Character Building

by ChaosOS

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Making a Character

Steps to make a character. Note that the full Class and Race listings are found in other documents, linked in the discord channel #DragonTactics. The campaign is set in the world of Eberron, a dungeonpunk setting where magic has taken the place of the steam engine in industrialization.

  1. Pick a Class
  2. Pick a Race
  3. Backgrounds Questionnaire
  4. Point Buy Stats
  5. Pick Class Features & Powers
  6. Pick Noncombat Proficiencies (See other document)
  7. Pick Feats and Flaws
  8. Pick Equipment

Advancement

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Heroic Tier


Level What you gain Ability Scores
1 Make a character! -
2 Level 2 Utility Power -
3 Level 3 Encounter Power -
4 Source Feat +1 to two
5 Level 5 Daily Power -
6 Level 6 Utility Power -
7 Level 7 Encounter Power -
8 Class Feat +1 to two
9 Level 9 Daily Power -
10 Level 10 Utility Power -

In the Paragon Tier and above, whenever a character would gain a class power, they instead replace one power they know with the new power. For example, at level 13, characters will usually replace their level 1 encounter power with a new level 13 encounter power.

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Paragon Tier


Level What you gain Ability Scores
11 Paragon Path (PP) +1 to all
12 PP Utility Power, PP Feature -
13 Level 13 Encounter Power -
14 Source Feat +1 to two
15 Level 15 Daily Power -
16 Level 16 Utility Power, PP Feature -
17 Level 17 Encounter Power -
18 Class Feat +1 to two
19 Level 19 Daily Power -
20 PP Daily Power -

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Epic Tier


Level What you gain Ability Scores
21 Epic Destiny (ED) +1 to all
22 Level 22 Utility Power -
23 Level 23 Encounter Power -
24 Source Feat, ED Feature +1 to two
25 Level 25 Daily Power -
26 ED Utility Power -
27 Level 27 Encounter Power -
28 Class Feat +1 to two
29 Level 29 Daily Power -
30 ED Capstone -

Classes

For full class details consult the appropriate document

Controllers

Controllers manipulate the battlefield, emphasizing area control and debilitating effects.

Druid: As a Primal Controller, Druids can shapeshift and summon natural allies.

Invoker: As a Divine Controller, Invokers make a direct covenant with their faith.

Necromancer: As a Shadow Controller, Necromancers drain the energy from their foes and summon undead allies.

Psion: As a Psionic Controller, Psions manipulate their opponent's minds and can fling objects.

Seeker: As a Primal Controller, Seekers use their bow and animal companion.

Wizard: As an Arcane Controller, Wizards control the building blocks of reality and can summon elemental allies.

Defenders

Defenders all have the ability to "Mark" foes, imposing a penalty on the enemy if they choose to attack the Defender's allies.

Battlemind: As a Psionic Defender, Battleminds fortify themselves using the power of their mind and their intense discipline.

Blood Knight: As a Shadow Defender, Blood Knights drain the life from their enemies.

Fighter: As a Martial Defender, Fighters make their way only with their skill at arms.

Paladin: As a Divine Defender, Paladins shield themselves with their faith and plate armor.

Swordmage: As an Arcane Defender, Swordmages use magic to enchant their equipment and hobble their foes.

Warden: As a Primal Defender, Wardens assume spirit forms and entangle their foes.

Power Sources

Each class has a "Power Source", which indicates broad themes for the class

Arcane classes draw upon raw magical power. Mechanically, they have larger daily powerspikes

Divine classes use the power of their faith. Mechanically they can Channel Divinity.

Martial classes rely on pure skill. Mechanically they have the most consistent output.

Primal classes draw upon natural spirits. Mechanically they have the power to transform.

Psionic classes use discipline and the power of the mind. Mechanically they have power points.

Shadow classes use dark powers. Mechanically they care about dead and bloodied creatures.

Leaders

Leaders have the ability to heal and support their allies.

Ardent: As a Psionic Leader, Ardents bolster the emotions of their allies.

Artificer: As an Arcane Leader, Artificers build contraptions and enchant their allies.

Bard: As an Arcane Leader, Bards play inspiring songs.

Cleric: As a Divine Leader, Clerics call upon holy magic and can wade into melee.

Shaman: As a Primal Leader, Shamans have a spirit companion to bolster their allies.

Warlord: As a Martial Leader, Warlords utilize their knowledge of the battlefield to leverage an advantage.

Witch Doctor: As a Shadow Leader, Witch Doctors call upon dark spirits.

Strikers

Strikers are all capable of significant damage, and can bring mobility and target selection.

Assassin: As a Shadow Striker, Assassins control the shadows and utilize poisons.

Avenger: As a Divine Striker, Avengers isolate enemies to eliminate.

Barbarian: As a Primal Striker, Barbarians fly into powerful rages.

Hexblade: As a Shadow Striker, Hexblades wade into combat with dark magic and their vestige weapon.

Monk: As a Psionic Striker, Monks use their intense discipline to nimbly deliver flurries of blows.

Ranger: As a Martial Striker, Rangers are trackers and hunters, using both bow and blade.

Rogue: As a Martial Striker, Rogues fight dirty with daggers and crossbows.

Sorcerer: As an Arcane Striker, Sorcerers use the magic inherent in their bloodlines to blast large areas.

Warlock: As an Arcane Striker, Warlocks make a pact with greater powers.

Races

For full race details see the "Races" document.

Common Races

The vast majority of Khorvaire's residents constitute the following races. These races also make up the Dragonmarked houses, the economic powerhouses of Khorvaire. While each of these races have an homeland, large quantities of each are assimilated into the cities and towns.

Dwarf: The homeland of the Dwarves is the Mror Holds to the northeast, where twelve Dwarven Clans rule as a council.

House Kundarak bears the Mark of Warding and runs the Warding Guild and Banking Guild.

Elf: The Aerani Elves worship the Undying Court, their preserved ancestors who rule the island continent of Aeranel. The warlike Tairnadel Elves ritually enact the lives of their ancestors and control the nation of Valenar.

House Thuranni and House Phiarlan share the Mark of Shadow. House Phiarlan has both the Carnival of Shadow and the Entertainers and Artisans Guild.

Gnome: Gnomes call the mountain nation of Zilargo their home. Their cheerful demeanor often conceals a complicated set of politics and schemes.

House Sivis bears the Mark of Scribing. It runs the Speakers Guild and Notaries Guild.

Halfling: The Halflings claim the Talenta Plains as their ancestral home, where nomadic tribes ride and herd dinosaurs in pastoral living.

House Jorasco, which bears the Mark of Healing, owns the Healers Guild. House Ghallanda, which bears the Mark of Hospitality, owns the Hostellers Guild.

Human: The most populous race of Khorvaire, Humans immigrated from Sarlona in ancient times with the mythic explorer Lhazaar. Humans bear the most marks.

House Cannith bears the Mark of Making, with the Tinkers and Fabricators Guild. House Deneith bears the Mark of Sentinel and has the Blademarks and Defenders Guilds and the Sentinel Marshalls. House Orien bears the Mark of Passage and has Couriers Guild and Transportation Guild. House Vadalis bears the Mark of Handling and has the Handlers Guild.

Khoravar: Also known as Half-Elves, the Khoravar are a living representation of the integration of the historic integration of Elves and Humans. Now a true breeding race, the Khoravar have two unique Dragonmarks.

House Lyrander, which bears the Mark of Storm has both the Raincallers Guild and Windwrights Guild. House Medani, which bears the Mark of Detection, run the Warning Guild.

Orc: While reclusive to the Shadow Marches in the past, Orcs have seen a need to incorporate with broader Khorvaire.

House Tharashk bears the Mark of Finding and has the Finders Guild and the Liondrake's Roar.

Uncommon Races

These races are not as numerous as the Dragonmarked races and tend to be concentrated within their own communities. Furthermore, each of these races are generally treated as second class citizens in the Five Nations.

Ghaal'dar: Also known as Hobgoblins, the Ghaal'dar are the traditional organizers and soldiers of the Dar.

Golin'dar: Also known as Goblins, the Golin'dar are the most numerous of the Dar.

Guul'dar: Also known as Bugbears, the Guul'dar are the traditional brutes and enforcers of the Dar.

Warforged: Created during the Last War and accidentally imbued with Sentience, the Warforged are recently freed and unsure of their place in the world.

Rare Races

Communities of these races tend to be isolated, and while these races are not unknown in Khorvaire most townfolk have never met a member.

Changeling: Natural shapeshifters, Changelings are actually widespread in Khorvaire but tend to avoid making their presence known.

Eladrin: Trapped on the Material Plane since the Mourning, Eladrin share a common ancestry with Elves.

Kalashtar: Riedran dissidents empowered by rebellious spirits, Kalashtar are of one body and two minds.

Shifter: Historically confused for Lycanthropes, Shifters summon animalistic power when threatened.

Monstrous Races

The monstrous races are rarely seen within the five nations and are likely to be viewed with fear or suspicion.

Dragonborn: Once loyal servants and soldiers of Argonessen, Dragonborn inhabit the swamps of Q'barra

Drow: When the elves fled to Aeranel, some were left behind on Xen'drik. The elves who stayed were transformed into drow by the magic that permeates the continent.

Gnoll: Freed from the demon Yeenoghu, the Gnolls of the Znir Pact serve Droamm as mercenaries.

Goliath: Sometimes referred to as "Half-Giants", Goliaths live in the mountains of Droamm

Minotaur: Bloodthirsty but surprisingly intelligent, Minotaurs have begrudgingly accepted the new Droamm

Planetouched: Creatures born during planar convergences or inside a manifest zone can be transformed into planetouched, beings with a special connection to a particular plane or other supernatural force.

Thri-Kreen: Found in isolated tribes deep within the jungles of Xen'drik, Thri-Kreen are large insectoids

Backgrounds

Every character's story starts somewhere. The ten questions below are designed to explore your character's Backstory, Personality, and Connections.

Backstory

1. Where are you from?

The Five Nations

The Five Nations used to be the five provinces of Galifar. Over the course of The Last War, which broke Galifar apart, various secessionist movements carved away at the Five Nations until they found their current borders.

Aundair is the most magical of the Five Nations. Aundairians care about being on the cutting edge, whether it's magic or fashion.

Breland is the breadbasket of the Five Nations. The Brelish value their freedoms, having established an elected parliament to represent the will of the people in government.

Cyre (The Mournland) was the artisanal hub and crown jewel of the Five Nations. Now a lifeless wasteland, The Mourning claimed the lives of most Cyrans. Many survivors have congregated in New Cyre, a reclaimed city in Breland near the Darguun border.

Karnnath is the most militaristic of the Five Nations. Facing famine and hardship during the Last War, Karrnathians turned to the Blood of Vol and necromancy, reanimating fallen soldiers to serve their country in undeath. King Kaius III has upset this tradition and centralized power, taking it back from warlords and the clergy.

Thrane is the most devout of the Five Nations. Home to the Silver Flame, Thranes turned to theocracy during the Last War. While the King still serves as a state figurehead, decisions are made by the Council of Cardinals.

Greater Khorvaire

There are many regions of Khorvaire that are not part of the Five Nations, and as such were able to escape the worst parts of The Last War.

Darguun: A nation of goblinoids, Darguun's bloody secession from Cyre left them less than trusted

Demon Wastes: A desolate wasteland full of ancient evil, proud tribes stand guard in the bordering mountains.

Droamm: A nation of monsters, Droamm's inhabitants only ventured forth as labor and mercenaries

Eldeen Reaches: A nation of ranchers and rangers, the forests of the Eldeen Reaches are home to many druid and shifter communities.

Lhazaar Principalities: An anarchic collective of captains and ports, the Lhazaar Principalities is home to pirates and privateers.

Life in Eberron

Compared to most settings, the people of Khorvaire have a fairly high quality of life. Low level magic is common, with magic lamps lighting the streets. High magic, however, is significantly rarer than other settings - there are no archmages mysteriously brooding in towers.

Greater Khorvaire, Cont.

Mror Holds: A confederation of dwarven clans, the inhabitants are defined by their grudges and their wealth

Qbarra: A fledgeling nation of people escaping the war, Qbarra is also home to native lizardfolk and dragonborn

Shadow Marches: A swampy backwater, the Shadow Marches are home to the Orc tribes and House Tharashk

Talenta Plains: A nation of halfling nomads, they are best known for the dinosaurs they ride

Valenar: A nation of elven warbands, they seek to honor their ancestors by proving their worth in combat

Zilargo: A nation of gnomes, Zilargo is home to both major centers of learning and innumerable clan schemes.

Outlander

While the continent of Khorvaire is large and full of a variety of cultures, beyond the oceanic borders lie vast, unexplored lands.

Aeranel: The homeland of the elves, Aeranel is ruled by the Undying Court, a deathless collective of elves dating back to their earliest days of freedom.

Argonessen: A mysterious land of dragons, Seren Tribe Members usually spend their whole lives guarding the rocky coasts from outsiders.

Xen'drik: A jungle continent full of ancient ruins, the city of Stormreach is a lone bastion of civilization.

In addition to those lands listed above, the frozen Frostfell to the North is a mysterious, inhospitable wasteland. To the East lies Sarlona, an isolated continent ruled by the Riedran Empire.

2. What did you do during The Last War?

The Last War raged for over 100 years, from 894 YK to 996 YK. It devastated the continent of Khorvaire, reducing population levels by over a third.

Commoner: Most residents of Khorvaire didn't have a direct stake in the war, although the impact of the war on their lives was unavoidable. Whether academic or blacksmith, the war demanded vast quantities of resources and claimed the lives of both friends and family.

Dragonmarked: The dragonmarked guilds profited heavily off of the war as the central economic players of the continent. While by the numbers regular guildmembers are the most common, the dragonmarked scions who bear the magical birthmarks hold the real power in each house.

Noble: Each of the Five Nations has a web of lords and ladies that govern, even if the exact style of government for each is slightly different. For those in power, the Last War was an existential risk that also opened up opportunity for climbing the social ladder.

Soldier: Every nation fielded an army, from the Goblins of Darguun to the Bone Knights of Karrnath. The majority of armies were conscripted peasants that had only the barest minimum of training. However, innovative commanders drew upon whatever power sources they could get their hands on if it meant gaining an edge.

Personality

3. What would you be willing to sacrifice for the good of the group?

Money? Fame? Your life? Which of your goals are you willing to put aside for the group?

4. Do you think with your head or act on your heart?

When you're pressed do you stop to consider the situation, or is time of the essence?

5. What freedoms can society sacrifice in the name of security?

With the Last War in the rearview mirror, the adjustment to peacetime and civilian life hasn't come easy. With the threat of a new war only answered by what amounts to a ceasefire, governments must face hard questions about the line between cooperation and holding strong against incursions. Where does your character draw the line for acceptable government action?

6. Do you want to be famous?

Class & Race Thinking

Regardless, of which class or race you picked, it's worth thinking about how they relate to your answers to these questions. How did you character get the powers they have? How was it as a member of your race to grow up where you did?

7. Class specific

Class Question
Ardent What's the strongest emotion you've felt?
Artificer What will be your magnum opus?
Assassin Are there unacceptable targets?
Avenger Are your religious superiors infallible?
Barbarian Is raging ever not the answer?
Bard Is music without an audience worthwhile?
Battlemind When do you know that you've reached your peak?
Blood Knight Is combat a duty or something to enjoy?
Cleric Who is worth saving?
Druid Are all wilds worth protecting?
Fighter Will your fight ever end?
Hexblade What do you agree/disagree on with your vestige weapon?
Invoker How has your life changed since your experience with the divine?
Monk Did you leave on good terms with your master?
Necromancer Are there any corpses that are off limits?
Paladin Are others worth redemption or conversion?
Psion Is there free will?
Ranger What's the farthest you've gone to survive?
Rogue Is money intrinsically valuable?
Seeker Is civilization ever justified in its encroaches?
Shaman Who is your spirit companion?
Sorcerer Do you want to know more about your bloodline and its history?
Swordmage Which do you prioritize, offense or defense?
Warden How far will you go to protect the wilds?
Warlock Why did you enter into your pact?
Warlord How do you know you've pushed your troops too far?
Witch Doctor Are there any dark spirits you're careful not to traffic with?
Wizard How do you feel about magic users that were granted power rather than having to study for it?

Connections

8. What fuels the flames of your desire?

Think about the following types of bonds

  • Friendship
  • Family
  • Rivalry
  • Romance

9. What is one connection to another party member?

(Note: That party member cannot name you for this question)

10. What brings you into the events of the campaign?

(In future will have campaign pitch)

Point Buy

Start with these six scores: 8, 10, 10, 10, 10, 10. You have 22 points to spend on improving them. The cost of raising a score from one number to a higher number is shown on the table below.

Score Cost
9 - (1)*
10 0 (2)*
11 1
12 2
13 3
Score Cost
14 5
15 7
16 9
17 12
18 16

Apply your racial ability adjustments after you determine your scores.

Sample Arrays

The following are sample arrays that could be constructed with the above point buy method.

Hi/Lo: 18, 14, 11, 10, 10, 8

Split: 16, 16, 12, 12, 10, 8

Spread: 16, 14, 14, 12, 11, 8

Level 0 Powers

Acquisition

When you make a character, choose two powers from your class' source.

Arcane Cantrips

Control Flames

Flames wax and wane at your command

At-Will Cantrip

Area, Arcane


  • Action: Standard
  • Range: Ranged 50'
  • Target: One nonmagical flame that fits in a 5' cube
  • Effect: You manipulate it in one of the following ways:
    • Instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
    • You instantaneously extinguish the flames
    • You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for one hour.
    • You cause simple shapes-such as the vague form of a creature, an inanimate object, or a location-to appear within the flames and animate as you like. The shapes last for 1 hour.
  • Special: You can have as many as three Control Flames effects active at one time

Light

With a wave of your hand, you conjure a bright light on the tip of your staff, upon some other object, or in a nearby space

At-Will Cantrip

Arcane


  • Action: Minor
  • Range: Ranged 25'
  • Target: One object or unocupied space
  • Effect: You cause the target to shed bright light. The light fills the target’s space and the area within 20 feet of it. The light lasts for 5 minutes. Putting out the light is a free action.
  • Special: You can have only one light cantrip active at a time. If you create a new light, your previously cast light vanishes
The purpose of level 0 powers

Level 0 powers both add flavor to classes and give a way for class choices to matter significantly outside of combat. A few of these powers have a small amount of combat use, but will 99% be worse than just using an attack power or other designated combat power. The main exception is if there is some other objective for the combat, such as retrieving a specific object, where defeating foes is secondary to accomplishing the objective.

Prestidigitation

You perform an amusing magical trick, such as creating a dancing wisp of light or warm a cold meal.

At-Will Cantrip

Arcane


  • Action: Minor
  • Range: Ranged 30'
  • Target: Varies
  • Effect: Choose one of the following
    • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
    • You instantaneously clean or soil an object no larger than 1 cubic foot.
    • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
    • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • Special: You can have as many as three prestidigitation effects active at one time.

Shape Water

You control the potential energy in water

At-Will Cantrip

Area, Arcane


  • Action: Standard
  • Range: Ranged 30 ft.
  • Target: A 5' cube of water
  • Effect: You manipulate it in one of the following ways:
    • You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
    • You cause the water to form into simple shapes and animate at your direction for up to 1 hour.
    • You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
    • You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
  • Special: You can have as many as two shape water effects active at one time.

Divine Orisons

Divine Sense

The influence of Irian and Mabar becomes apparent to you

At-Will Orison

Area, Divine


  • Action: Minor
  • Range: 30' Cone
  • Target: Anything in the area
  • Effect: You detect the presence of positive and negative energy in the area. You can see the strength and location of any auras in the area. Examples of positive energy include a blessed forge, while examples of positive energy include zombies and skeletons.

Guidance

A quick prayer gives you a hint

At-Will Orison

Divine


  • Action: Standard
  • Range: Melee touch
  • Target: You or one ally
  • Effect: When you use this power, ask a simple question about an action you or the ally are about to do.

Purify Food and Drink

A small blessing cleanses your food and drink

At-Will Orison

Divine


  • Action: Minor
  • Range: Melee Touch
  • Target: A beverage or item of food
  • Effect: You purify the food or water, making any item that was contaminated, spoiled, or rotten by nonmagical means fit for consumption.

Thaumaturgy

You flare with divine power

At-Will Orison

Divine


  • Action: Minor
  • Range: Ranged 30 ft.
  • Target: Varies
  • Effect: Do one of the following
    • Your voice booms up to three times as loud as normal for 1 minute.
    • You cause flames to flicker, brighten, dim, or change color for 1 minute.
    • You cause harmless tremors in all the ground within range for 1 minute.
    • You create a sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers that last up to 6 seconds.
    • You instantaneously cause an unlocked door or window to fly open or slam shut.
    • You alter the appearance of your eyes for 1 minute.
  • Special: You can have as many as three thaumaturgy effects active at one time.

Martial Knacks

Alter Equipment

With some quick adjustments you reconfigure your loadout

At-Will Knack

Martial


  • Action: Standard
  • Range: Personal
  • Effect: You always have the right tool for the job, and can exchange one item on your person for any other item on the mundane equipment list that is the same gold price or less and the same size or less. This is a permanent change to your carried equipment.

Create Distraction

You divert the attention of a target

At-Will Knack

Martial


  • Action: Standard
  • Range: Ranged 30'
  • Target: An unoccupied space within range
  • Effect: You improvise to distract any creature that can see or hear the target loaction, drawing their attention for up to 6 seconds. If the character using this power is not hidden, each affected creature will ignore further distractions In combat, each creature makes a saving throw. If they fail, they grant edge to the next attack against them while they are distracted.

Peerless Memory

Nothing escapes you - your reflexes are too fast

At-Will Knack

Martial


  • Action: Minor
  • Range: Personal
  • Effect: You recall an event that has happened to you, the directions to somewhere you've been, or how something looked in perfect detail.

Size Up

With a glance you gage an opponent's strength

At-Will Knack

Martial


  • Action: Minor
  • Range: Ranged 50' (Safe)
  • Effect: You evaluate the target, learning its power level (Minion, Standard, Elite, Solo) and whether it is your superior or inferior in each of Strength, Dexterity, Constitution, and speed.

Primal Evocation

Druidcraft

A small collection of basic spells taught to young druids

At-Will Evocation

Primal


  • Action: Minor
  • Range: 30 ft.
  • Effect: Choose one of the following
    • You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 6 seconds.
    • You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
    • You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.
    • You instantly light or snuff out a candle, a torch, or a small campfire.

Gust

A soft breeze turns into strong gust

At-Will Evocation

Area, Primal


  • Action: Standard
  • Range: 30 ft.
  • Target A 5' cube of air
  • Effect: Choose one of the following
    • You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage.
    • You create a harmless sensory affect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.
    • You push a target creature 5'

Minor Infestation

Creepy crawlies swarm an object of your choice

At-Will Evocation

Primal


  • Action: Standard
  • Range: Melee touch
  • Effect: Your touch conjures a group of eggs that hatch after a minute. Small insects hatch from the eggs, and stay near where they hatch for one minute before dying and dissipating.

Mold Earth

You soften a piece of earth

At-Will Evocation

Area, Primal


  • Action: Standard
  • Range: 30 ft.
  • Target: A 5' cube of earth
  • Effect: Choose one of the following
    • If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage.
    • You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
    • You soften earth or soil, turning it into difficult terrain

Psionic Talents

Dislocate Senses

You reach your mind out beyond your body

At-Will Talent

Psionic


  • Action: Minor
  • Range: Ranged 50'
  • Target: An unoccupied space
  • Effect: Until the start of your next turn, you see and hear as if you were standing in the target space

Minor Telekinesis

You focus and create a small spatial distortion that lets you move objects with a mere thought

At-Will Talent

Psionic


  • Action: Minor
  • Range: Ranged 25'
  • Effect: You conjure a small psychic focus in range. The focus can lift, move, or manipulate an adjacent object weighing 5 pounds or less and carry it up to 25'. If you are holding the object when you use this power, the focus can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand.
  • As a move action, you can move the focus up to 25'. As a free action, you can cause the focus to drop an object it is holding, and as a minor action, you can cause the ficys to pick up or manipulate a different object.
  • Sustain Minor You can sustain the focus indefinitely
  • Special: You can only have one instance of this power active at a time

Minor Illusion

The world is not always as it seems

At-Will Talent

Area, Psionic


  • Action: Minor
  • Range: 5' cube within 20'
  • Effect: You create a sound or an image of an object within range that lasts for up to 1 minute. The illusion also ends if you dismiss it as a minor action or use this power again.
  • If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the power ends.
  • The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
  • If a creature uses a standard action to examine the sound or image, the creature can determine that it is an illusion with a successful Investigation check against your competing Arcana check. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

Thought Projection

You open a telepathic pathway with the target

At-Will Talent

Psionic


  • Action: Minor
  • Range: Ranged 25'
  • Target: One creature within range
  • Effect: You speak to the target telepathically, sending them a message no more than 25 words. The target can give a single continuous response no more than 25 words.

Shadow Tricks

Bend Shadows

The shadows themselves bend to your will

At-Will Trick

Shadow


  • Action: Minor
  • Range: 50'
  • Target: One shadow
  • Effect: You control the target shadow, and can change its shape, size, or cause it to disappear entirely. The shadow remains altered for up to 1 minute.

Detect Poison and Disease

The subtle hints of poison stand out to your refined senses

At-Will Trick

Area, Shadow


  • Action: Minor
  • Range: Cone 10'
  • Effect: You sense the presence of any poisons or creatures bearing poisons or diseases within the area. If you are within 5' of the poison or disease vector you can tell what kind of poison or disease it is.

Minor Invisibility

You cloak yourself or a target invisible

At-Will Trick

Area, Shadow


  • Action: Standard
  • Range: 5' cube within 10'
  • Target: Any number of objects or people in the area
  • Effect: You turn each target invisible until the end of the next round as long as they remain mostly motionless. Moving or attacking breaks the invisbility only for the target performing the action
  • Sustain Standard You can sustain the invisibility indefinitely

Umbral Manipulation

You've learned a grab bag of tricks

At-Will Trick

Shadow


  • Action: Minor
  • Range: Ranged 20'
  • Target: Varies
  • Effect: Choose one of the following
    • You create a nonmagical trinket or an illusory image that could fit in your hand. It lasts for 6 seconds.
    • You turn a small handheld object invisible for up to 6 seconds
    • You learn how close a dying creature is to death
 

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