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.
\pagebreak
### 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.
\columnbreak
### 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.
\pagebreakNum
# 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
\columnbreak
##### 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*
\columnbreak
##### 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*
\columnbreak
##### 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*
\pagebreakNum
# 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](https://media.wizards.com/2020/dnd/downloads/UA2020_PsionicOptions.pdf "Psionic Options Revisited")
- *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*
\columnbreak
- *crown of madness*
- *detect thoughts*
- *enthrall*
- *hold person*
- *mind spike* XGE, p162
- *mind thrust* [UA:POR](https://media.wizards.com/2020/dnd/downloads/UA2020_PsionicOptions.pdf "Psionic Options Revisited")
- *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*
\columnbreak
##### 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*
-
\pagebreakNum
# 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).
\pagebreakNum
# 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.
\pagebreakNum
### 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](https://www.gmbinder.com) | — |
| 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
\columnbreak
| 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)
\pagebreakNum
___
___
> ## 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
* **Bold**
* *Italics*
* ~~Strikethrough~~
* ^Super^
* SuperScript
* SubScript
* [Internal Link](https://www.gmbinder.com)
* [External Link](https://www.reddit.com/r/uneartherarcana)
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
\columnbreak
##### 3rd Level
- Spell A
- Spell B
- Spell C
##### 4th Level
- Spell A
- Spell B
- Spell C
##### 5th Level
- Spell A
- Spell B
- Spell C
\columnbreak
##### 6th Level
- Spell A
- Spell B
- Spell C
##### 7th Level
- Spell A
- Spell B
- Spell C
##### 8th Level
- Spell A
- Spell B
- Spell C
\columnbreak
##### 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 | ─ | ─ | ─ | ─ | ─ | ─ | ─ | ─ | ─ | — | — | — | — |
\pagebreakNum
# PART 1
##### Summary of Things
\pagebreak
# PART 2
##### Summary of Things