message
  • minor illusion
  • mind sliver TCE, p108
  • prestidigitation
  • resistance
  • sensory overload
  • sword burst TCE, p115
  • true strike
1st Level
  • bane
  • charm person
  • color spray
  • command
  • comprehend languages
  • cure wounds
  • detect magic
  • disguise self
  • dissonant whispers
  • expeditious retreat
  • faerie fire
  • feather fall
  • fog cloud
  • gift of alacrity
  • grease
  • healing word
  • heroism
  • jump
  • longstrider
  • silent image
  • sleep
  • Tasha’s hideous laughter
  • thunderwave
  • light step - Note
  • shut up - Note
2nd Level
  • aid
  • blindness/deafness
  • calm emotions
  • cloud of daggers
  • crown of madness
  • detect thoughts
  • enhance ability
  • enthrall
  • hold person
  • invisibility
  • lesser restoration
  • levitate
  • locate object
  • mind spike XGE, p162
  • misty step
  • phantasmal force
  • see invisibility
  • shatter
  • silence
  • suggestion
  • warding bond
  • warding wind XGE, p170
3rd Level
  • bestow curse
  • clairvoyance
  • dispel magic
  • fear
  • feign death
  • fly
  • glyph of warding
  • haste
  • hypnotic pattern
  • major image
  • mass healing word
  • nondetection
  • sending
  • slow
  • thunder step XGE, p168
  • tounges
  • tiny servant XGE, p168
  • tongues
  • water walk
4th Level
  • charm monster XGE, p168
  • compulsion
  • confusion
  • dimension door
  • dominate beast
  • freedom of movement
  • greater invisibility
  • hallucinatory terrain
  • Mirrored Pain - Note
  • Interdiction - Note
5th Level
  • animate objects
  • control winds XGE, p152
  • danse macabre
  • dominate person
  • dream
  • geas
  • greater restoration
  • legend lore
  • mass cure wounds
  • mislead
  • modify memory
  • raise dead
  • Rary’s telepathic bond
  • scrying
  • seeming
  • skill empowerment
    XGE, p165
  • synaptic static XGE, p167
  • temporal shunt EGW, p189
6th Level
  • globe of invulnerability
  • heal
  • investiture of wind XGE, p160
  • mass suggestion
  • mental prison XGE, p161
  • Otto’s irresistible dance
  • programmed illusion
  • true seeing
  • word of recall
7th Level
  • etherealness
  • forcecage
  • mirage arcane
  • Mordenkainen’s sword
  • prismatic spray
  • project image
  • regenerate
  • resurrection
  • teleport
  • whirlwind XGE, p171
8th Level
  • antipathy/sympathy
  • dominate monster
  • feeblemind
  • glibness
  • maddening darkness
    XGE, p160
  • mind blank
  • reality break
9th Level
  • foresight
  • invulnerability
  • mass heal
  • psychic scream XGE, p163
  • weird

Psion Spell List

Cantrips (0 Level)
  • blade ward
  • dancing lights
  • mind blast
  • encode thoughts
  • friends
  • mage hand
  • magic stone XGE, p160
  • message
  • minor illusion
  • mind sliver UA:POR
  • prestidigitation
  • resistance
  • sensory overload
1st Level
  • bane
  • cause fear
  • charm person
  • color spray
  • command
  • comprehend languages
  • disguise self
  • illusory script
  • jump
  • mage armor
  • psychic torrent
  • silent image
  • shield
  • sleep
  • Tasha’s hideous laughter

2nd Level
  • augury
  • calm emotions
  • cloud of daggers

  • crown of madness
  • detect thoughts
  • enthrall
  • hold person
  • mind spike XGE, p162
  • mind thrust UA:POR
  • mirror image
  • phantasmal force
  • see invisibility
  • shadow blade XGE, p164
  • shatter
  • silence
  • suggestion
  • zone of truth
3rd Level
  • blink
  • catnap
  • clairvoyance
  • conjure barrage
  • counterspell
  • dispel magic
  • fear
  • fly
  • force barrage
  • haste
  • hypnotic pattern
  • major image
  • nondetection
  • phantom steed
  • pulse wave EGW, p188
  • thunder step XGE, p168
  • tongues
  • water walk
4th Level
  • arcane eye
  • banishment
  • charm monster XGE, p168
  • confusion
  • compulsion
  • dimension door
  • divination
  • dominate beast
  • hallucinatory terrain
  • Otiluke’s resilient sphere
  • phantasmal killer
5th Level
  • animate objects
  • Bigby’s hand
  • contact other plane
  • destructive wave
  • dominate person
  • dream
  • geas
  • hold monster
  • modify memory
  • Rary’s telepathic bond (ritual)
  • scrying
  • synaptic static XGE, p167
  • telekinesis
  • temporal shunt EGW, p189
  • wall of force
6th Level
  • arcane gate
  • blade barrier
  • disintegrate
  • eyebite
  • globe of invulnerability
  • mass suggestion
  • mental prison XGE, p161
  • Otto’s irresistible dance
  • programmed illusion
  • scatter
  • true seeing
7th Level
  • crown of stars XGE, p152
  • etherealness
  • forcecage
  • mirage arcane
  • Mordenkainen’s sword
  • plane shift
  • project image
  • sequester
  • teleport
8th Level
  • antipathy/sympathy
  • dark star
  • demiplane
  • dominate monster
  • earthquake
  • feeblemind
  • glibness
  • illusory dragon XGE, p157
  • mind blank
  • telepathy
9th Level
  • blade of disaster TCE, p106
  • foresight
  • imprisonment
  • prismatic wall
  • ravenous void
  • psychic scream XGE, p163
  • time stop
  • weird

New Spells

Psychic Torrent

1st-level abjuration


  • Casting Time: Casting Time
  • Range:
  • Components: V, S
  • Duration: Duration

A description bursts from the caster's fingers and spreads at the speed of the reader's comprehension.

Force Grasp

2nd-level abjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You grab a creature by the throat, strangling it with psionic force. The target must make a Constitution saving throw. On a failed save, the target takes 3d6 bludgeoning damage and is restrained. On each of your turns for the duration, you can use your action to deal 2d6 bludgeoning damage to the target automatically. On a successful save, the target takes half that damage and the spell immediately ends. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has total cover from you.


At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d6 for each slot level above 2nd.

Force Bomb

3rd-level evocation


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S
  • Duration: Instantaneous

You focus your energy into a ball within your hand and throw it at the targeted space. Upon landing it explodes, unleashing a destructive wave of force in a 15 foot radius. Each creature in the area must make a Dexterity saving throw. On a failed save, a target takes 5d6 psychic damage and is stunned for 1 round. On a successful save, a target takes half as much damage and isn’t stunned.


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.

Sensory Overload

Illusion cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 round

You fill a creature’s senses with a dizzying array of disorienting lights and sounds. The target must make a Wisdom saving throw. The target must succeed on a Wisdom saving throw or take 1d8 psychic damage and its speed is reduced by 10 feet until the start of your next turn. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Feats and Abilities

Feats
Feat Name Prerequisite Description
Mystra's Touch Constitution 13+ A warmth lives within you granting you the ability to use Spellfire.
Spellfire Transmutation Ability to channel Spellfire Able to sculpt spellfire into a variety of new forms of energy.
Spellfire Mastery Arcana / Religion Proficiency, Ability to channel Spellfire, Level 10+ Your spellfire is much more potent than others.
Instant Reserves Ability to channel Spellfire
Conversion Mastery Instant Reserves -
Hasty Absorption Conversion Mastery -
Mystral Harmony Spellfire Mastery, Conversion Mastery -

Feats

Mystra's Touch

Prerequisites : Must be taken at level 1, requires DM approval

Spellfire is refined, controlled, yet raw magic. In beneficent uses, it will appear as a font of white light and tongues of flame, radiating a gentle warmth. During the heat of battle however, it can take the form of a searing white-blue flame shooting across the battlefield, or brilliant wisps of flames clinging to a sword as it slides through the air to sear the flesh of a foe. It is a perfect manifestation of the polar opposites that magic can be.

As an action, you may expend stored spellfire energy, not exceeding your current character level, to use one of the following options.

  • a ranged (100ft) spell attack, dealing 1d6 fire damage per point spent
  • a melee spell attack, dealing 1d6 fire damage per point spent
  • a touch-based heal, healing 2 health points per point spent

Spellfire Transmutation

Prerquisites : Ability to channel Spellfire

While fire is the element most commonly associated with spellfire, some users have learned new ways to shape that primal energy into new forms.

When using spellfire offensively, you may choose to deal half of the damage as a second form of energy. If you do so, expend 2 spellfire pool points and choose an elemental energy type to mimic. This choice must be made before anything is rolled, and is spent regardless of the outcome.

Absorbing Spell Energy and Your Pool

Spellfire is different from normal magic, in the fact that it does not regenerate in the same manner. A character that has access to Spellfire has a 'pool' that can be drawn from to use abilities that make use of Spellfire. The maximum amount of Spellfire levels that can be within a character's pool is equal to that character's Constitution score.

In order to refil ones pool, there are two options. The first option is to sacrifice personal spells, gaining levels equal to the level of the spell. Doing so requires a lot of time though, taking 10 minutes for each spell level sacrificed in this way. The second method is to absorb incoming spell energy. A character can choose to forgo any action on his turn, and prep to absorb a spell that is targeting only themselves. If the caster is not willing, you must succeed on constitution ability check, where the DC = 10 + Spells Level + Opposing Spellcaster's Ability Modifier.

Instant Reserves

Prerequisitres : Ability to channel Spellfire

Some spellfire wielders have the ability to draw upon their reserves of power, but you have made it into a specialty.

As a bonus action, you may now convert one of your spell slots into spellfire energy, as though you had used the absorption feature. This ability may be used once per day, gaining an additional use at 11th level.

Spellfire Mastery

Prerequisites : Ability to channel Spellfire, Instant Reserves

Your uses of spellfire in a myriad of ways have earned you a mastery over the intense powers.

When using spellfire energy to heal, you heal 3 points of damage per spellfire energy level spent, rather than the normal 2.

When using spellfire offensively, you inflict an additional point of damage per die rolled. and your

Conversion Mastery

Prerequisites : Ability to channel Spellfire, Instant Reserves

Further research and trials have yielded something truly astonishing. Using spellfire, you can now replenish your own inner pool of spells.

As a standard action, you may make a Concentration check of DC 10, or DC 15 if you have taken damage this turn. If successful, you may expend a number of spell levels to regain a spell slot of an equivalent level. An example would be spending 3 spellfire levels to restore a 3rd level wizard slot, to cast Fireball.

Hastey Absorption

Prerequisites : Ability to channel Spellfire, Instant Reserves, Conversion Mastery

In the heat of battle you have learned that sometimes, risks are needed to seize victory, and as such you have learned to hasten your absorption of spells, though with some risks attached.

You no longer need to ready an action to absorb spells. Whenever you are targeted by a spell, you can attempt to absorb it if you wish. Doing so will use your reaction.

When the attempt to absorb the spell is made in this way, make an arcana or religion check dependant on the spell being cast, at DC 10 + spell's Level. On a successful check, you absorb the spell. On a failed check, the spell hits you, instantly failing any saves that would be required, and gaining no levels for your spellfire pool.

Mystral Harmony

Prerequisites : Ability to channel Spellfire, Spellfire Mastery, Conversion Mastery

You have gained true understanding of the Weave, and feel intuned with Mystra in a way that few can achieve in life.

Each day, after a full night's rest, or the appropriate for your race, you regain a number of points added to your spellfire pool, equal to your Constitution Modifier. This gain cannot exceed your normal stored energy beyond your Constitution score. If you already have stored energy at or past your Constitution score, then any points that would be gained from this feat are lost.

Abilities

Features

Class Block Narrow
Level Proficiency Bonus Features Some Modifier
1st +2 Internal Link
2nd
...
20th
Catchy Title

Useful Information

Catchy Title

Useful information

Class Features

As a class_name, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per class_name level
  • Hit Points at 1st Level: something
  • Hit Points at Higher Levels: something_higher

Proficiencies


  • Armor: armor
  • Weapons: weapons
  • Tools: tools

  • Saving Throws: saving_throws
  • Skills: Choose two from skills

Equipment

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

  • (a) a item1 or (b) item2
d8 Loot
1 100gp
2 200gp
3 300gp
4 400gp
d8 Loot
5 500gp
6 600gp
7 700gp
8 1000gp

Spell Name

Spell Type


  • Casting Time: Casting Time
  • Range: Range
  • Components: V, S
  • Duration: Duration

A description bursts from the caster's fingers and spreads at the speed of the reader's comprehension.


Monster Name

Size, Alignment


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
Str (+Mod) Dex (+Mod) Con (+Mod) Int (+Mod) Wis (+Mod) Cha (+Mod)

  • Condition Immunities Some
  • Senses Senses
  • Languages Languages
  • Challenge Senses

Actions

Ability Description. Attack Style: +4 to hit, reach 5 ft., one target. Hit 5 (1d6 + 2)

Theme tester document by /u/Iveld


Monster Name

Size, Alignment


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
Str (+Mod) Dex (+Mod) Con (+Mod) Int (+Mod) Wis (+Mod) Cha (+Mod)

  • Condition Immunities Some
  • Senses Senses
  • Languages Languages
  • Challenge Senses

Actions

Ability Description. Attack Style: +4 to hit, reach 5 ft., one target. Hit 5 (1d6 + 2)

Type Faces

  1. Item 1
  2. Item 2
  3. Item 3
  • Item 1
  • Item 2
  • Item 3
Cantrips (0 Level)
  • Cantrip A
  • Cantrip B
  • Cantrip C
1st Level
  • Spell A
  • Spell B
  • Spell C
2nd Level
  • Spell A
  • Spell B
  • Spell C
3rd Level
  • Spell A
  • Spell B
  • Spell C
4th Level
  • Spell A
  • Spell B
  • Spell C
5th Level
  • Spell A
  • Spell B
  • Spell C
6th Level
  • Spell A
  • Spell B
  • Spell C
7th Level
  • Spell A
  • Spell B
  • Spell C
8th Level
  • Spell A
  • Spell B
  • Spell C
9th Level
  • Spell A
  • Spell B
  • Spell C
Class Block Wide
Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Something
2nd
...
20th
Theme tester document by /u/Iveld

PART 1

Summary of Things
CoffeeSorcerer69 | CoffeeSorcerer69s Theme

PART 2

Summary of Things
CoffeeSorcerer69 | CoffeeSorcerer69s Theme

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