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##### Invoker / Awakened / Adept? | Level | Proficiency
Bonus | Features |Psionic
Talent Die|Cantrips
Known|Psi
Points|Maximum
Level| |:---:|:--:|:---------------------------------------|:-:|:-:|:-:|:-:| | 1st | +2 | Telepathy, Psionic Talent |d4 | - | - | - | | 2nd | +2 | Psionic Casting, Psionic Strike |d4 | 3 | 2 |1st| | 3rd | +2 | Archetype |d4 | 3 | 3 |1st| | 4th | +2 | Ability Score Improvement |d4 | 3 | 5 |1st| | 5th | +3 | Extra Attack |d6 | 4 | 8 |2nd| | 6th | +3 | Archetype Feature |d6 | 4 | 8 |2nd| | 7th | +3 | Evasion |d6 | 4 |10 |2nd| | 8th | +3 | Ability Score Improvement |d6 | 4 |10 |2nd| | 9th | +4 | - |d6 | 4 |16 |3rd| |10th | +4 | Archetype Feature |d6 | 5 |16 |3rd| |11th | +4 | Improved Psionic Strike |d8 | 5 |19 |3rd| |12th | +4 | Ability Score Improvement |d8 | 5 |19 |3rd| |13th | +5 | Mystic Mind (4th level) |d8 | 5 |23 |4th| |14th | +5 | |d8 | 5 |23 |4th| |15th | +5 | Archetype Feature, Mystic Mind (4th level) |d8 | 5 |27 |4th| |16th | +5 | Ability Score Improvement |d8 | 5 |27 |4th| |17th | +6 | Mystic Mind (5th level) |d8 | 5 |32 |5th| |18th | +6 | Archetype Feature |d8 | 5 |32 |5th| |19th | +6 | Ability Score Improvement |d8 | 5 |32 |5th| |20th | +6 | |d10| 5 |32 |5th|
## Invoker Here are folks of this class doing class things. ### Masters of Mind Invoker are masters of the mind, able to preform amazing feats with just a thought. Through strict meditation and dedication, they have unlocked a psychic power known as psionics within themselves. With this power they can enhance their physical fortitude, read emotions, seize control of physical material, and alter the world. ### Calm Disposition Having such powerful minds takes patients and dedication to control. Invoker keep a calm mind whenever possible, always thinking about what could come, yet open to anything. They often spend much time focusing their mind in solitude. \columnbreak ### Creating an Invoker When creating an invoker, consider how you unlocked your powers. What drew you to this life and opened the door for you to even know it existed. Are you self-taught, or did you have a master teach you the ways? #### Quick Build STR or Dex and Int. \pagebreak ## Class Features As an invoker, you gain the following class features. #### Hit Points **Hit Dice:** 1d8 per Invoker level
**Hit Points:** at 1st Level: 8 + your Constitution modifier
**Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per Invoker level after 1st #### Proficiencies **Armor:** Light Armor
**Weapons:** Simple weapons, martial melee weapons
**Tools:** none
**Saving Throws:** Strength, Wisdom
**Skills:** Choose three from Acrobatics, Arcana, Deception, Insight, Investigation, History, Perception, Persuasion, and Religion #### Equipment You start with the following equipment, in addition to the equipment granted by your background. ### Telepathy Your powerful mind grants you telepathic and telekinetic abilities. You can interact with an object that is not being worn or carried that you can see within 10 feet of you as if you were holding it. You must have a free hand to do so. This telepathy can't pass through any wall or object more than 1 inch thick. In addition, as an action, you can telepathically communicate with any creature you can see within 30 feet of you. The creature has no means of communicating back with this feature and must understand at least one language to understand this communication. ### 1st You have the following features while you are wearing light armor or no armor: * You have a 5 foot bonus to your speed. * Opportunity attack are made against you with disadvantage. * You can use Dexterity instead of Strength for the attack and damage rolls you make with simple weapons, longswords, rapiers, scimitars, and shortswrods. \pagebreak ### Psionic Casting By the time you reach 2nd level, you are able to cast spells and create other effects through your psionic ability. Your spells come from your mind and can be cast with just a thought. #### Cantrips You learn three cantrips of your choice from the invoker spell this. You learn additional invoker cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Invoker table. #### Psi Points You have an internal reservoir of psionic energy that can be used to cast spells. This energy is represented by psi points. The numbre of psi points you have is determined by your invoker level, as shown in the Psi Points column of the Invoker table. A psi point is expended when you use it, and is unavailable until you finish a long rest, at the end of which you regain all your expended psi points. To cast an invoker spell you know, you must expend a number of psi points equal to the level of the spell. You don't need to provide the material components for spells you cast this way. #### Casting Spells at Higher Levels Starting at 5th level in this class, you can expend additional psi points increase the level of an invoker spell you cast, provided it has an effect at higher levels. The spell's level is increased by 1 for each additional psi point you expend. The maximum level that you can cast an invoker spell at this way is shown in the Maximum Level column of the Invoker table. #### Psionic Expressions A psionic expression is a set of mental abilities that allow the manifestation of psionic power in the form of spells. At 1st level, you know two psionic expressions of your choice. Each psionic expression is detailed at the end of this class description. Each expression has a list of spells associated with it. You gain access to these spells at the invoker level noted in the expression's description. When you gain access to a spell through an expression, you know that spell and it is an invoker spell for you. If you later replace that expression, you lose all the spells associated with it and they are no longer invoker spells for you. If you later gain a new expression, you gain access to all spells noted in that expression's description up to your invoker level. Each expression also has an ability associated with it. You have that ability while you know that expression. Whenever you gain a level in this class, you can replace one expression you know with a different one of your choice. #### Spellcasting Ability Intelligence is your spellcasting ability for your invoker spells. You use your Intelligence modifier when setting the saving throw DC for an invoker spell or when making an attack roll with one.
**Psionic Save DC** =
8 + your proficiency bonus +
your Intelligence modifier
**Psionic attack modifier** =
your proficiency bonus +
your Intelligence modifier
### Psionic Adept By 2nd level, your mastry of body and mind is represented by your Conduit die, which is a d4. You can use your Conduit die in various ways, you start with two such ways; *Psionic Strike*, and *Psionic Protection.* **Psionic Strike.** Once per turn before you make a weapon attack, or a spell attack as part of an invoker cantrip, you can focus your psychic energy on the attack, altering its movements slightly. On a hit, you roll your Conduit die and add it to the damage. **Psionic Protection.** As a reaction to an attack hitting you, you can roll your Conduit die. You gain a bonus to your AC equal to the result against the triggering attack, possibly changing it to a miss. Your Conduit die changes as you gain levels in this class, as shown on the Conduit Die column of the Invoker table. ### Archetype At 3rd level, choose an invoker archetype. Each of which is detailed at the end of the class description. Each archetype specializes in a specific type of psionics. Your manifestation grants you features at 3rd level, and again at 7th, 11th, and 18th level. ### Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. ### Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. ### Evasion Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. 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. ### 11th Starting at 11th level, you can use your Psionic Strike ability on each weapon attack you make on your turn, and on each spell attack you make as part of an Invoker cantrip on your turn. \pagebreak ### Mystic Mind At 13th level, choose one of the following spells: *blight*, *charm monster*, *freedom of movement*, *locate creature* or *phantasmal killer*. Your learn that spell and it is an invoker spell for you. You learn another of theses spells of your choice at 15th level. At 17th level, choose one of the following spells: *dominate person*, *geas*, *hold monster*, *modify memory* *steel wind strike*, *synaptic static*, *telekinesis*, or *wall of force*. Your learn that spell and it is considered an invoker spell for you. Whenever you gain a level in this class, you can choose a spell you gained from this feature and replace it with another spell from the same list. ### Still Mind By 14th level, you are in complete control of your mind. You gain resistance to psychic damage. You are immune to any spell or effect that would read your mind, such as *read thoughts*, unless you wish to be affected. When you make a saving throw to resist being charmed, or end a charm on yourself, you can roll your Conduit die and add it to the result. ### 20th At 20th level, whenever you cast an invoker spell and expend additional psi points to increase its level, its level is increased by 1 level more than the number of psi points spent, up to a maximum of 5th level. ## Archetype Archetypes are here. ### Wayfarer Wayfarer are invoker that have trained their skill in solitude, honing their body and mind to perfection. They believe that the true path of the mind is obtained through self knowledge and self discipline of their bodies as well. They must know them self completely before they can know their foes. #### Master of Force At 3rd level when you choose this archetype, you learn the Expression of Force. If you already know it, you learn a different expression of your choice. You can't replace the Expression of Force when you gain a level in this class. #### Fighting Style At 3rd level, choose one of the Fighting Style options below. You can't take a Fighting Style option more than once, even if you later get to choose again. Because of your psionic prowess, you gain an additional Psionic Benefit for the Fighting Style you choose with this feature, as noted in its description. ___ **Versatile.** When you are wielding a melee weapon with the versatile property, the weapon's damage die increases by one die size for you. *Psionic Benefit.* You can't be disarmed of a versatile weapon you are holding, unless you are willing. ___ **Throwing.** When you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll. Additionally, you can draw a weapon that has the thrown property as part of the attack you make with the weapon. *Psionic Benefit.* After you make a ranged attack using a thrown weapon, you can psychically pull that weapon back to you if it is not being worn or carried. ___ **Two-Weapon Fighting.** When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. *Psionic Benefit.* You can preform the somatic components of any invoker spell you cast with a hand that is holding a weapon that has the light property. #### Redress Also at 3rd level, you understand your own abilities enough to flip you mistakes into advantages. When you roll a 1 on your Psioinc Talent die, you treat it as if it rolled its maximum possible result instead. #### Adept At 6th level, choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses that chosen proficiency. Additionally, you can spend 1 psi point to take the Dash action as a bonus action. #### 10th sd #### 15th Beginning at 15th level, when you use your Psionic Strike feature, you can roll your Conduit Die an additional time and add it to the damage of the attack. #### 18th sd \pagebreak ### Avatar Invoker of the Avatar delve into the world of mental emotion. They utilize their psionics to directly manipulate and amplify the emotions of others with ease. These invoker can range from ruthless tyrants who always look for the upper hand any way they can get it, to inspiring leaders who bring out positive emotions in their followers. #### Master of Emotions At 3rd level when you choose this archetype, you learn the Expression of Emotions. If you already know it, you learn a different expression of your choice. You can't replace the Expression of Emotions when you gain a level in this class. In addition, you learn the *friends* cantrip. It doesn't count against the number of invoker cantrips you know. #### Avatar of Battle Starting at 3rd level, your presence can inspire or hinder. When you roll initiative, you can roll your Conduit Die and add or subtract the result to the initiative roll of one creature other than you of your choice that you can see. #### Avatar's Aura Also at 3rd level, you can use a bonus action to start emitting an aura of heightened psychic energy in a 5-foot radius around you. Whenever a creature starts its turn in the aura, it must succeed an Intelligence saving throw against your spell save DC or take psychic damage equal to your Psionic Talent die. The aura lasts for 1 minute. You can use this ability twice, and you regain all expended uses when you finish a short or long rest. #### 6th Starting at 6th level, as a reaction to another creature you can see within 30 feet of you making a saving throw, you can roll you Conduit Die and add the result to that creature's saving throw. You must use this feature before you see the result of the saving throw. #### 10th #### 15th #### 18th sd \pagebreak ## Psionic Expressions Psionic expressions are the heart of an invoker's mental craft. They are the physical expression of psionic power in the world. Psionic expressions were each discovered by different parties and tend to reflect their creator's specialties and interests. ### Expression of Energy The expression of energy focuses on altering energy in the world. Through it, invoker can manipulate physical and magical phenomenon as well as alter creature's bodies and minds. #### Expression of Energy Spells | Invoker Level | Ability | |:-------------:|:--------| | 2 | *detect magic*, *dissonant whispers* | | 5 | *static*^NEW^, *see invisibility* | | 9 | *counterspell*, *hast* | While you know this expression, you know the *jump* spell, and it is an invoker spell for you. You can cast this spell without expending any psi points once, targeting yourself and as a bonus action. You regain the ability to do so when you finish a long rest. ### Expression of Elements Primarily focused on offensive tactics, the Expression of Elements aims to manifest and manipulate elemental energy from the thoughts of invoker. Those that use this expression often don't show any of its abilities unless needed in battle. #### Expression of Elements Spells | Invoker Level | Ability | |:-------------:|:--------| | 2 | *chromatic orb*, *lightning wave*^NEW^ | | 5 | *heat metal*, *scorching ray* | | 9 | *lightning bolt*, *protection from energy* | While you know this expression, you know the *shocking grasp* cantrip. It doesn't count against your number of cantrips known, but is nonetheless an invoker cantrip for you. ### Expression of Emotions The Expression of Emotions focuses on using the mind to affect creature's emotions and attitudes. It is a key expression in an invokers diplomatic endeavors. #### Expression of Emotions Spells | Invoker Level | Ability | |:-------------:|:--------| | 2 | *command*, *charm person* | | 5 | *calm emotions*, *suggestion* | | 9 | *enemies abound*, *hypnotic pattern*, | While you know this expression, when a creature you can see succeeds on a saving throw against one this expression's spells you cast, you can expend 1 psi point to deal psychic damage to it equal to 1d6 x the level of the spell. ### Expression of Force The Expression of Force aims to bend and create forces in the real world with the sheer force of one's mind. #### Expression of Force Spells | Invoker Level | Ability | |:-------------:|:--------| | 2 | *catapult*, *Psionic Blast^NEW^* | | 5 | *levitates*, *hold person* | | 9 | *water walk*, *wind wall* | While you know this expression, you know the *magic missile* spell, and it is an invoker spell for you. ### Expression of Illusions The Expression of Illusions uses the mind to create illusions and trick others. #### Expression of Illusions Spells | Invoker Level | Ability | |:-------------:|:--------| | 2 | *color spray*, *disguise self* | | 5 | *blur*, *silence* | | 9 | *fear*, *major image* | While you know this expression, you know the *silent image* spell, and it is an invoker spell for you. You can cast this spell once without expending any psi points. You regain the ability to do so when you finish a long rest. ### Expression of Prognosis The Expression of Prognosis attempts to ready oneself for any harm that may come. Focusing on mental aptitude and protection. #### Expression of Prognosis Spells | Invoker Level | Ability | |:-------------:|:--------| | 2 | *alarm*, *faerie fire* | | 5 | *detect thoughts*, *mind spike* | | 9 | *dispel magic*, *sending* | While you know this expression, you know the *identify* spell and it is an invoker spell for you. You can cast this spell without expending any psi points by increasing its casting time to 10 minutes. \pagebreak ## Spells #### 1st * Alarm ---- * catapult ------ * Cause Fear * Charm Person ------- * Color Spray ---- * Command ------ * Comprehend Languages ------ * Detect Magic ----- * Disguise Self ----- * Dissonant Whispers ------ * Faerie Fire ------ * Identify * Jump ----- * Lightning Wave ------ * Magic Missile ----- * Psionic Blast ------- * Zephyr Strike? -------- #### 2nd * Blindness/Deafness * Blur ----- * Calm Emotions -------- * Detect Thoughts ------ * Earthbind? * Find Traps * Heat Metal ------- * Hold Person ------ * Invisibility? * Knock? * Levitate ------- * Mind Spike ----- * Mind Thrust^UA^ * Phantasmal Force? * Scorching Ray ----- * See Invisibility ------ * Silence ------ * Spider Climb? * Static ------ * Suggestion ------- #### 3rd * Counterspell ------- * Dispel Magic ------- * Enemies abound --------- * Fear ------- * Haste -------- * Hypnotic Pattern ---------- * Lightning Bolt ------ * Major Image ----- * Nondetection * Protection from Energy ------ * Sending ---- * Water Walk ----- * Wind Wall ------ #### 4th * Banishment? * Blight? * Charm Monster * Compulsion? * Confusion? * Control Water? * Dominate Beast? * Freedom of Movement * Greater Invisibility? * Hallucinatory Terrain? * Locate Creature? * Otiluke’s Resilient Sphere? * Phantasmal Killer * Staggering Smite? #### 5th * Banishing Smite? * Dispel Evil and Good? * Dominate Person * Geas * Hold Monster * Legend Lore? * Modify Memory * Rary’s Telepathic Bond * Scrying * Steel Wind Strike * Synaptic Static * Telekinesis * Wall of Force \pagebreak ### Cantrips (0-level) #### Psychic Push *transmutation cantrip* ___ - **Casting Time:** 1 action - **Range:** 10 feet - **Components:** V, S - **Duration:** Instantaneous ___ You attempt to telepathically push a creature you can see within range. The target must succeed on a Strength saving throw or be pushed up to 10 feet directly towards you or away from you (your choice), and you can choose to deal 1d8 force damage to it. A willing creature can choose to fail its saving throw. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). ### 1st-level Spells #### Psionic Blast *1st-level evocation* ___ - **Casting Time:** 1 action - **Range:** Self (30-foot cone) - **Components:** S - **Duration:** Instantaneous ___ You unleash a destructive wave of mental power in a 15-foot cone. Each creature in the area must make a Strength saving throw. On a failed save, a creature takes 2d6 force damage, and is pushed up to 10 feet directly away from you. On a successful save, a creature takes half as much damage and isn't pushed. If a creature fails its save by 5 or more, you can choose to knock it prone instead of dealing damage to it. ***At higher levels.*** When you cast this spell using a spell slot of 2nd-level or higher, the damage increases by 1d6, and the distance a creature is pushed increases by 5 feet for each slot level above 1st. \columnbreak #### Lightning Wave *1st-level evocation* ___ - **Casting Time:** 1 action - **Range:** 15 feet - **Components:** V S - **Duration:** Instantaneous ___ You manifest a burst of lighting that arcs toward a creature you can see within range. Make a melee spell attack against the target. On a hit, the target takes 2d10 lightning damage, and has disadvantage on the next attack it makes before the start of your next turn. ***At higher levels.*** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. ### 2nd-level #### Static *2nd-level enchantment* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V S - **Duration:** Concentration, up to 1 minute ___ You attempt to alter the mind energy of a creature. Choose a creature within range, when it makes a Wisdom or Intelligence saving throw, you can use your reaction to give it disadvantage on the saving throw and this spell ends. If the target is ever out of range, the spell ends. \pagebreak ### Psionic Talent The wealth of psionic ability within you is represented by your Psionic Talent die, the starting size of which is a d4. You can use your Psionic Talent die in various way, you start with two such ways; **Psionic Protection**, and **Psionic Pump**. ___ - **Psionic Protection.** As a reaction to an attack hitting you, you can roll your Psionic Talent Die. You gain a bonus to your AC equal to the result against the triggering attack, possibly changing it to a miss. ___ - **Psionic Pump.** Before you roll your Psionic Talent die, you can focus your mind, gaining a +1 bonus to the roll. You can do so a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest. ***Changing Die Size.*** The die size of your Psionic Talent die can change. It can never be larger than a d12, and never be smaller than a d4. You can't use any ability that would decreases the die size of your Psionic Talent die to smaller than a d4. Your Psionic Talent die reverts to its starting size when you finish a long rest. Whenever you roll your Psionic Talent die while it is of a larger die size than its starting size, it reverts to its starting size after the roll. ___ The starting size of your Psionic Talent die increases as you gain levels in this class, as noted in the Psionic Talent Die column of the Invoker table. ### Mystic Mind ??? By 10th level, you can cast certain spells without the need of Psionic Expressions. Choose 1 spell that appears on any Psionic Expression. You learn that spell and it is considered an invoker spell for you. Whenever you gain a level in this class, you can change this spell without another of your choice that appears on any Psionic Expression. #### Intelligent Mind By 3rd level, you have honed your your mind far beyond that of other invoker. Whenever you make a Wisdom (Insight) or Wisdom (Survival) check, you can make an Intelligence (Insight) or Intelligence (Survival) check instead respectfully.