5e Psychic and Spiritual Handbook by Therin Creative (Firefox/Edge)

by Therin

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PSYCHIC and
SPIRITUAL HANDBOOK
Sourcebook

PSYCHIC and SPIRITUAL HANDBOOK

By Therin Creative
For use with Dungeons & Dragons 5th edition.


This Version is Deprecated; please see Version Notice on next page:

Credits


VERSION NOTICE

This version of the Psychic and Spiritual Handbook is outdated. The final version has been released on Dungeon Masters Guild, and can be acquired for free. The release version is illustrated and has the current rules.

https://www.dmsguild.com/product/437790/Psychic-and-Spiritual-Handbook

https://www.dmsguild.com/product/437790/Psychic-and-Spiritual-Handbook?affiliate_id=3366805 (affiliate link if you'd like to support Therin Creative content development)

The Psychic and Spiritual Handbook needs to be under the Dungeon Masters Guild license due to using the Artificer class and references to D&D content not contained within SRD 5.1.

If you'd prefer not to use Dungeon Masters Guild (such as you don't want to make an account there), there is a System Reference Document for the psychic classes and nearly all of the powers under the Creative Commons License.

You can find that at these locations:

Homebrewery

https://homebrewery.naturalcrit.com/share/QrVdpsC1vtva

GMBinder

https://www.gmbinder.com/share/-NZmL3EBGsMeQ1UxXqlE

PDF

https://therincreative.com/psrd51


Thank you to everyone who has supported this product throughout its development. If we can achieve certain milestones on Dungeon Masters Guild, we can achieve "Print on Demand" options.

Designer: Therin a'Ghaleon
Writing: Therin a'Ghaleon

Cover Illustrator: skiorh.deviantart.com (default GMBinder cover art)

Inspired by the original game created by Dave Arneson and E. Gary Gygax, with Brian Blume, Rob Kuntz, James Ward, and Don Kaye

Empowred by the current edition created by Jeremy Crawford and Mike Mearls, with Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, and Bruce R. Cordell

Further inspired by David Noonan, Rich Baker, Mike Donais, Andrew Finch, Ed Stark, Jonathan Tweet, Steve Winter, and Blake Mobley

The Psychic and Spiritual Handbook is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Contents

Introduction

This is a complete rules set and resource for DMs looking to incorporate psionic and psychic mechanics into 5th Edition D&D. You will need the core rules to play these rules as they are additions to the existing D&D rules.

I’m going to get this out of the way upfront. If you are a player wanting to use these rules, consult your DM first. Psychic abilities need to be woven into a campaign properly and not tacked on, and as such, may not be suitable for all games. The DM is the final arbiter on what materials to include in any given game of D&D.

 This document is a free resource for the community. Some components are conversions and adaptations of psionic rules from previous D&D editions. This allows much of the material to be familiar as well as consistent with past incarnations. Other aspects are completely original, inspired by works from fantasy and mythology. Therin Creative makes no claim of ownership of adapted or updated material (Path of the Ghost barbarian, Dervish fighter, Oath of the Ardent paladin, and Shadowmind Rogue). Other 3rd edition adaptations are consistent with the OGL.

However, there is certainly more that can be designed and incorporated in the spirit of these rules. It is for this reason that I offer this rules set as a framework for creators to use and adapt for their own purpose.

Are Psychic Abilities Appropriate for Your World?

Ever since they were included in the first edition of AD&D and every time after, psionics have been controversial. Some players love them, others hate them without abandon. For many, psionics can feel superior to magic given that psychic powers generally only require concentration, focus, and the exertion of will, while magic often requires incantations, gestures, prayers, and material components. It can feel unfair that with psionics you might never see it happen, making it hard to counter.

Some also equate psionics with science fiction and futuristic settings, making a false assumption that D&D is restricted to medieval fantasy. First, science fiction tends to use psychic phenomenon because it is grounded in pseudo science as opposed to magic that is considered at large to be the province of pure fantasy. However, in implementation, psychics are just as mysterious as mages. Psychic abilities are also inherent in the myths and legends of many cultures. Romani myths lay claims to psychic powers including precognition and psychometry among others. The legendary Hattori Hanzou was attributed using psionic abilities, as too was the Buddha, again through will and not prayer and incantation.

 Spirits in fiction are also the province of psychic phenomenon, often with psionic manifestation channeling spiritual energy. Hauntings and poltergeists are common expressions of the psionic and spiritual intersection. The description of the monk’s features also feels more spiritual or psychic in nature than magical in the sense of wizards, clerics, and warlocks. Martial arts and chi are concepts that tend to tap spiritual or psychic sources.

But with all that said, whether you use psionics in your games or not is a decision you make for yourself. It is certainly possible to wrap all psychic phenomena in the bubble of spells and sorcery (you can also do the reverse and determine that magic is created by tapping psychic currents). What you need to do, however, when incorporating psionics in your campaign is to make sure it has a place in your world the same way you fit magical and divine power.

If you choose to use this material, integrate everything you want and feel free to discard the rest or supplement it with additional material as you see fit.

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Chapter 1: Classes

Channeler

A human walks into an abandoned mansion. He kneels as he assesses the energies of the edifice. In his mind’s eye he sees the auras of tragic memories from the past, and one pool of energy stands out from the rest. It is the source of the haunting. Plunging his hand into the spiritwell, he dissipates its energies, freeing it from the binds of the Material Plane.

Surrounded by the town watch, a tiefling makes one final plea for her innocence. Her harassers unfaltering, she decides that if they believe her to be a monster, she’ll show them what a monster she can be. Suddenly her form shifts into a nightmarish creature and the tiefling sets upon her pursuers with fang and claw.

A pair of gnomes confronts one another in a magic duel. The wizard is confident in his victory, and he fails to cast any defensive spells. His opponent, however, is all too happy to take advantage of her colleague’s dismissal of her powers. The wizard throws a bolt of lightning which impacts a shield of ectoplasm. Mouth agape in disbelief, the wizard is unprepared when his opponent decides she’ll retaliate with lightning of her own.

Often ostracized for their gifts, channelers are psychics with strong manifestation of psionic energies that can be hard to control. What separates the channelers from the misfortunate whose powers consume their minds is that channelers have mastered reserved control.

Unbridled Power

Channelers are not trained, they are born. At times, the psychic fabric of the multiverse touches individuals in such a way that they are changed – awakened to mental powers they never knew existed, far beyond their control. As such, channelers are forced to learn to shackle their newfound powers lest it consume them.

The nature of power channelers possess is determined by how they were altered by psychic or spiritual powers. In some cases they are affected in their souls, possibly moving them close to the land of the dead. In other cases, their bodies or their minds could be imprinted upon, leading to altered states of being or cognition.

Self Reliance

Often misunderstood and feared, channelers are driven away from societies and must learn to face the world on their own. It is common that they find strength and companionship in others who travel the lands as they exert growing control over their power. Adventuring provides a natural setting to safely tap the energies within a channeler to aid its friends and allies.

Creating a Channeler

The most important decisions in making your channeler is how your character received its powers and what shape those powers take. Were you touched by spiritual forces that left you able to see the dead? Was your body changed in a way that it’s become malleable to your will? Can you tap into the Weave with your mind and shape it? You need to decide your psionic expression as that determines what powers you can use and the nature of your channeler.

Next you want to decide how your channeler became an adventurer. Did you join a group to find safety or to gain camaraderie? How do you approach people you know or don’t know about your powers? Are you afraid of what you are or what you could do if you ever let go? Do you seek to seal away your power or have you decided that you need to bridle and command it?

Quick Build

You can make a channeler quickly by following these suggestions. First, determine you psionic expression (medium, metamorph, or shaper). Second, your highest ability score should be the manifesting ability for the expression (Charisma for Medium, Constitution for Metamorph, or Intelligence for Shaper), followed by Wisdom. Third choose the hermit background. Lastly, choose the spectral armament power and the following power for your expression: precognition (Medium), elastic body (Metamorph), or singularity (Shaper).

Class Features

As a channeler, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per channeler level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per channeler level after 1st

Proficiencies


  • Armor: Light armors
  • Weapons: Simple weapons, rapiers, scimitars, short swords
  • Tools: Fortune telling tools

  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from Arcana, Deception, History, Insight, Investigation, Medicine, Perception, and Performance

Equipment

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

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a scimitar or (b) a simple weapon
  • (a) a scholar’s pack or (b) an explorer’s pack
  • fortune telling tools
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The Channeler
Level Proficiency Bonus Features Powers Known Power Points
1st +2 Power Manifestation, Psionic Expression 1 1
2nd +2 Liberate Persona (1d4) 2 3
3rd +2 Preternatural Awareness 2 5
4th +2 Ability Score Improvement 2 7
5th +3 3 10
6th +3 Liberate Persona (1d6) 3 13
7th +3 Psionic Expression feature 4 16
8th +3 Ability Score Improvement 4 20
9th +4 5 24
10th +4 Liberate Persona (1d8) 5 28
11th +4 Psionic Expression feature 5 30
12th +4 Ability Score Improvement 5 33
13th +5 Psionic Potency 5 36
14th +5 Liberate Persona (1d10) 5 39
15th +5 5 41
16th +5 Ability Score Improvement 6 43
17th +6 Psionic Expression feature 6 45
18th +6 Liberate Persona (1d12) 6 47
19th +6 Ability Score Improvement 6 51
20th +6 Power Incarnate 6 55

Power Manifestation

1st-level Channeler feature

One day the channeler woke up to an expression of psychic energy with no control over it. Often, while trying to cope with the terror of these new found powers a channeler is vilified and forced into a solitary existence. From such solitude, the channeler was free to experiment and ultimately exert control over these powers. With such control, the channeler has limited the strength of its manifestations, but can lift this control and exhibit greater power.

Powers Known

You know one power of your choice from the channeler power list. Your expression will grant you additional powers.

The Powers Known column of the Channeler table shows when you learn more channeler powers of your choice. When you gain a level in this class, you can choose one of the powers you know and replace it with another power from the channeler power list or one from your Psionic Expression’s power list.

Power Points

The Channeler table shows how many power points you have to augment your channeler powers. When you manifest a power, you can expend power points to enhance your power. You can expend a number of power points no greater than your channeler level on a single power. You regain all expended power points when you finish a short or long rest.

Psionic powers differ from spells in that powers can have different expressions when augmented by power points. These different expressions have a similar theme, but the scope and scale can change. For example, the suspension power includes expressions that can affect single targets or an area with different measures of control.

Manifesting Ability

Your manifesting ability is determined by your Psionic Expression feature.

You use the appropriate ability whenever a power refers to your manifesting ability. In addition, you use the appropriate ability modifier when setting the saving throw DC for a channeler power you manifest and when making an attack roll with one.

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Psionic Expression

1st-level Channeler feature

When a channeler’s powers awaken they fall under one theme. When you create a channeler, choose a Psionic Expression. Perhaps the channeler feels close to the realm of spirits and to lost souls trapped in the world, taking on the expression of the medium. Another channeler may find its physical form is malleable to their will, becoming a metamorph. The shaper is a channeler who can summon spontaneous energies with but a thought.

Your psionic expression determines what powers you may possess and grants additional features at 1st, 7th, 11th, and 17th level.

Liberate Persona

2nd-level Channeler feature

You can muster your shackled psionic energy. This unshackled power is represented by your Psychic Burst die, which is a d4. You gain a number of Psychic Burst dice equal to your proficiency bonus.

When you manifest a channeler power, you can spend one of your Psychic Burst dice. You gain a number of temporary power points equal to the result of the die roll. You can use these points to augment your power, and when you do so you can augment the power up to 2 points above your channeler level. For example, if you are 2nd level and manifest energy blast and use one Psychic Burst die which results in a 3, you can augment the power with up to 4 power points, using all 3 power points from the Psychic Burst die and one from your power point reserve.

You can only spend one Psychic Burst die each turn. You don’t have to spend all your temporary power points on the same power, but only the first power you manifest after invoking this feature can be manifest with power points above your level in this class. All unspent power points gained from Psychic Burst dice are lost at the start of your next turn.

As you gain levels in this class, the size of your Psychic Burst die increases: at 5th level (d6), 10th level (d8), 14th level (d10), and 18th level (d12). You regain all expended Psychic Burst dice when you finish a long rest.

Preternatural Awarenes

3rd-level Channeler feature

Your intuition supersedes your intellect, alerting you to close-by danger. When you spend a Psychic Burst die you increase your AC by 2 until the start of your next turn.

Ability Score Improvement

4th-level Channeler feature

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.

Psionic Potency

13th-level Channeler feature

Whenever you augment a power with more power points than your level in this class through your Liberate Persona feature, you increase your power save DC or power attack modifier for that power by 2.

Power Incarnate

20th-level Channeler feature

You increase your manifesting ability (Charisma, Constitution, or Intelligence) by 4 (maximum 24).

Psionic Expressions

Each channeler is different, and when the channeler became psionically awakened, certain traits emerged. This is your Psionic Expression which determines what sorts of powers and features you possess.

Medium

When you were born, or perhaps as a result of some trauma you experienced, a part of your soul entered the spiritual realm. The lost souls of the dead and free-floating spirits became just more travelers passing by in the world to you.

Expression of Spirit

1st-level Medium feature

Your inner soul empowers your psychic abilities. Your manifesting ability is Charisma. You use your Charisma whenever a power refers to your manifesting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a channeler power you manifest and when making an attack roll with one.

Power Save DC = 8 + your proficiency bonus +

your Charisma modifier

Power attack modifier = your proficiency bonus +

your Charisma modifier

 When you gain a new known power, you may select from any power from the channeler power list and the following powers: apopsi, dimensional disassociation, extrasensory perception, hypercognition, id insinuation, mind probe, muddle, precognition, psychometry, puppetry, and telekinetic grasp.

At 1st level, you can select one of the powers above and add it to your powers known. At 12th level, you may add a second power from the list above to your powers known.

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Spirit Vision

1st-level Medium feature

You are attuned to the spirit realm. Whenever you are within 30 feet of a Spiritfont you are aware of its presence.

As an action, you can concentrate to perceive the spirit realm and its effects. While you concentrate you have aurasight and can perceive the Ethereal Plane out to 60 feet range. When you peer into the Ethereal Plane, you can manifest telepathy powers against targets in the Ethereal Plane, but can’t maintain them unless you gain ethereal perception through other means as your Spirit Vision feature requires concentration to maintain.

You can maintain this sight for a number of rounds equal to your levels in this class. While you use your Spirit Vision feature, you have the psionic focus condition.

As long as you maintain this sight, you gain a +2 bonus on saving throws and Intelligence (Investigation) checks against illusions of any sort.

When you reach 7th level, your vision allows you to perceive the presence of a spirit possessing a creature or object. If a creature is possessed by the spirit, the spirit makes a Charisma saving throw against your power DC. If successful, you are unable to detect its presence.

You can call upon your Spirit Vision feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Spiritual Attunement

7th-level Medium feature

Due to your closeness to the spirit realm, you can no longer be aged through supernatural means.

Additionally, your psionic powers reach beyond the material world, striking a creature’s spirit as well as its body or mind, granting the following benefits.

  • You can freely have any power you manifest affect creatures and objects on the Ethereal Plane as well as the Material Plane. You must be aware of a creature to target it specifically, but area of effect powers will strike each creature in the Ethereal Plane at the same spot when you use this feature.
  • Whenever you deal damage to a creature with a psionic power, you increase the damage dealt by your proficiency bonus. A creature can only take this bonus damage once each a round.
  • Psionic powers you manifest against a celestial, elemental, fey, fiend, or undead ignore psychic and bludgeoning damage resistance.
  • Telepathy powers you manifest against a celestial, elemental, fey, fiend, or undead ignore immunity to the following conditions: frightened, paralyzed, stunned, and unsettled.
  • If you hit a creature with a psionic power while using your Spirit Vision feature, you can maintain Spirit Vision alongside the power as part of the same concentration. Spirit Vision ends when it normally would, regardless if this would happen before or after the power ends.

Banish Spirits

11th-level Medium feature

As an action you can channel your inner strength to drive away spirits. You can attempt to do so twice. At 16th level you can Banish Spirits three times. You regain all expended uses when you finish a long rest.

The effect of Banish Spirits requires a saving throw. When you use this ability, the DC equals your power save DC.

One celestial, elemental, fey, fiend, or undead that you can see within 30 feet of you must make a Wisdom saving throw. If the creature fails the saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its actions, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

You can also use this power on a creature, object, or a single location to drive out a creature possessing the target or to suppress a Spiritfont.

Weaker creatures, at your decision, can be either destroyed (if undead), banished to their home plane (if celestial, elemental, or fiend), or driven away (if fey) if they fail their saving throw. If the challenge rating of the creature is equal or less than the threshold shown on the Banish Spirit table, it suffers the effect. Banished celestials, elementals, and fiends can't return to the Material Plane for 24 hours, provided they have the means to do so. Fey that are driven away must flee one mile away from the location and can’t return for one month.

Banish Spirits
Medium Level Banishes or Destroys Creatures of CR…
10th 1 or lower
11th 2 or lower
14th 3 or lower
17th 4 or lower

Persona Ward

17th-level Medium feature

You have advantage on Wisdom and Charisma saving throws and you are immune to charm effects.

You are immediately aware of the perpetrator of a charm, curse, or possession attempt against you, knowing its exact location and identity. Whenever a creature attempts to possess you, you can spend a Psychic Burst die to forcibly expel it. The creature takes force damage equal to five times your Psychic Burst die and is stunned for 1 round. If you are possessed, you can spend a Psychic Burst die to make a new saving throw, adding the result of the die to your roll. A creature isn’t damaged or stunned in this case.

Additionally, when you activate your Spirit Vision feature, each creature appears to you in its true form if it is a shapechanger or has had its form changed through some means.

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Metamorph

Flesh and bone are malleable forms to be sculpted and shaped to your will. You transcend the limits of biology, able to meld objects to your body. You can grow bone or reform your flesh using your Metaform feature.

Metaform

1st-level Metamorph feature

By using a bonus action, you can alter your physical form, adopting a trait from the Metaform Table. You are proficient with attack forms gained from a trait and use your Strength modifier on attack and damage rolls with weapon attacks granted by your metaform traits. Additionally, when you enter your metaform, you gain a number of temporary hit points equal to four times your level in this class. These hit points remain until you finish a long rest, enter your metaform again, or are depleted through damage. You can remain in your metaform for 10 minutes, and you don’t require concentration to maintain it, nor does your metaform grant psionic focus.

While in your metaform, you can take a bonus action to adopt a second trait, or use your action to replace one trait you’ve adopted with another trait. As you advance in level, you gain access to additional traits. When you reach 7th level, you can take on a third metaform trait. You gain an additional trait again at 11th level (four traits), and 17th level (five traits). You can spend one Psychic Burst die to manifest all traits you are capable of at once using a bonus action. You don’t gain temporary power points from the Psychic Burst die when it’s spent this way.

You can take on trivial, cosmetic changes in your metaform as you will, such as growing body hair or scaly skin, red eyes, or nightmarish features, for instance.

Starting at 7th level, you gain the Multiattack action while in your metaform. You can make two attacks using your metaform attacks, or one attack with a metaform attack and one attack with a weapon. Metaform attacks can only be used once per limb, such that you can only make one bite attack, but could make two claw attacks. You gain an additional attack with your metaform attacks at 13th level (three attacks). When you reach 11th level, you can enter your metaform with a bonus action.

Other Options

You aren’t limited to the options from the Metaform table. For instance you could grow a sharp beak instead of fangs and deal the same piercing damage, or you could create a myriad of gaping maws along an arm in place of claws. Metaform is intended to allow the metamorph the ability to create a thematic form.
 The DM can develop and approve additional metaform options that fit within the scope of the framework presented below and that don’t duplicate existing powers.

 Once you enter your metaform, you can’t do so again until you finish a short or long rest unless you enter it by spending a Psychic Burst die. When you reach 11th level, you can enter your metaform twice between rests.

Morphic Power

1st-level Metamorph feature

You warp flesh and bone through your psychic ability. Your manifesting ability is Constitution. You use your Constitution whenever a power refers to your manifesting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a channeler power you manifest and when making an attack roll with one.

Power Save DC = 8 + your proficiency bonus +

your Constitution modifier

Power attack modifier = your proficiency bonus +

your Constitution modifier

When you gain a new known power, you may select from any power from the channeler power list and the following powers: accelerated healing, biomorphic skin, chameleon, decay, elastic body, energy cloak, martial insight, molecular agitation, size alteration, and speed of thought.

At 1st level, you can select one of the powers above and add it to your powers known. At 12th level, you may add a second power from the list above to your powers known.

Unarmored Defense

1st-level Metamorph feature

While you are not wearing armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier.

Body Meld

7th-level Metamorph feature

You can absorb small objects into your body. You can’t absorb more than one fourth of your mass. Items absorbed by you don’t function as a worn item would, for example, you can’t benefit from a ring of protection while it’s melded into your body. You can absorb any suitable object using a bonus action.

You can also use a bonus action to immediately bring any absorbed item to hand, or even don it. For example, you could have boots of elvenkind absorbed, and with your bonus action retrieve and don them. You can absorb one object and retrieve one object as part of the same bonus action.

You can also partially absorb weapons or makeshift-implements to act as weapons, grafting them to your limbs. These grafted weapons function as normal weapons of their type, but grafted weapons can’t be disarmed. You are proficient with any grafted weapon. A grafted weapon is considered magical so long as it remains grafted to you.

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Metaform Table
Level Trait Effects
1st Amphibious You can freely breathe air and water and gain a swimming speed equal to your walking speed.
Darkvision You gain darkvision up to 60 ft.
Endurance You increase your Constitution to 16 if it’s not already higher, ignore the effects of exhaustion, and make Constitution ability checks with advantage.
Fangs You grow long fangs allowing you to make a bite attack that deals 1d8 piercing damage. When you score a critical hit with this attack, it deals an extra die of damage.
Muscle Mass You increase your Strength to 16 if it’s not already higher and make Strength ability checks with advantage.
Oily Skin You become slippery. Opponents are at disadvantage on grappling checks against you and can’t grapple you on a hit with an attack without a grapple check.
Reflexes You increase your Dexterity to 16 if it’s not already higher and make Dexterity ability checks with advantage.
Sharp Nails Each of your hands grows sharpened nails or claws that deal 1d6 slashing damage. When you hit a target with this attack, you can take a bonus action to make an additional attack against the same target.
Spines You grow spines from your body that deal 2d4 piercing damage at the start your turn when you grapple or are grappled by a creature.
Web Walk You ignore movement restrictions caused by webbing. You also gain a climbing speed equal to your walking speed and can move along walls and ceilings using only your feet.
5th Blindsight You gain blindsight up to 60 ft.
Blood Siphon Once each turn when you hit a creature with a metaform trait attack, you regain hit points equal to half the damage dealt.
Enhanced Sight You grow multiple eyes or eye stalks allowing you to see in any direction, gaining advantage on saving throws vs. blindness and Perception skill checks. Foes gain no benefit from having an ally within 5 feet of you.
Horns You grow large horns or tusks allowing you to make a gore attack that deals 2d4 piercing damage. If you move at least 10 feet straight toward a target and hit with your gore attack on the same turn, the target takes an extra 2d4 piercing damage and must make a DC 10 + your Strength modifier Strength saving throw or be pushed up to 10 feet away and knocked prone.
Tentacle Arm You transform one of your limbs into a tentacle that deals 1d6 bludgeoning damage and when it hits an opponent your size or smaller, you can initiate a grapple that restrains the creature if you win an opposed grapple check. Tentacles have the finesse property.
Thick Skin You increase your AC by 2 when not wearing armor.
Venomous Attack Once per round, one attack you make with your metaform or an unarmed strike or natural weapon deals an extra 1d6 poison damage. A creature hit must make a Constitution saving throw, and is poisoned for one minute if it fails.
Web Spit You can use an action to spit webbing as a ranged weapon attack with range 30/90 ft. A Large or smaller creature hit by this web is restrained. As an action it can attempt a DC 10 + your Constitution modifier Strength check to break free. The webbing can also be destroyed, having AC 10, 5 + twice your Constitution modifier hit points, vulnerability to fire damage, and immunity to bludgeoning, poison, and psychic damage.
11th Paralytic Attack Once per round, one attack you make with your metaform or an unarmed strike or natural weapon deals an extra 2d6 necrotic damage and a creature hit must make a Constitution saving throw, and is poisoned for to 1 minute if it fails. Until the poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending this poison effect on itself if it succeeds.
Pincers You grow pincers on any arm or tentacle you possess. Pincers deal 2d4 piercing damage and any creature of your size or smaller hit must make a Strength saving throw, and is grappled and restrained on a failure. During your turn, you can deal 2d4 piercing damage to a grappled creature by taking a bonus action.
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Level Trait Effects
11th Serpent Form You replace your legs with a long serpent tail and trunk. You can make a constrict attack that deals 2d6 bludgeoning damage on a hit, and the target is grappled. Until the grapple ends the target is restrained. You also can’t be knocked prone and make opposed checks to be shoved with advantage.
Tail Spikes You grow a tail filled with dozens of needle-like spikes. You can shoot these spikes by making a ranged weapon attack with range 100/200 ft. that deals 1d8 piercing damage. When making a Multiattack, you can use this weapon up to three times during the action.
Wings You grow wings, gaining a flying speed of 60 ft.
17th Acidic Breath You can use an action to breathe a cone of acid 15 feet long, dealing 6d6 acid damage to each target in its path. Each creature within the cone must make a Dexterity saving throw against a DC of 10 + your Constitution modifier. If the save succeeds, it takes half damage.
Amorphous Form You gain the Amorphous trait, allowing you to move through a space as narrow as 1 inch wide without squeezing.
Brutal Form Fangs, horns, pincers, sharp nails, tail spikes, and tentacle arm deal an additional die of damage.
Extra Arms You grow two extra arms identical to your normal arms (or you grow humanoid arms if you don’t normally possess arms). The arms can wield weapons or make natural attacks. When you take the Attack action, you can use a bonus action to make up to two offhand attacks. You can alternately wield two 2-handed weapons and use a bonus action to make an offhand attack with one of them.

Robust Form

11th-level Metamorph feature

You gain proficiency with Strength and Constitution saving throws. You can also revert to your normal form if you are polymorphed or petrified during your turn, but can't take a bonus action during this turn. If you were in your metaform before being afflicted, you revert to your metaform instead.

War Form

17th-level Metamorph feature

While in your metaform, you gain a +4 bonus to Strength or Constitution or a +2 bonus to both. You can’t exceed 22 in either Strength or Constitution through this feature.

Shaper

A shaper reaches into the very fabric of reality and bends it to the shaper’s will. A shaper can bring ectoplasm from the Astral Plane and fashion it into a construct or even tap into the Weave and duplicate certain spells. A shaper is direct, focusing on powers that accomplish the shaper’s goals quickly.

Shape Reality

1st-level Shaper feature

Through calculation and logic, you craft psionic energies. Your manifesting ability is Intelligence. You use your Intelligence whenever a power refers to your manifesting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a channeler power you manifest and when making an attack roll with one.

Power Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Power attack modifier = your proficiency bonus +

your Intelligence modifier

 When you gain a new known power, you may select from any power from the channeler power list and the following powers: animate electricity, dimensional breach, energy storm, harmonics, hydrokinesis, psionic blast, shadow shape, singularity, spatial void, and tremor.

At 1st level, you gain astral construct and can select one of the powers above and add it to your powers known. At 12th level, you may add a second power from the list above to your powers known.

Astral Trick

1st-level Shaper feature

You may select one cantrip from the sorcerer spell list which you manifest it as a psionic power. The cantrip no longer has any components, instead it gains psychic and either glow or beam visual detections. Any duration greater than 1 round requires maintenance with the same timeframe as the spell’s duration. All other details of the cantrip are the same. Each cantrip gained through this feature counts as a channeler power for you.

Starting at 2nd level, after using this feature, you can take a bonus action and spend a Psychic Burst die to manifest a special version of astral construct. You can only spend power points gained from the Psychic Burst die to augment the power when manifest it this way, but you don’t need to maintain it, and it will last 1 hour, until it is reduced to 0 hit points, or you manifest astral construct again.

When you reach 7th level, you may select a second cantrip from the sorcerer spell list, modified the same way as above. You gain additional converted cantrips at 11th level (third cantrip), and 17th level (fourth cantrip). Whenever you learn a new cantrip, you can replace a cantrip you know from this class with another cantrip from the sorcerer spell list.

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Manifest Magic

7th-level Shaper feature

You may use your power points to manifest instantaneous evocation spells from the sorcerer spell list. You must use a number of power points equal to three times the spell’s level. If a spell allows using a higher level slot, you may expend additional power points to do so. Increasing a spell’s level requires 2 power points per level. For example, if you manifest a fireball spell using 11 power points, you deal 9d6 fire damage. You can’t manifest spells over 6th level, nor can you spend more power points than your channeler level.

Spells you can manifest are shown on the Shaper Manifested Spells table. You don’t require spell components when manifesting evocation spells. Instead, they are manifest with psychic, gesture, and visual detections. Each spell is in the Player’s Handbook, unless it has an asterisk, in which case it is in Xanathar’s Guide to Everything.

Shaper Manifested Spells
Spell Level Spells
1st burning hands, chaos bolt*, chromatic orb, earth tremor*, magic missile, thunder wave
2nd Aganazzar’s scorcher*, scorching ray, shatter, Snilloc’s snowball swarm*
3rd fireball , lightning bolt
4th ice storm, vitriolic sphere*
5th cone of cold
6th chain lightning

You use your power save DC and power attack modifier when you manifest spells through this feature. Manifested spells can’t be maintained, but can be manifested without breaking concentration on psionic powers.

Other sorcerer spells from additional sources may be included as approved by the DM. Spells must be from the evocation school and have instantaneous duration.

Psychic Residue

7th-level Shaper feature

Manifestations which tap magical forces leave psychic residue. After using Astral Trick to manifest a cantrip or Manifest Magic to manifest an evocation spell, you can use your reaction to regain a Psychic Burst die.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Ectoplasmic Shield

11th-level Shaper feature

When you are hit by or fail a saving throw against a spell or power that deals damage, you can use your reaction to erect a shield of ectoplasm that can absorb damage equal to twice your channeler level. You can empower your shield by spending power points, increasing the absorption by 5 points per power point you spend, but you can’t spend more power points than your channeler level.

The shield remains in place until the end of your next turn and will continue to absorb damage from spells or powers which damage you that you choose. If your shield completely negates a spell’s damage or a power’s damage, you can choose to drop your shield and regain one Psychic Burst die.

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

Sculpt Expresions

17th-level Shaper feature

Through split-second calculation, you can shape your psionic powers. Whenever you manifest a power or a spell that affects other creatures that you can see, you can choose a number of them equal to 1 + your Intelligence modifier. The chosen creatures automatically succeed on their saving throws against the power or spell, and they take no damage if they would normally take half damage on a successful save.

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Savant

Negotiations have been going poorly for two sides in a heated debate, when suddenly, one of the heads of states agrees to a settlement. Out of sight, a half-orc sweeps a hand over his brow and breathes a sigh of relief, as his thoughts leave the mind of the negotiator.

A human suffers a grievous injury from the axe of a gnoll. He steadies his nerves as he encases his skin in iron, deflecting the gnoll’s next attack. With a quick strike to the gnoll, his injuries heal as they transfer to the creature. He smiles as he surveys the field and sees more gnolls arrive. The fight has only now begun.

Lurched over a chest, an elf’s eyes widen and she flawlessly dodges an arrow meant for her head. In a moment, she mentally maneuvers the chest before her, shielding her from her attacker’s arrows before slamming the chest through the air to make an attack of her own.

Though each expression is different, all savants manifest their will upon the world. Whether they use their powers to gain advantage in trade or to fight in the chaotic fray of battle, all savants bear a measure of confidence that comes from understanding their inner will and the ability to force that will upon others.

Shaper of Will

Within the multiverse is a universal power comprised of spiritual energies, energies that savants learn to tap and shape through sheer will. For some, tapping the realm of the psychic is simply a way to exert control over one’s self or the surrounding world. Certain savants delve into mysticism to gain a sense of inner peace. Others seek to tap such forces to gain immense power.

Psychic energies are complex and require rigorous discipline and understanding to master. Most savants focus on one such discipline, learning to shape these energies in a particular force, whether that force is of the body, external force, the realm of thoughts, or higher consciousness.

Master of the Mind

Seeking to master and control psychic energies, savants often join exclusive orders to pursue learning and share techniques. While psionic power is shaped by will, understanding of disciplines is a scholarly pursuit. This allows savants to more rapidly learn how to shape psychic energies from other disciplines.

In some cases, savants might chase experience in more practical applications, and can readily find a place with other adventurers. Savants bring knowledge along with their ability to manipulate and shape psychic power into a wide range of psionic effects that often proves valuable to adventuring.

Creating a Savant

As you craft your savant, you need to determine which psionic discipline your character first studied. This will define what powers you can select and help shape what roles in your adventuring group you can fill or support.

 You will want to decide what drove your character to leave sheltered life of study to risk a life of adventure. Were you bored of contemplative study and wanted to try something more practical to enhance your knowledge? Maybe you were tasked with some labor by your order to prove your place among the learned. You also want to decide how your savant treats others. Perhaps you are haughty and feel mundane people are inferior to you, and you need to demonstrate your mental powers. Maybe psionics are misunderstood and hated or feared, so you take on the role of emissary to challenge these beliefs. As a savant, you’ll find you fill roles similar to spellcasters. Your power selection will determine the reach of your abilities.

Quick Build

You can make a savant quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second choose the sage background. Third choose the following set of powers: martial insight and extrasensory perception (clairsentience), energy blast and kinetic barrier (psychokinesis), accelerated healing and empathic transference (psychometabolism), ectoplasmic creation and singularity (psychoportation), or psionic blast and psychic domination (telepathy).

Class Features

As a savant, you gain the following class features.

Hit Points


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

Proficiencies


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

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

Equipment

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

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a scholar’s pack or (b) an explorer’s pack
  • 10 darts

Power Manifestation

1st-level Savant feature

Whether born with latent psychic talent, through mutation, or by being affected upon by some mysterious source, you have the ability to manifest psionic powers with only a concerted thought.

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The Savant
Level Proficiency Bonus Features Powers Known Power Points
1st +2 Power Manifestation, Psi Blast, Esoteric Order 2 1
2nd +2 Psionic Fortitude 3 3
3rd +2 Psicrystal 4 5
4th +2 Ability Score Improvement 4 7
5th +3 4 10
6th +3 Esoteric Order feature 5 13
7th +3 Expanded Mind (first power) 5 16
8th +3 Ability Score Improvement 5 20
9th +4 6 24
10th +4 Esoteric Order feature 6 28
11th +4 Expanded Mind (second power) 6 30
12th +4 Ability Score Improvement 6 33
13th +5 7 36
14th +5 Greater Psicrystal 7 39
15th +5 Expanded Mind (third power) 7 41
16th +5 Ability Score Improvement 7 43
17th +6 8 45
18th +6 Esoteric Order feature 8 47
19th +6 Ability Score Improvement 8 51
20th +6 Indomitable Will 8 55

Powers Known

You know two powers of your choice from the savant power list. Both powers must belong to your esoteric order’s discipline. Future powers known must also come from a discipline you know at least one savant power from. The Expanded Mind feature will allow you to unlock additional disciplines. Once unlocked, you can freely select your known powers from any discipline you know.

The Powers Known column of the Savant table shows when you learn more savant powers of your choice. When you gain a level in this class, you can choose one of the powers you know and replace it with another power from the savant power list, provided you know at least one other power from the same discipline.

Power Points

The Savant table shows how many power points you have to augment your savant powers. When you manifest a power, you can expend power points to enhance your power. You can expend a number of power points no greater than your savant level on a single power. You regain all expended power points when you finish a short or long rest.

 Psionic powers differ from spells in that powers can have different expressions when augmented by power points. These different expressions have a similar theme, but the scope and scale can change. For example, the suspension power includes expressions that can affect single targets or an area with different measures of control.

Manifesting Ability

Intelligence is your manifesting ability for your powers.

You use Intelligence whenever a power refers to your manifesting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a savant power you manifest and when making an attack roll with one.

Power save DC = 8 + your proficiency bonus +

your Intelligence modifier

Power attack modifier = your proficiency bonus +

your Intelligence modifier

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Psi Blast

1st-level Savant feature

Raw psionic energy can be woven and shaped, creating a wave of deadly psychic force. As an action on your turn, you can make a melee power attack against a creature within 5 feet of you. On a hit, the target takes 1d6 + your Intelligence bonus psychic damage. Your psi blast damage increases by 1d6 at 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Esoteric Order

1st-level Savant feature

A savant must select one esoteric order from which springs the core of its psionic knowledge. These include the Order of Essence (mind over body), the Order of Force (psychokinetic powers), Order of Foresight (clairsentient powers), Order of Substance (Astral powers), and the Order of Thought (telepathic powers). This selection will grant you access to select powers from the savant list within your esoteric order’s discipline. You gain features at 1st level, and again at 6th, 10th, and 18th level.

Psionic Fortitude

2nd-level Savant feature

You are more resilient to managing stress caused from maintaining powers. When you take damage from psychic strain, you reduce the damage caused from stress by an amount equal to your Intelligence bonus. Damage from stress can’t be reduced to less than 1 damage.

Psicrystal

3rd-level Savant feature

You can imbue a crystal or gem with a psionic power you know. You can then use this gem to manifest that psionic power without consuming power points. Once used, the crystal becomes inert. You can recharge the crystal with the same power or a different one you know by completing a long rest and meditating for 30 minutes.

You can imbue one or more psicrystals with power points whose total equals half your savant level. A psicrystal must have at least 1 power point. For instance, a 6th-level savant could imbue a psicrystal with 2 power points and a second psicrystal with 1 power point. When using a psicrystal you can choose how to spend its power points at the time of activation.

Manifesting a power with a psicrystal is an action equivalent to manifesting the power yourself. A psicrystal can maintain a power a number of rounds equal to your Intelligence bonus or the maximum maintenance time of the power, whichever is lower. The crystal must remain in your possession during the maintenance or the effect is ended, and the effect ends early if you use another psicrystal. A power maintained by a psicrystal doesn’t use your concentration.

To create the psicrystal you must possess a natural, nonmagical gem or crystal worth at least 10 gp per power point it can store, and meditate on it for 1 full hour. You can do so only after finishing a long rest.

Ability Score Improvement

4th-level Savant feature

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.

Expanded Mind

7th-level Savant feature

At 7th level, and again at 11th and 15th level, you may add one additional power from the savant list to your powers known from any discipline.

After acquiring a power through this feature, you can continue to add powers from the same discipline when you gain new powers known, in addition to other disciplines you have learned though this feature.

Greater Psicrystal

14th-level Savant feature

During a short rest, you can recharge up to 5 power points split any way you choose among your psicrystals.

Indomitable Will

20th-level Savant feature

Once per turn, if a target succeeds on its saving throw against one of your powers or one manifested by your psicrystal (but not a psychic item), you can force it to reroll that saving throw. The result of the new save must be used. You can only do this once per Intelligence modifier (minimum 1). You regain all expended uses of this feature after finishing a long rest.

Esoteric Order

Savants manifest their psychic powers under one discipline in which they remain the most skilled. Disciplines encompass powers of similar type including telepathic powers, psychokinetic expressions, clairsentient awareness, and powers of mind over body. When a savant first discovers its power it learns two powers from one of these disciples, using these powers as launching points to further master the savant’s power.

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Order of Essence

Savants of the Order of Essence master the concept of mind over body. Often ascetics, they learn to tap psychic currents to manipulate the bodies of creatures. The discipline of this order, psychometabolism, has many personal powers, but savants can augment these powers to affect others.

Psychometabolism

1st-level Order of Essence feature

Savants of this order have power over biological bodies. Principally these powers allow them to modify their own bodies, but, often through touch, they can affect the bodies of others.

You may select powers from the psychometabolism discipline.

When you hit a creature with your Psi Blast feature, you can choose to siphon the creature’s essence into you. When you do so, your psi blast deals necrotic damage and if you score a critical hit, you regain one Hit Dice up to your maximum.

Physical Resolve

1st-level Order of Essence feature

Through your discipline, you recover more rapidly. You regain one Hit Dice when you finish a short rest.

You can use your action to spend one Hit Dice to regain 1d6 + your Intelligence modifier hit points. When you reach 5th level, you can spend 2 Hit Dice to regain 2d6 + your Intelligence modifier hit points.

At 11th level, you can spend Hit Dice by taking a bonus action, but can only spend Hit Dice once per round. At 17th level, you treat a roll of 3 or less when you spend Hit Dice to regain hit points as a 4.

Psionic Regulation

6th-level Order of Essence feature

You gain proficiency with Constitution saving throws.

Uncousious Control

6th-level Order of Essence feature

You can maintain your psychometabolism powers while incapacitated or unconscious provided they only affect you. Any power that is maintained on yourself and other creatures is no longer in effect on each target except you when you become incapacitated. This functions even if you are dying, stunned, paralyzed, or petrified.

Lingering Regulation

10th-level Order of Essence feature

You can take a bonus action to allow a psychometabolism power you manifest to endure for 1 minute. These powers must have a range of either self or touch. Additionally, only one of your lingering powers can be in effect on a given target

at any time, and any new lingering power will replace the earlier effect.

A power you are currently maintaining, as well as a power you first manifest, can benefit from this feature. You may use this feature three times. You regain all expended uses of this feature when you finish a short or long rest.

Mastery of Self

18th-level Order of Essence feature

Whenever you make a saving throw against transmutation spells, psychometabolism powers, and the petrified condition, you roll your save with advantage.

Order of Force

Practitioners within the Order of Force use telekinetic powers to manipulate the world around them, often through sheer force. They tend to be short tempered and brash, ready to knock opponents away.

Psychokinesis

1st-level Order of Force feature

Savants of the Order of Force have mastery over telekinetic and related psionic expressions. They can create projections of force and energy that they can move, manipulate, or use to impact their surroundings.

Having a natural talent for psychokinetic powers, you don’t suffer disadvantage when making a ranged attack with a psionic power when you are within 5 feet of a hostile creature. You may select powers from the psychokinesis discipline.

You can make a ranged power attack with your Psi Blast feature against a target within 20 feet of you, provided you have a clear path to the target, but deal bludgeoning damage instead of psychic. Your psi blast counts as an energy power, allowing you to substitute your Kinetic Expression’s damage type in place of the psi blast’s normal damage.

Dampen Impact

1st-level Order of Force feature

You telekinetically slow yourself when falling. You take one fewer die of damage when you fall. At 5th level this reduction increases to two dice. It increases to four dice at 11th level, and to six dice at 17th level.

Kinetic Expression

6th-level Order of Force feature

You can manifest energy in means beyond raw force. Psychokinetic powers you manifest can take on elemental properties based on your kinetic expression. You may select an energy type from pyrokinesis, cryokinesis, electrokinesis, sonokinesis, or terrakinesis.

An energy power can be manifest with the damage type of your Kinetic Expression feature at will when you manifest it. Also, when you augment a non-energy psychokinesis power, you can imbue it with your expression a number of times

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equal to your Intelligence modifier (minimum 1).

You must spend at least 1 power point to augment a power to imbue it. You regain all expended uses of this feature when you finish a long rest.

Pyrokinesis. You gain control over fire. Each energy power you manifest can deal fire damage instead of the normal damage type if you choose.

Powers you imbue deal 1d8 bonus fire damage to their targets when you first manifest the power, and at the start of each of its turns so long as the power remains in effect on its target.

Cryokinesis. You can decrease temperatures and create ice from water in the air. Each energy power you manifest can deal cold damage instead of the normal damage type if you choose.

Powers you imbue inflict lingering cold, dealing 1d6 bonus cold damage when you first manifest the power. Additionally, any creature that fails the power’s saving throw and takes cold damage suffers a −2 penalty on weapon attack rolls, ability checks, and AC so long as the power remains in effect on the target. If the power allows no saving throw normally, a creature affected is permitted a Constitution saving throw against your power save DC to avoid this penalty.

Electrokinesis. Electric current can surround your manifestations. Each energy power you manifest can deal lightning damage instead of the normal damage type if you choose.

Powers you imbue deal 1d8 bonus lightning damage when you first manifest the power, and at the start of each of its turns so long as the power remains in effect on the target.

Sonokinesis. You create ultra frequency sounds that rip through matter. Each power you imbue with the sonic expression make a noticeable sound. Creatures made of inorganic material such as stone, crystal, or metal have disadvantage on any saving throw required by your imbued powers and your energy powers that deal thunder damage. Each energy power you manifest can deal thunder damage instead of the normal damage type if you choose.

Powers you imbue with sonic expression deal 1d8 bonus thunder damage when you first manifest the power.

Terrakinesis. Your telekinetic manifestations have greater force. Psychokinetic powers that pick up loose objects can rip chucks of earth, stone, and other terrain to use in place of objects. Each energy power you manifest can deal your choice of piercing or slashing damage instead of bludgeoning damage.

Powers you imbue deal 1d6 bonus bludgeoning, piercing, or slashing damage when first manifested. Powers you imbue which can move a target can move that target an additional 10 feet at no additional cost.

Dampening Field

10th-level Order of Force feature

You can manifest minor psychokinetic bursts of energy. You can do this a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest. You can perform the following feats.

  • Once each round while falling or jumping, you can push yourself in any direction up to 10 feet.
  • Use your reaction when you take bludgeoning damage to grant you damage reduction against that attack. You can also reduce damage from types you can manifest through your Kinetic Expression feature.
  • Using a bonus action, you can grant yourself the ability to hover and a flying speed of 10 feet for a number of rounds equal to your Intelligence modifier (minimum 1). You can’t fly on a turn in which you manifest a power.
  • Whenever you make a Strength ability check or saving throw, you can add your proficiency bonus.

Kinetic Mastery

18th-level Order of Force feature

Your Kinetic Expression feature improves. Powers you imbue deal an additional bonus die of damage when first manifested, cryokinesis’s penalty lingers for two rounds, and terrakinesis can move targets 20 feet farther than normal.

Order of Foresight

Seeing multiple possible futures and the threads that cause each, savants of the Order of Foresight are born seers and prophets. Recognizing patterns in fate and making even the most subtle of changes is how the seer operates.

Clairsentience

1st-level Order of Foresight feature

Clairsentient powers allow you to see into the future or the past as well as distant places. They can also reveal the unseen or grant premonitions for both dangerous and fortuitous outcomes.

Being adept in delving into the hidden knowledge of the multiverse, you can substitute your Wisdom for Intelligence as your manifesting ability score and for savant class features. You may select powers from the clairsentience discipline.

Your Psi Blast feature has a reach of 10 feet and can be used to make opportunity attacks as if it were a weapon.

Prescience

1st-level Order of Foresight feature

Able to glimpse possible outcomes to situations, you may add your Intelligence bonus to any one attack roll, ability check, or saving throw you make, or you may add your Intelligence bonus to your AC against one attack made against you.

You can use this feature a number of times equal to your Intelligence bonus (minimum once). You regain all expended uses of this feature when you finish a long rest.

Mind's Eye

6th-level Order of Foresight feature

You have advantage on initiative rolls and add your proficiency bonus to them when you are surprised.

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Seer's Gait

6th-level Order of Foresight feature

Seeing multiple possible outcomes to your movements, you may take the Disengage action using a bonus action.

Mind Shroud

10th-level Order of Foresight feature

Your clairsentience powers can no longer be detected through heightened senses, psychic abilities, or magical means. Additionally, each psionic power you use can’t be traced back to you through magical or psionic means.

Choice of Fate

18th-level Order of Foresight feature

You can treat one attack roll, ability check, or saving throw made by you as a roll of 20, or you can treat one attack roll, ability check, or saving throw against you as a roll of 1. You can wait until you know the result of the roll before deciding to use this power. Once you use this feature, you can't use it again until you finish a short or long rest, unless you expend 12 power points to use it again.

Order of Substance

Studied in the ways of altering space and time, members of the Order of Substance can manipulate the very nature of the planes. They rip through the fabrics of reality opening holes into remote spaces or siphoning elements from the Astral Plane and fashioning those elements into constructs bound by psionic will.

Psychoportation

1st-level Order of Substance feature

Savants of the Order of Substance are sometimes called telemancers. They can bend reality through altering space and time.

You reflexively manipulate space and time. You don’t suffer disadvantage when making a ranged attack with a psionic power when you are within 5 feet of a hostile creature. You may select powers from the psychoportation discipline.

Your Psi Blast feature gains the following benefits:

  • You can target a creature or object within 30 feet of you, but you make a ranged power attack instead of a melee power attack against a target outside your reach.
  • A ranged psi blast ignores cover.
  • You can choose to deal force damage instead of psychic damage.

Temporal Awareness

1st-level Order of Substance feature

Due to manipulating the currents of time, you have precise knowledge of the passing of time. You always know what time

it is and can recognize temporal anomalies without an action, making your Intelligence (Investigation) ability check with advantage when called for.

You also have advantage on saving throws against stasis and slow effects.

Slipstream

6th-level Order of Substance feature

You have unconsciously learned to create personal warp holes when under threat. When a foe makes an attack roll against you, you can use your reaction to move into an unoccupied space within 5 feet of your present position. The attack roll against you is made with disadvantage, and if it hits, you only take half damage.

You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Recompose Matter

10th-level Order of Substance feature

As an action, you can touch one nonmagical object of a size no larger than Medium, and transform it into a halo of energy that you can absorb into your essence. By taking another action, you can draw forth this energy and transform it back to its original form.

A magical object that is attuned to you can be transformed. Only one object can be transformed at a time, which can be complex. For instance you could transform a clock, but couldn’t transform a sack of coins.

If the object is held or worn by another creature, it must make a Dexterity saving throw against your power DC. If successful, you fail to transform the object.

You can only transform a number of objects equal to your proficiency bonus at any given time. Any attempt to transform an object beyond this limit fails.

Spatial Shift

18th-level Order of Substance feature

As a master of space, you have learned to warp space in unique ways. As an action, you can target two surfaces within 100 feet of you each occupying an area no larger than a 20-foot square and swap the surfaces and their terrain, including any effect on the surface such a magical effect or surface hazard. Both selected areas of the surfaces must occupy the same dimensions.

The surfaces don’t have to be the same type. You could target a ceiling, floor, or wall, as well as a section of metal, stone, or wood. An effect must be part of the surface or cover the surface in a square or radius and not a cube, cylinder, or sphere.

Once you use this feature, you can’t use it again until you finish a long rest, unless you expend 15 power points to use it again.

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Order of Thought

Also called telepaths, these savants master powers that directly affect the mind. They can alter thoughts and feelings, and even control the minds of others. Most savants of this order are reserved and disciplined, qualities necessary to shut out the cacophony of thoughts abundant in the world of humans.

Telepathy

1st-level Order of Thought feature

Savants under the Order of Thought are telepaths, empaths, and mind readers. They can transmit thoughts to other creatures and even mentally assault others.

Through mastery of influencing the wills and minds of other, you can substitute your Charisma in place of your Intelligence as your manifesting ability score and for savant class features. You may select powers from the telepathy discipline.

Your Psi Blast feature gains a range of 30 feet, but you make a ranged power attack instead of a melee power attack against a creature outside your reach. If a target is under the effect of one of your telepathy powers, you make your power attack roll with advantage.

Sense Minds

1st-level Order of Thought feature

You have an awareness of the thoughts of those around you. You can effectively locate any beast, dragon, fey, giant, humanoid, or monstrosity within 60 feet of you. This allows you to be aware of the location of any hidden or invisible creature, and you can target it with telepathic powers or use its location as the point of origin for other powers, spells, or special abilities.

Using this feature requires you to spend 1 minute concentrating, during which time you have psionic focus. Once a creature is sensed, you remain aware of it passively until it is more than 60 feet away from you. When you use this feature, your DM will tell you how many minds you sense and their current state (such as nervous, angered, distracted, etc.).

You can choose to focus on one of these creatures, for which you will know its exact location in relation to you. Once you focus on a creature you maintain awareness of its location for up to 10 minutes if it is more than 60 feet away from you, so long as it remains on the same plane of existence. Protected minds, such as through mind blank, can't be sensed.

Guarded Thoughts

6th-level Order of Thought feature

You gain proficiency with Charisma saving throws.

Mental Conduit

6th-level Order of Thought feature

Through practice in maintaining telepathic powers, you can

channel psionic energy from a manifested power to maintain an existing power. While you are maintaining a telepathy power, if you manifest a second telepathy power and choose to maintain the new power, you can continue to maintain the effect of the first power for a number of rounds equal to your Intelligence bonus or until you stop maintaining the second power, whichever comes first.

Once you use this feature, you can use it again until you finish a short or long rest, unless you expend 5 power points to use it again.

Tower of Iron Will

10th-level Order of Thought feature

Your sense of self becomes so secure that you can’t be charmed or suffer the effects of command, suggestion, mass suggestion, and similar effects. Your mind can’t be read by others unless you allow it. Against all other telepathic powers, mind-affecting special abilities, and enchantment spells you may add twice your proficiency bonus to your saving throws.

Your tower also grants you impressive insight. When you are the target of spells, powers, or special abilities that affect the mind, you gain immediate access to your assailant’s identity and can use your reaction to use your Sense Minds feature to focus on it without restriction on range. If the creature is on another plane of existence, you know which plane, but don't know where on that plane it is.

Psychic Chirurgery

18th-level Order of Thought feature

Achieving mastery at manipulating the mind, you gain the power to delve deep into a creature’s thoughts and alter its memories, talents, and even personality.

Principally, psychic chirurgery is used to repair mental damage or psychological trauma, or to remove baleful effects. It can also be used to impart phobias, erase or rewrite memories, or even foster a new persona.

In order to operate, you need unrestricted access to the target for a period of no less than one hour. An unwilling target must be restrained or incapacitated during the chirurgery, and must succeed on a Wisdom saving throw at the start of each hour of the operation to prevent its mind being altered.

Using Psychic Chirurgery

Through this feature, it is possible to change PCs and NPCs in ways beyond most powers and features. The implications can be game changing. It is very important to work out details with the DM, and recognize the DM will have final say of the exact ramifications of this feature.
 Be extremely cautious about using this feature on player characters, particularly on the more extreme components, such as rewriting a creature’s entire personality.

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 The effect of this feature can be permanent or endure for months.

If you have more than one target, you can transfer knowledge and memories between the targets instead of creating them. Transference applies to each target within the same timeframe. For instance, if you are transplanting a memory from one target to another and removing that transplanted memory from the source, it would only take you one hour to perform both tasks.

When you introduce new or altered memories or personality traits to a target, whenever it is confronted with a contradiction of the altered aspect of its mind, it must make a Charisma saving throw against your power save DC. For each success, the target regains awareness of the former memory or personality trait (or that the current one is false) and will undo some of the alteration. When the target has succeeded on five saving throws, the altered aspect of its mind is restored to its original state.

In one hour’s time it is possible to:

  • Add, remove, or alter a proficiency in a skill or tool or knowledge in a language. You must know the skill, tool, or language in question or have access to another creature which does and is available to participate in the psychic chirurgery. Proficiency knowledge is lost (or restored) after 7 days for each level you have in this class. Time a target has a tool or language proficiency from the Psychic Chirurgery feature contributes to time spent learning it normally. The target must spend at least one additional day at cost to finalize gaining the new proficiency.
  • Force an astral traveler to return to its body or reunite a lost astral form with its body, provided you have access to the body. A lost astral traveler can only be reunited with its body if the severance happened within the past 8 hours, and you must succeed on a DC 25 Wisdom (Insight) check. On a success, the creature is restored to life with 1 hit point.
  • Permanently add, remove, or alter a personality quirk, such as a nervous tick, discomfort from a certain stimulus, or stuttering.
  • Permanently add, remove, or replace a phobia to a specific kind of creature (such as spiders), specific person (such as you), specific event (such as sound of metal clanging on metal), specific kind of object (such as fire), or to a particular phrase, possibly if only uttered by a specific person (such as the target’s name if spoken by its brother). You can substitute other primal emotions such as rage or sympathy instead of a phobia (such as making a target sympathetic to the plight of the innocent).
  • Permanently add, remove, or alter one section of memory such as the memory of a specific place, person, or event.
  • Remove one insanity effect from magical or psionic means, such as the feeblemind spell.
  • Remove the effects of the geas or mass suggestion spell.
  • Restore a block of missing memories, including those altered by the modify memory spell and apopsi power.
  • Restore a target to its body if its mind has been transferred such as from the magic jar spell or psychic domination power, provided you have access to the target’s body.

In four hours you can make greater changes in lieu of the changes done in one hour:

  • Indoctrinate the target for 30 days for each level you have in this class. An indoctrinated creature is charmed by you, and it will follow your orders if it is able. If the command is contrary to the target’s nature or beliefs, the subject can make a Charisma saving throw at disadvantage to ignore that particular order.
  • Create a sleeper agent. You indoctrinate the target (as described above), but set the indoctrination to activate when a specific event occurs, including hearing a particular phrase. You can also mentally program the target to take a specific action when the indoctrination is triggered. A sleeper agent remains so up to 30 days for each level you have in this class or until triggered. Once triggered, a sleeper agent will remain indoctrinated for 10 days for each level you have in this class.
  • Rewrite a persona. This allows you to partially or completely change a creature’s personality. The target can also be rendered functionally insane (or an insane creature could be restored to normal faculties). A creature’s alignment changes to an appropriate one for the new persona. This effect is permanent, but can be broken when the target is confronted with a contradiction against the new persona. Each time it succeeds on a Charisma saving throw from a contradiction, the target can act normally a number of minutes equal to its Charisma score.
  • Remove a possessing entity and prevent that entity from possessing the target for 30 days for each level you have in this class.

You can only rewrite a target’s memory or personality to a certain degree; further tinkering will produce no results. A target’s mind can only be altered by your Psychic Chirurgery feature for a number of hours equal to your Intelligence modifier (minimum 0 hours) at any given time. Using this feature to restore a target's memories or personality traits or to remove mental trauma such as a phobia or a magical or psionic effect such as feeblemind doesn't count against this limit.

The effects of psychic chirurgery can be undone by greater restoration or wish. Targets under the effects of the mind blank spell or similar effect are immune to Psychic Chirurgery.

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Transcendent

Moving at unnatural speed, a human bobs and weaves around the battlefield as an ogre moves to cut her off. In a blink she phases through the ogre, her eyes narrowing as she focuses on its warlock master trying to take refuge behind cover. She smirks as she strikes the air in front of her, but instead of her blade striking the air it strikes the flank of the warlock.

A dwarf drops down from the top of the mausoleum as a priest runs by, pursued by a wraith. Whirling his axes, he strikes the wraith and signals his allies. Arrows fly, plunging into the wraith as if it were made of flesh and bone.

Standing before a halfling is the armor-clad champion of the dragon cult. With but a thought, a blade of pure mental energy forms from the halfling’s fist and in that moment the fight begins. Landing a singular striking, the halfling smirks as he releases psionic energy that staggers his opponent.

Uniting all transcendents is discipline forged from hammering will to purpose. Whether a spirit hunter or an exemplar athlete, each transcendent leverages psionic powers to amplify potential.

Martial Discipline

Many warriors make a study of the martial disciplines of arms, armor, and tactics, but some warriors opt to delve into esoteric studies to reach states of altered consciousness and bend matter to their will. Transcendents are such students, becoming adepts to psychically enhancing their physical performance.

Contemplative Study

Controlling spiritual and mental forces isn't a fast or simple task. Rather it is one that requires immense levels of focus and discipline. Transcendents frequently practice their psionic and martial arts with zeal matched only by the most consummate knights and dedicated fighters. For transcendents, it is imperative to have focused minds that seamlessly operate with vigorous movement.

Many transcendents recognize that simply studying or sequestering themselves away in cloisters will do little to push them in enhancing their powers. As such, they often seek to become adventurers to hone their skills and shape their minds into fine weapons.

Creating a Transcendent

When creating your transcendent, consider what drove your character to merge martial training with psionic discipline. Was there an event in your past where you felt powerless with the tools available which compelled you to pursue more mystical means? Are you a polymath of martial feats that needed a further edge or challenge?

As a transcendent, you are able to support your group with talents similar to fighters and savants. You can readily fill roles like a fighter or paladin, but can also opt to focus yourself to be more like a rogue. While you won’t gain your Eclectic Attunement until 3rd level, you want to consider

what choice you wish to make when deciding skills and how to prioritize your abilities as well as which powers are best suited for you. If you see your character as an armored defender you’ll probably choose powers that are defensive and give you more battlefield control. For a character that rapidly strikes enemies you’ll want movement or ranged powers. A ranged transcendent or an assassin themed one would choose different powers.

Quick Build

You can make a transcendent quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score depending on whether you want finesse weapons or not, followed by Wisdom. Second choose the soldier background. Third choose speed of thought as your known power.

Class Features

As a transcendent, you gain the following class features.

Hit Points


  • Hit Dice: 1d10 per transcendent level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per transcendent level after 1st

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None

  • Saving Throws: Strength, Constitution
  • Skills: Choose two from Acrobatics, Arcana, Athletics, Insight, Intimidation, Investigation, Perception, and Stealth

Equipment

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

  • (a) scale mail or (b) studded leather and 2 handaxes
  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a dungeoneer’s pack or (b) an explorer’s pack

Power Manifestation

1st-level Transcendent feature

You can harness your psychic aptitude to manifest psionic powers.

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The Transcendent
Level Proficiency Bonus Features Powers Known Power Points
1st +2 Power Manifestation 1 0
2nd +2 Martial Focus 2 1
3rd +2 Eclectic Attunement 2 3
4th +2 Ability Score Improvement 2 3
5th +3 Extra Attack 3 5
6th +3 Impervious Mind 3 5
7th +3 Eclectic Attunement feature 3 7
8th +3 Ability Score Improvement 4 7
9th +4 Blade and Will 4 10
10th +4 Second Mind 4 10
11th +4 Eclectic Attunement feature 5 13
12th +4 Ability Score Improvement 5 13
13th +5 Adamant Resolve 5 16
14th +5 Absolute Focus 6 16
15th +5 Eclectic Attunement feature 6 20
16th +5 Ability Score Improvement 6 20
17th +6 Resilient Balance 7 24
18th +6 Eclectic Attunement feature 7 24
19th +6 Ability Score Improvement 7 28
20th +6 Psionic Reserves 7 28

Powers Known

You know one power of your choice from the transcendent power list.

The Powers Known column of the Transcendent table shows when you learn more transcendent powers of your choice. When you gain a level in this class, you can choose one of the powers you know and replace it with another power from the transcendent power list.

Power Points

The Transcendent table shows how many power points you have to augment your transcendent powers. When you manifest a power, you can expend power points to enhance your power. You can expend a number of power points no greater than half your transcendent level (rounded up) on a single power. You regain all expended power points when you finish a short or long rest.

 Psionic powers differ from spells in that powers can have different expressions when augmented by power points. These different expressions have a similar theme, but the scope and scale can change. For example, the suspension power includes expressions that can affect single targets or an area with different measures of control.

Manifesting Ability

Wisdom is your manifesting ability for your powers.

You use Wisdom whenever a power refers to your manifesting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a transcendent power you manifest and when making an attack roll with one.

Power save DC = 8 + your proficiency bonus +

your Wisdom modifier

Power attack modifier = your proficiency bonus +

your Wisdom modifier
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Marital Focus

2nd-level transcendent feature

When you have the psionic focus condition you gain the following benefits:

  • Each melee weapon attack you make deals an additional 1d4 psychic damage. At 11th level, this damage improves to 1d6, and at 17th level, this damage improves to 1d8.
  • Once per round, when you make a Constitution saving throw to maintain concentration, you can reroll the die, but you must use the new roll.

Eclectic Attunement

3rd-level transcendent feature

You choose an attunement which expands your combat prowess by channeling your psychic powers in different ways: Ghost Hunter, Nomad, or Transient Blade, all detailed at the end of the class description. Your attunement choice grants you features at 3rd level, and then again at 7th, 11th, 15th, and 18th level.

Ability Score Improvement

4th-level transcendent feature

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

5th-level transcendent feature

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Impervious Mind

6th-level transcendent feature

While you have the psionic focus condition you have advantage on saving throws against charm, compulsion, and fear effects.

Blade and Will

9th-level transcendent feature

When you use your action to manifest a power, you can make one weapon attack as a bonus action. If you are maintaining a power that allows you to use your action to reactivate the power, you can also make one weapon attack as a bonus action when you do so.

Second Mind

10th-level transcendent feature

Through rigorous discipline and exercise, you can move concentration on your currently maintained power to your unconscious mind, freeing you to maintain a second power. You can only maintain psionic powers through this feature. Any spell you cast, except a cantrip, will end each maintained power.

Any disruption in concentration will cause you to lose all maintained powers.

You may only use your Second Mind feature to maintain powers with a range of self (such as energy storm) or that you target specifically on you (such as inertial barrier).

Adamant Resolve

13th-level transcendent feature

The hardships of numerous battles fought have honed your focus. When you roll a Constitution saving throw to maintain concentration from taking damage, the DC never exceeds 20.

Absolute Focus

14th-level transcendent feature

Powers you maintain through your Second Mind feature can be maintained for up to two rounds if you are incapacitated. In this event, if you are no longer incapacitated before the powers expire, you can choose to continue to maintain the powers

Resilient Balance

17th-level transcendent feature

Whenever you are pushed or knocked prone you can use your reaction to immediately stand and can choose to move 5 feet. This movement doesn’t provoke an opportunity attack.

While you have psionic focus, your resilience improves. Moving through difficult terrain doesn’t cost you extra movement and your movement speed can’t be reduced by magical or psychic means.

Psionic Reserves

20th-level transcendent feature

If you have fewer than 3 power points remaining when you roll initiative, you regain 3 power points.

Eclectic Attunement

Transcendents have many abilities in common and draw from the same pool of powers to enhance their prowess. However, different warriors take on separate mantles that sculpt their relationship with the psychic forces they derive their powers from. Your Eclectic Attunement encapsulates this relationship, granting you thematic features.

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Ghost Hunter

Ghost hunters are individuals who stalk the supernatural, often as part of a deep-rooted vendetta. They seek out and destroy ghosts, disembodied spirits, and incorporeal undead. They are unrelenting pursuers, leaning toward unhealthy obsession in their drive, going to lengths to track, trap, and destroy their quarry. Their attitudes often brush others the wrong way, and most ghost hunters are loners by nature.

Many ghost hunters suffered tragedy at the hand of supernatural forces, driving them on their crusade against undead and similar fiends. The past of the typical ghost hunter is often tragic, and gloom hovers over the hunter like early morning fog to a swamp.

Ghost Touch

3rd-level Ghost Hunter feature

As a ghost hunter, you can summon psychic energy that allows you to shroud your melee weapons with psychic energy. You can take a bonus action to empower any melee weapon you hold or your unarmed strikes for a number of rounds equal to your Wisdom bonus (minimum of 1). This grants the weapon the following features so long as it remains in your possession:

  • You are able to strike any creature you can perceive in the Ethereal Plane as if it were in your current plane of existence.
  • If the weapon is nonmagical, it counts as a magical weapon for the purpose of overcoming damage resistance and immunity.
  • Once per turn when you strike a creature you can mark it with ghostly light. A creature so affected is treated as if under the effect of faerie fire until the end of your next turn.

You can use of this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Hunter's Resolve

3rd-level Ghost Hunter feature

You are more astute against the spirits and dark forces you hunt. You gain proficiency with Charisma saving throws and the Investigation, Perception, or Stealth skill.

On the Hunt

7th-level Ghost Hunter feature

When you have the psionic focus condition, you can add your Wisdom modifier when you make a Strength or Dexterity ability check. You also have advantage on Wisdom ability checks made against undead when you have psionic focus.

Rebuke

11th-level Ghost Hunter feature

When you hit a spirit or a creature afflicted by the ghost light of your Ghost Touch feature with a weapon attack, power, or spell, you can cause it to become rebuked for a number of rounds equal to your Wisdom modifier (minimum 1 round).

A rebuked creature with the Incorporeal Existence, Incorporeal Movement, or Intangible traits or the ability to pass through matter, as well as a creature under the effect of gaseous form or similar effect is rendered tangible. So long as it is rebuked by this feature, the creature can no longer move through a creature, object, or surface, and it no longer has explicit damage resistance or immunity to nonmagical attacks.

Additionally, a creature you rebuked must make a Wisdom saving throw against your power save DC. If the save is failed, the creature is paralyzed for 1 round per Wisdom modifier you possess (minimum 1 round). At the end of each of its turns the creature makes a new saving throw.

This ability ignores any immunity to paralysis an undead creature may possess. If an undead creature can’t be turned, or if the creature isn’t undead and is immune to the paralyzed condition it can’t be paralyzed by this feature.

You can use this feature twice and regain all expended uses when you finish a long rest, or unless you expend 4 power points to use it again.

Strike at the Soul

15th-level Ghost Hunter feature

You can call upon your psychic resolve to smite an undead creature or a creature marked by your Ghost Touch feature. When you hit a creature with a weapon attack that is a valid target for this feature, you can deal an additional 2d6 radiant damage.

If that target is undead and has 25 or fewer hit points after taking this damage, it must succeed on a Wisdom saving throw against your power save DC or be destroyed. On a successful save, the creature becomes frightened until the end of your next turn.

You can use this feature a number of times equal to twice your Wisdom modifier (minimum one time). You regain all uses when you finish a long rest.

Foot in the Grave

18th-level Ghost Hunter feature

When you would receive damage that would reduce you to 0 hit points, you can use your reaction to regain hit points equal to half of your hit point maximum, but incur a level of exhaustion.

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

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Nomad

Tapping the very boundaries of material existence, nomads see themselves as disciples of obscure martial tactics. Nomads pursue psychoportative powers to a greater degree than other transcendents, leveraging them to maneuver themselves or their attacks to the most advantageous points.

Force Acrobatics

3rd-level Nomad feature

You gain proficiency with Acrobatics and can choose to add your Wisdom modifier to skill checks you make with it.

When you teleport, you can end your teleport on a vertical surface, upside down, or an object your size or larger and gain 10 feet of bonus movement which you can use to leap up or run along the surface while ignoring gravity. This movement doesn’t use your movement speed, nor does it draw opportunity attacks. While using this bonus movement, you gain advantage on ability checks that can benefit from this movement, such as Acrobatics or Athletics, as well as on shove and grapple attempts. You can only gain the bonus to movement speed once per round.

Tracing Steps

3rd-level Nomad feature

During your turn, you can throw a melee weapon you hold to an unoccupied space up to 30 feet away from you by using a bonus action. You must have a clear path to throw the weapon to the desired space. After throwing the weapon, you immediately teleport to that space and retrieve the weapon.

Starting at 11th level, you can make a melee weapon attack as part of the bonus action used to throw your weapon after you teleport.

You can use this feature a number of times equal to one third your level in this class, and regain all expended uses when you finish a short or long rest.

Exploitive Steps

7th-level Nomad feature

You possess enhanced spatial awareness. When you succeed on a Dexterity saving throw to take reduced damage and have psionic focus or have teleported during this round, you take no damage. If you have teleported during your turn, the first attack each creature makes against you has disadvantage unless you are restrained.

After you teleport, the first target you hit with a melee weapon attack during the same turn takes an extra1d8 force damage.

Force Projection

11th-level Nomad feature

You can take a bonus action to project psychic force with your weapon attacks. This effect lasts until the end of your current turn and counts as manifesting a power. You gain the following benefits.

  • You deal force damage in place of the weapon’s normal damage.
  • You increase the reach of each of your melee weapon attacks by 10 feet.
  • Your first ranged weapon attack hits each target within a 10-foot radius sphere. Each creature must make a Dexterity saving throw against your save DC. If the save succeeds, the creature takes half damage.

You can use this feature a number of times equal to your Wisdom bonus (minimum once). You regain all expended uses of this feature when you finish a long rest.

Force Absorption

15th-level Nomad feature

You can create a psionic barrier when you release psychic energy. While you have psionic focus, you can choose to gain temporary hit points equal to your level in this class whenever you manifest a power or use a Nomad feature that requires your bonus action. If you lose psionic focus, you lose any temporary hit point granted by this feature.

Once you use this feature you can’t do so again until you finish a short or long rest, or unless you spend 4 power points to use it again.

Phantom Steps

18th-level Nomad feature

Space isn’t a definite concept to you, and you are able to slip between the folds of reality. During your turn, you can choose to gain a teleporting speed equal to twice your movement speed until the end of your current turn. You can split your movement between your teleporting speed and your normal movement speed as your see fit. Teleport destinations must be within your line of sight and into an unoccupied space.

You may use this feature to teleport up to 30 feet for every level you have in this class. You recover all expended distance when you finish a long rest. You can also spend 1 power point to regain 10 feet of teleport distance.

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Transient Blade

Transient blades believe in clarity of thought and see its manifestations as the most appropriate tool for violence. They can shape psionic energies into a blade shrouding their hands. Transient blades often serve as spies or assassins, able to travel discreetly since they don’t need to carry a weapon.

Mind Blade

3rd-level Transient feature

You gain the mystic arms power and can manifest it on your turn without an action. You don’t need to concentrate to maintain the mystic arms power, but still suffer psychic strain from it and don’t have psionic focus from maintaining it. Your mystic weapon’s damage die increases to a d8.

Psychic Strike

7th-level Transient feature

When you hit a creature with an attack from your mystic weapon, you can expend 2 power points to deal 1d8 additional force damage to the target, in addition to its normal damage. You can expend a number of power points equal to half your transcendent level (to a maximum of 10 power points for a total of 5d8 damage).

When you reach 15th level, you deal an extra 1d8 force damage when using this feature.

Serenity

7th-level Transient feature

While you have the psionic focus condition, your mind can’t be read unless you allow it. You also can add half your proficiency bonus on Deception, Insight, Investigation, Perception, or Stealth skill checks if you aren’t already proficient.

With or without psionic focus, you have advantage on Dexterity (Stealth) checks you make to hide, Wisdom (Perception) checks you make to determine if you’re being observed, and Charisma (Deception) checks to appear unassuming or nonthreatening.

Phase Walk

11th-level Transient feature

Like a ghost, you become incorporeal for a number of rounds equal to your proficiency bonus. While incorporeal, you can pass through objects, surfaces, and creatures, treating their spaces as difficult terrain. You can’t end your turn in the same space as a creature, nor can you make an attack, manifest a power, or cast a spell, but you can continue to concentrate on a power or spell already manifested or cast. Your incorporeal form has damage immunity to attacks made with nonmagical bludgeoning, piercing, or slashing weapons.

You can expend 1 power point during your turn to extend the duration of your incorporeal form by 1 round. If this feature ends while you are within the same space as an object or surface, you are moved to the nearest unoccupied space without harm.

Knife to the Soul

15th-level Transient feature

Each creature damaged by your Psychic Strike feature suffers disadvantage on Intelligence, Wisdom, and Charisma ability checks and saving throws until the beginning of your next turn.

Greater Mind Blade

18th-level Transient feature

Whenever you manifest the mystic arms power, you manifest it with 4 extra power points of augmentations. These extra power points don’t count against the number of power points you can spend to augment a power.

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Psychic Subclasses

Barbarian

While often spiritual in ritual and observance, typical barbarians are seen as crazed warriors who rush into the fray and decimate their opponents through might. However, barbarians are not without purpose, and while raging can be a chaotic experience, some barbarians use it to funnel another persona. In such cases, some barbarians explore their spiritual side, learning to tap psychic powers not unlike a monk.

Path of the Ghost

Perhaps tragedy or a black heart shaped a barbarian of the Path of Ghost, forging it into a remorseless, purposeful killer. Such a barbarian takes on a frightening visage to terrify its target before striking a quick and deadly blow. Rage is more than just anger, it is psychically empowered hatred, focused only on destroying the barbarian’s enemies.

Path of the Ghost Features
Barbarian Level Feature
3rd Focused Fury, Frightful Strike
6th Ghost Step, Spirit of Hatred
10th Ghost Sight
14th Terrifying Strikes, Ghost Step (Ethereal)

Focused Fury

3rd-level Path of the Ghost feature

You can use your Charisma modifier in place of Dexterity to determine your AC, but this bonus can’t exceed the armor’s maximum Dexterity bonus.

When you use your Rage feature, you have psionic focus until your rage ends. While you have psionic focus, you are able to use psychic class features, but can’t manifest powers or cast spells during rage or concentrate on them. You also add your Charisma bonus (if any) to Strength, Dexterity, and Constitution ability checks.

Manifesting Ability. Charisma is your manifesting ability for your Path of the Ghost psychic features.

You use your Charisma modifier when setting the saving throw DC for a psychic feature you manifest and when making an attack roll with on.

Power save DC = 8 + your proficiency bonus +

your Charisma modifier

Power attack modifier = your proficiency bonus +

your Charisma modifier

Frightful Strike

3rd-level Path of the Ghost feature

You panic onlookers and can even frighten your victim to death when you attack. While in your rage, when you hit with an attack, you can designate that attack as a frightful attack.

When you make a frightful attack, you deal an extra 1d6 psychic damage. A creature hit by this attack must make a Wisdom saving throw against your power save DC. If the save is failed, the creature is unsettled for a number of rounds equal to your proficiency bonus.

If this attack drops a creature to 0 hit points, you siphon the terror from your victim and transform it into a spiritual attack. You may make a melee power attack against a foe within reach of your weapon. This attack is made with advantage and is a Frightful Strike. You can only gain this extra attack once during your turn.

The psychic damage from this feature increases to 2d6 at 10th level and 3d6 at 14th level.

You can make a Frightful Strike once each rage, and can use it an additional number of times equal to your proficiency bonus. You regain all expended uses after finishing a long rest.

Ghost Step

6th-level Path of the Ghost feature

You can take a bonus action to become invisible until the start of your next turn. You can take this action on the same turn you enter a rage using the same bonus action. When you make an attack, you lose the benefits of this feature.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses after finishing a long rest.

At 14th level, you can choose to enter the Ethereal Plane instead of becoming invisible.

Spirit of Hatred

6th-level Path of the Ghost feature

When you fail an ability check or saving throw, you can use your reaction to enter a state of hatred. You gain psionic focus and can’t be charmed for 1 minute.

Additionally, when you finish a short or long rest, you can declare one goal with an achievable outcome, such as the death of an individual creature or the taking over of a specific fort. While taking actions to accomplish this goal, you have psionic focus. You can only have one declared goal at a time.

Ghost Sight

10th-level Path of the Ghost feature

Whenever you have psionic focus, you can see ethereal and invisible creatures and objects as easily as you see visible creatures and objects within 60 feet of you, and you ignore the effects of the blinded condition.

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Terrifying Strikes

14th-level Path of the Ghost feature

Each creature within 30 feet of your target that sees a frightful attack, excluding the victim, you, and your allies, must make a Wisdom saving throw against your power save DC. If the save is failed, the creature is frightened of you for a number of rounds equal to your proficiency bonus. If the save is successful, the creature is unsettled until the end of its next turn.

Fighter

Some fighters seek to enhance their prowess through mastering psychic abilities. Whether through direct manifestation or learning to focus their psychic ability, mastering any technique can be a boon to give you an edge.

Dervish

A dervish fighter is one who pursues the art of dance to such a degree that every motion is fluid. You can focus on the moment to moment graces of the dance while fighting, weaving in attacks as you move.

Dervish Features
Fighter Level Feature
3rd Dervish Dance, Fluid Motion
7th Rapid Steps, Unarmored Defense
10th Slashing Winds
15th Movement Mastery
18th Thousand Cuts

Dervish Dance

3rd-level Dervish feature

You can enter a psychic dance, allowing you to move and attack in a fluid, seemingly random fashion. So long as you are wearing light or no armor and aren’t wielding a shield, you can enter a focused state that requires concentration to maintain on your turn. This state lasts for 1 + your Charisma bonus rounds (minimum 1) without risk of psychic strain. If you attempt to perform the Dervish Dance for longer duration, treat it as a power for purposes of psychic strain.

While you dance, when you take the Attack action with a melee weapon, you can make an additional attack that stacks with the Extra Attack feature. You must move at least 5 feet between each attack you make during the dance. You can’t return to a space you just exited (though you can return to that space later during your attack).

If you don’t move at least 5 feet during your turn, your dance ends.

Once you use this feature, you can't use it again until you finish a short or long rest.

Fluid Motion

3rd-level Dervish feature

You gain proficiency in Performance. When you dance to entertain, you make a Dexterity (Performance) check.

When you make a concentration check to maintain your Dervish Dance feature, you add your bonus from Strength (Athletics) or Dexterity (Acrobatics) to your Constitution saving throw, unless you have the psychic strain condition.

Rapid Strikes

7th-level Dervish feature

While you are wearing light or no armor, you increase your movement speed by 5 feet and have advantage on any ability check made to dance, jump, tumble, or move gracefully. At 15th level, you increase this bonus by 5 feet (10 feet), and again at 18th level (15 feet).

Unarmored Defense

7th-level Dervish feature

While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.

Slashing Winds

10th-level Dervish feature

Your Dervish Dance feature improves.

  • If you are dual wielding weapons with the finesse property, when you use your bonus action to attack with your other weapon, you can make two attacks with it instead of one. These attacks must follow the attack and movement rules of your Dervish Dance feature.
  • Each time you hit a different foe during your dance, you increase your AC by 1 to a maximum bonus of 4. This bonus last until the start of your next turn.
  • After successfully hitting a foe with a melee weapon, when you attack a different foe, you gain a +2 bonus on your first attack roll against that target.

Movement Mastery

15th-level Dervish feature

Poise and elegance are embodied in every move you make. When you make an ability check regarding graceful movement, such as dancing, tumbling, or jumping, you can treat a d20 roll of 9 or lower as a 10.

Also, you are no longer hindered by difficult terrain while using your Dervish Dance feature.

Thousand Cuts

18th-level Dervish feature

When you roll initiative, if you have already used your Dervish Dance feature, you regain its use. You can do this once per Charisma bonus (minimum 1). You regain all uses of this feature when you finish a long rest.

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Monk

Monks follow a path of spiritual enlightenment that often opens them to psychic ability. Some monks choose to pursue such potential as a way to expand their potentials.

Way of Insight

A monk following the Way of Insight has opened its mind to greater spiritual awareness and can tap its inner soul to manifest psionic powers. Such a monk’s ki flows freely between mind, body, and soul.

Way of Insight Features
Monk Level Feature Powers Known Power Points
3rd Power Manifestation, Ki Battery 1 1
4th 2 3
5th 2 3
6th Lingering Powers 2 3
7th 2 5
8th 3 5
9th 3 5
10th 3 7
11th Spiritual Strikes 4 7
12th 4 7
13th 4 10
14th 4 10
15th 5 10
16th 5 13
17th Dazing Strikes 5 13
18th 5 13
19th 5 16
20th 6 16

Power Manifestation

3rd-level Way of Insight feature

You gain the ability to manifest psionic powers.

Powers Known. You know one power of your choice from the following list: accelerated healing, adaptability, bastion of thought, body control, chameleon, dislocation, elastic body, empathic transference, energy blast, extrasensory perception, glimmer, inertial barrier, kinetic barrier, living weapon, martial insight, mind tap, muddle, precognition, psychic domination, speed of thought, telekinetic flight, telempathic projection, tremor.

The Powers Known column of the Way of Insight table shows when you learn more psionic powers of your choice. When you gain a level in this class, you can choose one of the

powers you know and replace it with another power from this class’s power list.

Power Points. The Way of Insight table shows how many power points you have to augment your psionic powers. When you manifest a power, you can expend power points to enhance your power. You can expend a number of power points no greater than one third your your monk level (rounded up) on a single power. You regain all expended power points when you finish a short or long rest.

Psionic powers differ from spells in that powers can have different expressions when augmented by power points. These different expressions have a similar theme, but the scope and scale can change. For example, the suspension power includes expressions that can affect single targets or an area with different measures of control.

Manifesting Ability. Wisdom is your manifesting ability for your powers.

You use Wisdom whenever a power refers to your manifesting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a psionic power you manifest and when making an attack roll with one.

Power save DC = 8 + your proficiency bonus +

your Wisdom modifier

Power attack modifier = your proficiency bonus +

your Wisdom modifier

Ki Battery

3rd-level Way of Insight feature

You can replenish your ki points by expending power points. On your turn, you may expend 1 power point to recover 1 ki point. You can never exceed your ki point maximum through this feature.

You can also use your Ki Battery feature in reverse and convert 1 ki point into 1 power point, but can never exceed your power point maximum.

Starting at 6th level, you can convert 2 power points into 2 ki points or vice versa. At 11th level, you may convert up to 3 points. When you reach 17th level, you can convert 4 points.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Lingering Powers

6th-level Way of Insight feature

You can expend ki points to maintain a power without concentration for one round after you stop concentrating to maintain a power per 2 ki points you spend. You can only expend up to one third your monk level in ki points to maintain powers in through this means. For example, a 12th-level monk could expend 4 ki points to maintain a power for two rounds after ending concentration.

Additionally, whenever you fail a Constitution saving throw to maintain concentration on a psionic power, you can spend 2 ki to succeed it instead.

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Spiritual Strikes

11th-level Way of Insight feature

You channel raw psychic power to harm your foes. When you hit a creature with an unarmed strike or a monk weapon, you can spend 1 ki point to deal extra psychic damage equal to your martial arts die + your Wisdom modifier. When you make an unarmed strike with Flurry of Blows, you can deal this damage without spending the ki point. You can only deal this extra damage once each turn.

While you have psionic focus, a ranged attack you make ignore half and three-quarters cover and a melee attack doesn’t suffer disadvantage if you can’t see your target when you channel your ki this way.

Dazing Strikes

17th-level Way of Insight feature

You disrupt the thoughts and concentration of an opponent’s mind. When you hit a creature with a melee weapon attack, you can spend 1 ki point to befuddle its mind. The creature must make a Wisdom saving throw against your power save DC. If the save is failed, the creature is unable to cast a spell, manifest a power, or use a feature or trait that requires concentration until the end of its next turn. Additionally, the creature loses concentration for any spell, power, feature, or trait it currently has.

Paladin

Within the hearts of some paladins is psychic fervor that manifests into purpose. Instead of gaining oath spells, such paladins gain access to psionic powers.

Oath of the Ardent

The Oath of the Ardent is taken by paladins possessing an inner fire. Such paladins are stalwart devotees of focus and purpose. They see struggle as inevitable and confront it with calm and reserve. Paladins of this oath serve as leaders or ministers in times of strife and contemplative bastions in periods of calm. When adversity arrives, these paladins change their attitude to one of focus and resolve as easily as someone might don a hat or cloak.

Tenets of the Ardent

Those of the Oath of the Ardent don’t typically answer the call of faith or devotion, instead adhering to resolution in deeply held beliefs. However, they are defenders of those who share those beliefs and will take on purpose on their behalf. Paladins of this oath will have resolution matching the mantles they wear.

Purpose. Set a clear goal in a conflict and commit your being toward achieving that goal.

Resolve. With purpose in mind, determine your actions based on the needs of the purpose without losing sight of your values.

Unwavering. When you have been set on your purpose, you mustn’t stray from that purpose.

Reserve. Never allow your emotions to cloud your judgment. Your will is your own to make.

Oath of the Ardent Features
Paladin Level Feature
3rd Power Manifestation, Channel Divinity,
Mantle
7th Aura of Will (10 ft.)
15th Shroud of Will
20th Incarnate

Power Manifestation

3rd-level Oath of the Ardent feature

When bearing a mantle, you can manifest psionic powers using your spell slots.

Powers Known. You don’t know any powers, however, when you bear a mantle, you treat that mantle’s powers as your known powers.

Power Points. To manifest a power, you must expend a spell slot. You gain 2 power points to augment that power per spell slot level used to manifest the power. You can’t spend more power points than half your paladin level (rounded up). Any unused power points are lost.

If you are a multiclass caster, you can use any of your higher level spell slots to manifest your mantle powers. If you are a multiclass manifester, you can use power points to manifest your mantle powers as normal, but can only spend a number of power points equal to half your paladin level (rounded up) on a single mantle power.

Manifesting Ability. Charisma is your manifesting ability for your powers.

You use Charisma whenever a power refers to your manifesting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Mantle power you manifest and when making an attack roll with one.

Power save DC = 8 + your proficiency bonus +

your Charisma modifier

Power attack modifier = your proficiency bonus +

your Charisma modifier

Channel Divinity

3rd-level Oath of the Ardent feature

When you take this oath, you gain the following two Channel Divinity options.

Invoke Mantle. You can use your Channel Divinity to change your active mantle by taking a bonus action. Your known powers change to the new mantle and you gain its Aura of Will and Shroud of Will features in place of the old mantle’s features.

Unleash Psychic Energy. You can use your Channel Divinity to release the divine psychic energy of your mantle. Using an action, you strike each creature within a 15-foot cone you choose. Each creature must make a Wisdom saving throw against your power save DC. If the save is failed, the creature is stunned until the end of its next turn.

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Mantle

3rd-level Oath of the Ardent feature

You are able to attune yourself to a specific creed, granting you access to psionic powers. You may pick two mantles. Each mantle grants you a set of powers known. Your mantle options are detailed at the end of the class description. You can only bear one mantle at a time, and you can change your mantle after completing a long rest when you prepare your spells.

When you reach 9th level, you may select an additional mantle, and once again at 17th level.

As you gain levels, your active mantle will determine the benefits of your Aura of Will and Shroud of Will features.

The Mantle feature replaces the Oath Spells feature of the paladin Sacred Oath.

Aura of Will

7th-level Oath of the Ardent feature

Your active mantle provides an aura within 10 feet of you. You must be conscious for this feature to be active.

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

Shroud

15th-level Oath of the Ardent feature

You can use your active mantle to confer upon you some additional benefits. If you have a mount, it also gains the same benefits. On your turn, you can activate your shroud which lasts a number of rounds equal to one half your paladin level. After summoning your shroud you can’t summon it again until you finish a short or long rest.

Incarnate

20th-level Oath of the Ardent feature

You can assume all of your mantles at once, causing your eyes to shine as bright spots of pure power as energies course around your body as appropriate for your mantles. For instance if you possess the storm mantle, sparks of electricity might cackle around you as supernatural winds blow your hair and clothing.

Using your action, you assume your incarnate form for 1 minute, granting you the following benefits:

  • Your Aura of Will includes all four of your mantle auras at once.
  • You can activate the Shroud of Will feature for each of your mantles once while your incarnate form is active.
  • You can freely use any power you gain from your mantles without preparation and without using a spell slot to manifest it.
  • You are immune to psychic strain, and if you are already suffering from psychic strain, the condition ends.

Once you use this feature you can’t use it again until you finish a long rest.

Mantles

Your paladin can select from the mantles below. Each mantle provides an Aura, Shroud, and powers you know when you adopt the aura. If a psychokinesis power indicates a damage type, you can only manifest that power using that damage type, treating it as your energy type.

Communication

Aura. You and each friendly creature you choose with 10 feet of you can transmit thoughts between one another as if using unaugmented telempathic projection while you are conscious.
Shroud. You gain immunity to sleep and charm, can’t be compelled through magical or psychic means, and any attempt to coerce your mind fails. If you are charmed or otherwise affected mentally, you can activate this shroud using your reaction to free yourself.

Paladin Level Power
3rd telempathic projection
8th mindlink
13th mind probe
Conflict

Aura. You and friendly creatures within 10 feet of you roll one additional die of damage when scoring a critical hit with a weapon attack while you are conscious.
Shroud. You reduce the damage of each ranged weapon attack directed against you by 2d10 + your Charisma bonus. A foe gains no benefit for having an ally within 5 feet of you.

Paladin Level Power
3rd speed of thought
8th psychic crush
13th energy cloak
Corruption

Aura. While you aren’t incapacitated, each foe within your aura suffers disadvantage on saving throws against effects that deal poison damage or inflict the poisoned condition.
Shroud. You are immune to the poisoned condition and reduce poison damage taken by an amount equal to 1d10 + your Charisma modifier.

Paladin Level Power
3rd decay
8th sap vitality
13th shatter psyche
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Creation

Aura. Each construct and object you choose within 10 feet of you regains hit points equal to your Charisma modifier at the start of your turn while you are conscious. Only damage taken within the last hour can be restored through this aura.
Shroud. You are immune to the petrified condition and can’t be polymorphed against your will. If you are petrified or polymorphed, you can activate this shroud using your reaction to free yourself.

Paladin Level Power
3rd ectoplasmic creation
8th crystalline construct
13th spectral armament
Death

Aura. You and friendly creatures within 10 feet of you treat any death saving throw result of 9 or less as a 10 while you are conscious. Whenever you regain hit points while at 0 hit points, you regain an additional number of hit points equal to your Charisma bonus.
Shroud. During your turn, the first time you deal damage with a weapon attack you deal an additional 1d8 necrotic damage. If you have less than half your maximum hit points, you regain a number of hit points equal to the necrotic damage dealt.

Paladin Level Power
3rd dissonant destiny
8th apopsi
13th decay
Deception

Aura. You and each friendly creature you choose within 10 feet of you gain advantage on Charisma checks while you are conscious.
Shroud. You gain the benefit of blur without requiring concentration.

Paladin Level Power
3rd muddle
8th chameleon
13th dislocation
Destruction

Aura. You and friendly creatures within 10 feet of you deal an additional 2 damage when you make a successful attack roll while you are conscious. You can only benefit from this damage once per round.
Shroud. You have advantage on Constitution saving throws and whenever you succeed on a Constitution saving throw to take reduced damage, you instead take no damage.

Paladin Level Power
3rd molecular agitation
8th singularity
13th energy blast
Fate

Aura. Once per round, you and friendly creatures within 10 feet of you can increase one attack roll, ability check, or saving throw by 1d4 while you are conscious. You must choose to use this effect before the result of the roll is known.
Shroud. Once per round when you fail a saving throw, you succeed instead.

Paladin Level Power
3rd dissonant destiny
8th probability manipulation
13th trauma infusion
Flame

Aura. You and friendly creatures within 10 feet of you are encircled by orbiting bands of flames while you are conscious. Each creature within 5 feet of you that makes a melee attack against you takes fire damage equal to your Charisma bonus (minimum 1). A creature only takes this damage once per round regardless of how many attacks it makes against you.
Shroud. You gain a shield that absorbs fire damage for you and grants you damage resistance to fire. Your shield can absorb 20 points of fire damage, refreshing at the start of each of your turns.

Paladin Level Power
3rd flame manipulation
8th energy blast (fire)
13th energy cloak (fire)
Force

Aura. You and each friendly creature within 10 feet of you may replace its Strength modifier with your Charisma modifier on attack and damage rolls. Any damage from your Charisma bonus is converted to force damage.
Shroud. You have resistance to damage from telekinetic effects and fall damage. You are never knocked prone from telekinetic effects or falling. You may activate this shroud using a reaction when you are falling.

Paladin Level Power
3rd energy blast
8th kinetic barrier
13th telekinetic grasp
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Frost

Aura. You and friendly creatures within 10 feet of you reduce cold and fire damage taken by an amount equal to your Charisma bonus (minimum 1) while you are conscious.
Shroud. You gain resistance to cold damage. Each creature you choose that starts its turn within 10 feet of you takes cold damage equal to your Charisma modifier (minimum 1).

Paladin Level Power
3rd energy storm (cold)
8th energy cloak (cold)
13th hydrokinesis
Guardian

Aura. You and friendly creatures within 10 feet of you gain a +1 bonus to AC while you are conscious.
Shroud. You don’t trigger reactions from movement. When you hit a foe with a melee weapon attack, that foe has disadvantage on each attack roll it makes against a creature other than you until the end of its next turn. You only take half damage from that creature.

Paladin Level Power
3rd biomorphic skin
8th dislocation
13th mental barrier
Justice

Aura. You and friendly creatures within 10 feet of you gain a +1 bonus on attack rolls against a foe that has attacked you or a friendly creature within the last round while you are conscious.
Shroud. Whenever you take damage from a melee attack, you may use your reaction to reverse the attack. You reduce the damage of the attack by 1d12 + your Charisma modifier. If you prevent all of the damage, your attacker takes force damage equal to the amount you rolled.

Paladin Level Power
3rd ego whip
8th mind probe
13th living weapon
Knowledge

Aura. You and each friendly creature you choose within 10 feet of you gain advantage on Intelligence saving throws and ability checks while you are conscious.
Shroud. You are immune to confusion and can see illusions for what they really are.

Paladin Level Power
3rd hypercognition
8th precognition
13th psychometry
Life

Aura. You and friendly creatures within 10 feet of you regain 1 hit point while you are conscious. Only damage taken within the last round can be regained through this aura.
Shroud. At the start of each of your turns, you regain twice your Charisma bonus hit points (minimum 1) and have resistance to necrotic damage.

Paladin Level Power
3rd accelerated healing
8th empathic transference
13th adaptability
Magic

Aura. You and friendly creatures within 10 feet of you are treated as using magical weapons for the purpose of overcoming damage resistance and immunity while you are conscious.
Shroud. You have resistance to damage from spells and make saving throws against spells with a +2 bonus.

Paladin Level Power
3rd mental barrier
8th mind spear
13th dimensional breach
Mental

Aura. You and friendly creatures within 10 feet of you gain advantage on saving throws against telepathic spells, powers, and effects, such as mind blast while you are conscious.
Shroud. You have resistance to psychic damage and can’t be mentally dominated or charmed.

Paladin Level Power
3rd id insinuation
8th bastion of thought
13th psychic crush
Prowess

Aura. Once each round, you and each friendly creature you choose within 10 feet of you make Strength and Dexterity ability checks with advantage while you are conscious.
Shroud. You add your proficiency bonus to Strength and Dexterity saving throws and ability checks. If you already have proficiency with the save or skill, you add twice your proficiency bonus instead.

Paladin Level Power
3rd martial insight
8th energy shroud
13th kinetic barrier
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Resolve

Aura. You and friendly creatures within 10 feet of you may reroll a failed Wisdom or Charisma saving throw while you are conscious.
Shroud. You have immunity to the following conditions: charmed, frightened, paralyzed, stunned, and unsettled.

Paladin Level Power
3rd adaptability
8th kinetic barrier
13th bastion of thought
Shadow

Aura. You and friendly creatures within 10 feet of you gain darkvision out to 60 feet (or an additional 30 feet if you already have darkvision) and have advantage on saving throws against blindness while you are conscious.
Shroud. You can see in darkness and dim light as if it were bright light up to 60 feet. You can take a bonus action to turn invisible until the end of your next turn or until you make an attack.

Paladin Level Power
3rd control light
8th shadow shape
13th chameleon
Sight

Aura. You and friendly creatures within 10 feet of you gain advantage on Wisdom (Perception) checks to see while you are conscious.
Shroud. You gain blindsense and truesight out to 60 feet. You see a shapechanger in its true form and can detect Spiritfonts.

Paladin Level Power
3rd remote sight
8th glimmer
13th extrasensory perception
Storm

Aura. When you and friendly creatures within 10 feet of you hit with a melee weapon attack, you deal an additional 1 lightning damage while you are conscious.
Shroud. You can move unhindered by high winds (including those made from spells and powers) and gain immunity to lightning damage.

Paladin Level Power
3rd energy storm (lightning)
8th animate electricity
13th weather manipulation
Tremors

Aura. Each foe within 10 feet of you has disadvantage on ability checks and saving throws against effects that push it or knock it prone while you are conscious.
Shroud. Once each round, when you hit with a weapon attack, you deal an additional 1d8 thunder damage and if you hit a creature one size larger than you or smaller, it must make a Strength saving throw against your spellcasting DC or be knocked prone.

Paladin Level Power
3rd tremor
8th energy blast
13th inertial barrier

Ranger

In the isolated recesses of the wilderness and frontier, rangers may find the time to delve into contemplative study or esoteric meditations, unlocking psychic potential.

Metaphysicist

Metaphysicists are rangers that have learned to hone their thoughts into psychic energy. They tend to be focused and calm individuals.

Metaphysicist Features
Ranger Level Feature
3rd Psionic Combat, Metaphysical Powers
7th Focused Archer
11th Phase Arrow
15th Psionic Adept

Psionic Combat

3rd-level Metaphysicist feature

You learn to focus your spiritual energy to enhance your abilities. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of dice equal to twice your proficiency bonus and they fuel various psionic abilities you have, which are detailed below.

Some of your class features expend your Psionic Energy dice, as specified in the feature’s description, and you can’t use a feature if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can’t do so again until you finish a short or long rest.

When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).

Additionally, you gain the mystic arms power. While you maintain the mystic arms power, you can generate mystic bolts from your hands with a normal range of 120 feet and no long range. You make a ranged weapon attack, and on a hit

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the target takes 1d10 force damage. Mystic bolts are modified by your mystic arms augmentations and can be used with your Metaphysicist features, but aren’t considered weapons. Additionally, you can concentrate on a ranger spell you cast using the same concentration as your mystic arms power, but once it ends, you lose concentrating on the spell as well.

You can expend a Psionic Energy die to augment mystic arms, gaining a number of power points equal to half the result of the die (rounded up) to spend.

Manifesting Ability. Wisdom is your manifesting ability for your powers.

You use Wisdom whenever a power refers to your manifesting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a power you manifest and when making an attack roll with one.

Power save DC = 8 + your proficiency bonus +

your Wisdom modifier

Power attack modifier = your proficiency bonus +

your Wisdom modifier

Metaphysical Powers

3rd-level Metaphysicist feature

You learn two Metaphysical Power options of your choice, and gain additional options as you increase level in this class. You gain one additional option at 7th level, 11th level, and 15th level. Whenever you gain a new option, you can also replace one option you know with a new one.

Many Metaphysical Power options enhance an attack in some way. You can only use one option per attack. Metaphysical Power options that require saving throws use your power save DC.

Blast Back. When you hit a Large or smaller creature with a ranged weapon attack, you can spend a Psionic Energy die to create a kinetic burst. The creature must make a Strength saving throw. If the save is failed, you inflict bludgeoning damage to the target equal to the result of your Psionic Energy die, and it is pushed 10 feet away from you.

Burst of Speed. You expend one Psionic Energy die to increase your speed by an amount equal to 5 times the result of the die until the start of your next turn. During this time, you can take the Disengage action as a bonus action and can run on a liquid surface as if it were solid ground. You gain no protection against a liquid surface, and if this ability ends while you are over such a surface, you sink as normal.

Detonation. When you hit a target with a ranged weapon attack, you can spend a Psionic Energy die to infuse it with psychic energy. When a target is infused, you can use your reaction to cause the psychic energy to explode. Each creature within 10 feet of your target must make a Dexterity saving throw. If the save is failed, the creature takes force damage equal to the size of the Psionic Energy die + your Wisdom modifier. Your target makes its saving throw with disadvantage. You can only infuse one target at once, and the infusion lasts for 1 minute. If you don’t trigger the explosion when the infusion is lost, you regain your Psionic Energy die.

Echo of Souls. When a creature damages you or an ally with 30 feet of you with an attack, you can use your reaction and expend one Psionic Energy die to make a ranged power attack against that creature. You deal psychic damage equal to the size of your Psionic Energy die, and it must make a Charisma saving throw. If the save is failed, it takes half as much psychic damage again at the start of its next turn and is unsettled until the end of its next turn.

Fate Chain. When you hit with a ranged weapon attack, you can expend one Psionic Energy die to curse the target. It must make a Charisma saving throw. If the save is failed, once within the next minute when the creature makes an attack roll or saving throw, you can reduce its d20 by an amount equal to the result of your Psionic Energy die. If you don’t trigger your curse before it expires, you regain your Psionic Energy die.

Heavenly Sight. Your perspective shifts to a point above you within 400 feet, allowing you to see as if from the sky. You spend one Psionic Energy die, able to maintain this viewpoint for a number of minutes equal to the result of the die. While viewing remotely you can see opt to see through invisibility and nonmagical darkness for 1 round, but reduce the remaining time of your sight by 1 minute when you do so.

Psionic Leap. When you are attacked, you can expend one Psionic Energy die to increase your AC by the result of the die. If this causes the attack to miss, you can then leap up to 10 feet in any direction. This movement doesn't provoke opportunity attacks. If you are still hit, you don’t expend your Psionic Energy die. Alternately, you can expend one Psionic Energy die to increase a Strength (Athletics) to jump by the result, multiplying the distance you can jump by your proficiency bonus, up to you movement speed.

Psychic Mines. You can expend a Psionic Energy die to take a special action that creates a psionic minefield in a 10-foot radius sphere within 60 feet of you. The first time a creature enters the field, it must make a Wisdom saving throw. If the save is failed, the creature takes psychic damage equal to the size of your Psionic Energy die and can’t move until its next turn. If the save is successful, the creature only takes half damage. You minefield will persist up to 10 minutes or until a number of creatures equal to your proficiency bonus have triggered it.

Ricochet. When you miss with a ranged weapon attack, you can expend a Psionic Energy die to attempt to strike a different target in range. You add the result of your Psionic Energy die to your attack roll against the AC of the new target. If the attack misses, you don’t expend the Psionic Energy die.

Wave Shot. You can expend one Psionic Energy die to transform one ranged weapon attack into a cone of telekinetic force 30 feet long originating from you. Each creature makes a Dexterity saving throw. If the save is failed, it takes bludgeoning damage equal to the size of your Psionic Energy die + your Wisdom modifier. If successful, it takes only half the damage.

Zen Archery. When you make a ranged weapon attack, you can expend one Psionic Energy die to increase your attack roll by the result of the die. You also score a critical hit if your total attack roll exceeds the target’s AC by 15 or more, increasing your critical damage by an amount equal to your Wisdom bonus (minimum 1).

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Focused Archer

7th-level Metaphysicist feature

When you attack with your mind blade or a ranged weapon imbued with your mind blade power, attacking at long range doesn’t impose disadvantage on your ranged weapon attack rolls, and you don’t suffer disadvantage when making ranged weapon attacks with your mind blade or ranged weapons imbued with your mind blade power when a foe is within 5 feet of you.

Phase Arrow

11th-level Metaphysicist feature

You can make a special attack action to fire a phase arrow as a ranged weapon attack with a range of 400 feet. The phase arrow can be from a regular ranged weapon or your mind blade. Your phase arrow travels straight to your target, passing through any nonmagical or nonpsychic barrier in its way, negating cover. Your phase arrow’s attack roll is never made with disadvantage. You don’t need to see your target if you are aware it exists and where it’s located.

After using this feature you can’t use it again until you finish a short or long rest, or unless you spend a Psionic Energy die to use it again.

Psionic Adept

15th-level Metaphysicist feature

You can manifest chameleon and puppetry. You can expend a Psionic Energy die to gain a number of power points equal to the result of your die to augment the power.

Rogue

Rogues manage a wide range of skills and tap numerous talents. Adding psionic powers to their repertoire is a fair trade for enhancing their clandestine skills or completely shifting paradigms in how they pursue their craft.

Shadowmind

Trained to traverse the web of the mind, shadowminds make for potent spies and saboteurs. They use their skills as rogues to handle the mundane, and leverage the powers of the mind to push themselves to extraordinary feats. Like a ghost, a shadowmind can slip through the most secure of bastions and vanish without a trace.

Power Manifestation

3rd-level Shadowmind feature

You gain the ability to manifest psionic powers.

Powers Known. You know one power of your choice from the shadowmind power list.

The Powers Known column of the Shadowmind table shows when you learn more shadowmind powers of your choice. When you gain a level in this class, you can choose one of the powers you know and replace it with another power from the shadowmind power list.

Shadowmind Features
Rogue Level Feature Powers Known Power Points
3rd Power Manifestation, Shadows of the Mind 1 1
4th 2 3
5th 2 3
6th 2 3
7th 2 5
8th 3 5
9th Cloud Mind, Shadows of the Mind (Enhanced) 3 5
10th 3 7
11th 4 7
12th 4 7
13th Psionic Ambush 4 10
14th 4 10
15th 5 10
16th 5 13
17th Mind Stab, Cloud Mind (Mass) 5 13
18th 5 13
19th 5 16
20th 6 16

You may select from the following powers: apopsi, chameleon, control light, dislocation, ego whip, enveloping darkness, extrasensory perception, glimmer, harmonics, hypercognition, id insinuation, mental barrier, mind probe, mind spear, mindlink, muddle, precognition, psychic crush, psychic domination, puppetry, remote sight, speed of thought, spirit ward, telekinetic fight, telempathic projection.

Power Points. The Shadowmind table shows how many power points you have to augment your shadowmind powers. When you manifest a power, you can expend power points to enhance your power. You can expend a number of power points no greater than one third your rogue level (rounded up) on a single power.

You regain all expended power points when you finish a short or long rest.

Psionic powers differ from spells in that powers can have different expressions when augmented by power points. These different expressions have a similar theme, but the scope and scale can change. For example, the suspension power includes expressions that can affect single targets or an area with different measures of control.

Manifesting Ability. Intelligence is your manifesting ability for your powers.

You use Intelligence whenever a power refers to your manifesting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a

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Shadowmind power you manifest and when making an attack roll with one.

Power save DC = 8 + your proficiency bonus +

your Intelligence modifier

Power attack modifier = your proficiency bonus +

your Intelligence modifier

Shadows of the Mind

3rd-level Shadowmind feature

You add shadow shape to your powers known. If you already know shadow shape, you may choose another power from the Shadowmind power list.

Starting at 9th level, when you manifest shadow shape, you manifest it with an additional 3 power points at no cost.

Cloud Mind

9th-level Shadowmind feature

You make yourself completely undetectable to a creature by erasing all awareness of your presence from its mind. The Cloud Mind feature acts like a psionic power manifested by you, but it doesn’t expend power points. You can maintain this power for 1 minute per rogue level you have.

You can use your action to target one creature within 30 feet of you that you can see. The creature must make a Wisdom saving throw against your power save DC. If this save is failed, your target is completely unaware of your presence. You are invisible and inaudible to the creature and you can’t be detected by it even through means such as blindsight, tremorsense, or truesight.

The target also remains unaware of your actions, provided you don’t make any attacks or cause any obvious or directly threatening changes in its environment. For instance, you could open a door and slip out without notice, but if you opened a door and let in allies that the target can detect, it would note the arrival of those allies.

You can remove a hand-sized, unattended object from the target’s presence without risking notice, but moving a larger object or an attended object risks ending the power. If you take an action that creates a sustained and obvious change in the target’s environment, such as attacking another creature or moving a large or attended object the target can sense, the creature makes a new saving throw. An ally of your target that can sense you can alert it to your presence during its turn, granting your target a new saving throw.

If you attack the target, the effect ends.

You can use your Cloud Mind feature once per long rest. When you reach 13th level, you gain an additional use (two uses), and again at 17th level (three uses). You can also expend 4 power points to manifest this feature if you run out of uses.

Starting at 17th level, you can use your Cloud Mind feature against each creature within range that you can see. Each creature must make a Wisdom saving throw.

Psionic Ambush

13th-level Shadowmind feature

If you are hidden from a creature when you manifest a power or use your Cloud Mind feature on it, the creature has disadvantage on its saving throw against that power this turn.

Mind Stab

17th-level Shadowmind feature

You can remove your presence from a creature’s mind when you attack it. When you deal sneak attack damage to a creature, you may take a bonus action to manifest your Cloud Mind feature against it.

Wizard

In their pursuit of arcane knowledge, some wizards find pursuing psychic abilities a fruitful endeavor. When magical means fail, a crafty individual can apply psychic or spiritual power to prevail.

School of Cerebromancy

The school of cerebromancy is a school of wizardry that seeks to expand the mind and use the Weave to manifest psychic energies. Cerebromancers make study of the psionic arts, having a greater understanding of how they operate and how to manipulate them. Through the course of these studies, they learn a few psionic powers that they can evoke through the craft of their magic.

Psychic Arcana

2nd-level School of Cerobromancy feature

You can manifest psionic powers using your spell slots. Only powers you know from this class can be manifested with your spell slots. If you know powers from a manifester class, you can’t manifest those powers by using a spell slot unless you have a class feature that expressly permits you to.

You can include your known powers from this class for your Spell Mastery feature. A 1st-level spell has 2 power points to spend on augmentation, and a 2nd-level spell has 4 power points to spend on augmentation. Also you can choose powers from your known powers from this class to use with your Signature Spells feature, having 6 power points worth of augmentations.

Powers Known. You know one power of your choice from the savant power list.

The Powers Known column of the Cerebromancer Features table shows when you learn more savant powers of your choice. When you gain a level in this class, you can choose one of the powers you know and replace it with another power from the savant power list.

Power Points. To manifest a power, you must expend a spell slot. You gain 2 power points to augment that power per spell slot level used to manifest the power. You can’t spend more power points than your wizard level. Any unused power points are lost.

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School of Cerebromancy Features
Wizard Level Feature Powers Known
2nd Psychic Arcana, Psychic Studies 1
3rd 1
4th 2
5th 2
6th Resilient Ego 2
7th 2
8th 3
9th 3
10th Unleashed Mind 3
11th 3
12th 4
13th 4
14th Myriad Contemplation 4
15th 4
16th 5
17th 5
18th 5
19th 5
20th 6

Manifesting Ability. Intelligence is your manifesting ability for your powers.

You use Intelligence whenever a power refers to your manifesting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a savant power you manifest and when making an attack roll with one.

Power save DC = 8 + your proficiency bonus +

your Intelligence modifier

Power attack modifier = your proficiency bonus +

your Intelligence modifier

Psychic Studies

2nd-level School of Cerobromancy feature

You gain proficiency in Arcana, History, Insight, or Religion (your choice).

Resilient Ego

6th-level School of Cerobromancy feature

You become proficient with Charisma saving throws.

Unleashed Mind

10th-level School of Cerobromancy feature

When you cast a spell using a higher level spell slot than required, you can activate one of your powers using a bonus action even if that power normally requires an action to manifest. The power must be a power you gained from this class and can’t be manifest with power points or spell levels.

Myriad Comtemplation

14th-level School of Cerobromancy feature

You can maintain one power and one spell at the same time, provided both are granted by this class. When you make a Constitution saving throw to maintain concentration, you only make one roll. If that roll fails, you lose concentration on both the spell and the power.

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

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Multiclass Psionic Characters

Prerequisites

To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new class, as shown in the Multiclassing Prerequisite table here and in the Player’s Handbook.

The channeler class requires the same ability it uses for manifesting powers based on its psionic expression.

Multiclassing Prerequisites
Class Ability Score Minimum
Channeler Constitution 13, Intelligence 13,
or Charisma 13
Savant Intelligence 13
Transcendent Strength 13 or Dexterity 13
and Wisdom 13

Proficiencies

When you gain your first level in a class other than your initial class, you gain only some of your new class’s proficiencies.

Multiclassing Proficiencies
Class Proficiencies Gained
Channeler Fortune telling tool
Savant
Transcendent Light armor, medium armor, shields, simple weapons, and martial weapons

Class Features

Certain class features interact with psychic class features in different ways.

Extra Attack

If you gain the Extra Attack class feature from more than one class, the features don’t add together. You can’t make more than two attacks with this feature unless it says you do (as the fighter’s version of Extra Attack does).

Rage

The limitation on casting and concentrating on spells applies to manifesting and maintaining powers as well.

Unarmored Defense

If you already have the Unarmored Defense feature, you can’t gain it again from another class.

Wild Shape

In addition to not being able to cast spells in Wild Shape, druids can’t manifest psionic powers while in it. You can still maintain already manifested powers just like you can concentrate on spells.

 When you reach 18th level as a druid and gain the Beast Spells class feature, you can manifest powers you know freely.

Power Manifestation

Your capacity for power manifestation depends partly on your combined levels in all you psionic classes and partly on your individual levels in those classes. Once you have the Power Manifestation feature from more than one class, use the rules below. If you multiclass but have the Power Manifestation feature from only one class, you follow the rules as described in that class.

Powers Known. You determine what powers you know for each class individually, as if you were a single-classed member of that class. If you are a transcendent 2/savant 5, for example, you know two transcendent powers based on your levels in the transcendent class. As a 5th-level savant, you know four savant powers.

Each power you know is associated with one of your classes, and you use the power manifesting ability of that class when you manifest the power.

If a power of yours increases in power at higher level at no power point cost, the increase is based on your character level, not your level in a particular class.

Power Points. If you have more than one class that can manifest powers, you determine your available power points by adding together your levels in savant and channeler, half your levels in transcendent (rounded down), and a third of your monk or rogue levels (rounded down) if you have the Way of Insight or Shadowmind features. Use this total to determine your power points by consulting the Multiclass Power Manifester table.

Multiclass Power Manifester: Power Points Per Manifesting Level
Level Power Points
1st 1
2nd 3
3rd 5
4th 7
5th 10
6th 13
7th 16
8th 20
9th 24
10th 28
Level Power Points
11th 30
12th 33
13th 36
14th 39
15th 41
16th 43
17th 45
18th 47
19th 51
20th 55
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Chapter 2: Psionic Powers

What is a Power

A psionic power is an expression of psychic energy into a type of force, such as telekinesis or telepathy. Individual practitioners shape this force through manifesting these energies. In some ways, it is like the ki of a monk summoning power through discipline and will, and in other ways it is like casting a spell, sculpting esoteric energies into a desired effect.

Unlike spells, powers are more general in their capability, often possessing a range of effects. These alternate effects may require greater resource costs to manifest, and some options may be beyond the control of your class and level.

Power Level

Psionic powers don’t have levels like spells, as psionics don’t use slots like spells do. Power level is a concept that is applied in dispel and counter mechanics, with psionic powers having a power level equal to one half the power points spent to augment the power (rounded up). Power level can’t exceed 9th level.

Powers that aren’t augmented are equivalent to cantrips and treated as 0-level powers for purposes of dispelling or countering them.

Known Powers

Before a manifester can use a power he or she must know it. All psionic classes have a limited number of powers they can call. How many and which powers you can know is determined by your class.

Power Points

Powers can be manifested at will at the base strength. Augmented powers require the expenditure of power points, which limits the ability of psychic characters to manifest stronger power expressions. Controlling psionic powers is emotionally and mentally taxing, and the wear and tear of such takes its toll on the body. Thus, each manifesting class includes a table on how many power points at each level a character can use. For example, the 7th-level savant Fiora has 16 power points to spend on augmenting her powers. Furthermore, each class has a limit on how many power points can be used to augment a single power. As a 7th-level savant, Fiora can expend up to 7 power points on a single power.

Finishing a short rest restores all expended power points.

Manifesting in Armor

Like spellcasting, wearing armor which you aren't proficient prevents you from manifesting a power. You are too distracted and physically hampered by your armor to properly focus to manifest a power.

Manifesting a Power

When a character manifests a power, the same basic rules are followed, regardless of the character’s class and power’s effects.

Each power's description begins with a block of information, including the power’s name, psionic discipline, manifestation time, range, maintenance type and limit, and how it is detected when manifest.

Manifestation Time

Most powers require a single action to manifest. However, some powers can be used with a bonus action or a reaction.

Bonus Action

A power manifest with a bonus action is especially swift. You must use a bonus action on your turn to manifest or activate the power, provided that you haven’t already taken a bonus action this turn. You can both manifest a power with a bonus action and a standard action on the same turn, and can augment either, both, or none.

Casting a Spell and a Power in the Same Turn. Manifesting a power is equivalent to casting a spell of first level or greater. When you manifest a power using a bonus action, you may only use your action to cast a cantrip during that turn. You still lose concentration to maintain a power when you cast a spell unless you possess a class feature allowing you to do so.

Ready a Power

You can ready a power in the same way you can ready a spell. You must spend your power points on the augmentations you want when you take the Ready action. The power must have a manifestation time of 1 action, and holding the power requires concentration. If your concentration is broken, the power fails without taking effect.

Reactions

Some powers can be manifest as reactions, and others enable reactions as part of maintenance. Such powers only require a slight thought or even just reflex to activate. If the power can be manifest as a reaction, the power description tells you exactly when you may do so.

Range

The target of a power must be within the power’s range. Some powers target individuals. Other powers target a point in space where the effects manifest.

Most powers have ranges expressed in feet. Some powers only affect a creature (including you) or object you touch. Other powers manifest only on you or centered on you.

Powers that create cones or lines of effect that originate from you also have a range of self, indicating that the origin point of the power’s effect must be you.

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 Maintained powers can’t persist if they exceed their range from you, immediately ending at the point you exit the range, including if, during your movement, you stray outside range. For instance, Fiora is maintaining a suspension power at maximum range of 60 feet. She is positioned along a barrier and in order to get around it, must first move back 5 feet, out of range of his power. At this moment, the power ends, and Fiora will have to manifest a new power and expend an appropriate number of power points to replace the effect.

Maintenance

Most psionic powers by default are instantaneous effects at the time of manifestation. Any power that can be maintained will remain in effect until the end of your turn when you stop maintaining it, including if you choose not to maintain the power at all. Certain powers will remain in effect until the start of your next turn. These exceptions are detailed in the power description.

When you manifest power, you can opt to maintain the power by concentrating on it. Only one power can be maintained at a time (unless exception is granted by a class feature). A character can’t maintain a power and concentrate on a spell at the same time.

If you are already maintaining a power and manifest a new power, you can opt to stop maintaining the old power and instead maintain the new power. During your turn, you can choose to dismiss a maintained power at will.

Conditions that would break spell concentration will also break power maintenance.

Some powers can’t be maintained.

Activation and Passive Effects

Some maintained powers don’t have passive effects, but instead allow you to use an action to repeat the effect when you manifested the power or allow you to make an action using a different expression of the power. In this case, the psychic energies remain for you to tap without expending additional power points.

Maintaining Powers Beyond Maintenance Time

Maintaining psychic abilities, such as psionic powers, for long durations will result in the manifester suffering the psychic strain condition. Powers will list how long they can be maintained without risk. Once any of your maintained powers have exceeded this duration, you are under the psychic strain condition.

Detection

Psionics require no incantation, but aren’t completely undetectable. Various powers may give some indication that they are in use, allowing a power to be countered or dispelled.

Psychic

The power gives off a psychic sensation that is undetectable to nonpsionic creatures. Each creature with psychic abilities can perceive if a psionic power is being manifest if it can see the manifester and is within 60 feet. Creatures without psychic ability can’t feel the change in energies.

Gesture

The power requires the manifester to make some kind of gesture. This gesture can be motioning an arm to direct a psionic energy or merely touching one’s head. A creature with clear line of sight to the manifester is aware of the power manifestation.

Visual

The power gives off a clear visual effect. All or part of the manifester might glow, or the power may have a visible beam emanating from the manifester. Some powers have overt visual effects, such as telekinetic powers that grab objects or create energy effects.

Targets

A typical power requires you to pick one or more targets to be affected by the power’s expression. A power’s description tells you whether the power targets creatures, objects, or a point of origin for an area of effect.

Unless the power has a perceptible effect, a creature might not know it was targeted by a psionic power at all. An effect like being slammed or lifted by an unseen force is obvious, but a more subtle effect, such as an attempt to read a creature’s mind typically goes unnoticed, unless the power says otherwise.

A Clear Path to the Target

Most powers require line of sight and a direct path to the target. Generally, full cover is enough to protect a target, but some powers can affect targets without line of effect. See the power’s description for such exceptions.

Targeting Yourself

If a power targets a creature of your choice, you can choose yourself, unless the creature must be hostile or specifically a creature other than you. If you are in the area of effect of a power you manifest, you can target yourself.

Areas of Effect

Many powers can be used to cover an area of effect when augmented to do so.

A power’s description specifies its area of effect, which typically has one of five different shapes: cone, cube, cylinder, line, or sphere. Every area of effect has a point of origin, a location from which the power’s energy erupts. The rules for each shape specify how you position its point of origin (see chapter 10 of the Player’s Handbook for details). Typically, a point of origin is a point in space, but some powers have an area whose origin is a creature or object.

A power’s effect expands in straight lines from the point of origin. If no unblocked straight line extends from the point of origin to a location within the area of effect, that location isn’t included in the power’s area. To block one of these imaginary lines, an obstruction must provide total cover, as explained in chapter 9 of the Player’s Handbook.

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Saving Throws

Many powers specify that a target can make a saving throw to avoid some or all of a power’s effects. The power specifies the ability that the target uses for the save and what happens on a success or failure.

The DC to resist one of your powers equals 8 + your manifesting ability modifier + your proficiency bonus + any special modifiers.

Attack Rolls

Some powers require the manifester to make an attack roll to determine whether the power hits the intended target. Your attack bonus with a power attack equals your manifesting ability modifier + your proficiency bonus.

Many powers that require attack rolls involve ranged attacks. Generally, you are at a disadvantage on a ranged attack roll if you are within 5 feet of a hostile creature that can see you and that isn’t incapacitation (see chapter 9 of the Player’s Handbook). However, several psychic classes have class features that bypass this disadvantage.

Combining Psionic Effects

The effects of different powers add together while their maintenances overlap. The effects of the same power manifested multiple times don’t combine, however. Instead, the most potent effect – such as the highest bonus – from those manifestations applies while their maintenances overlap.

For example, if two savants manifest inertial barrier covering the same area, only one effect is applied, subjects within the effect areas are not doubly slowed.

Combining with Magical Effects

In some cases, psionic power may duplicate magical effects. Your Dungeon Master will decide which of these similar effects will stack or not.

Spells and powers may also effectively compete against one another. For instance, suspension is similar to levitate and even reverse gravity. In these cases, you should use the effective spell level for which the spell cast or power manifested take priority. The effective spell level for spells is equal to the spell slot used to cast the spell. For psionic powers, this is equal to the half the power points, rounded up (to a maximum of 9th level), spent on the power. In the case that the effective spell level is equal, then the most recent effect takes priority.

Energy Powers

Some psychokinetic powers are energy powers. If you possess a feature that allows you to manifest an energy type, you can substitute that energy type for the damage type of such powers. You can’t imbue energy powers for bonus damage from your energy type feature.

Augmentation

You can spend power points to augment your powers. How you can augment your powers is displayed with a numeric cost. In some cases, you can take the same augmentation multiple times. If there is a limit, it is indicated in the power description. Some augmentations are exclusive with other augmentations, and you can only choose one option. These are defined within the power description.

Powers can have augmentations that cost no power points, but are automatically applied when you reach certain character levels or have spent a certain number of power points on other augmentations for the power. These are covered in the individual power descriptions.

Some augmentations can also be further enhanced, having an additional power point cost on top of the augmentation’s base power point cost. In some cases augmentations can have multiple empowered options and can generally take each if the power point cost is met. The power description will detail these options.

You can never spend more power points on a power than your class allows.

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POWERS


Channeler Powers

  • Adaptability
  • Bastion of Thought
  • Control Light
  • Deflection
  • Dimensional Disassociation
  • Dislocation
  • Dissonant Destiny
  • Ectoplasmic Creation
  • Ego Whip
  • Energy Blast
  • Forethought
  • Inertial Barrier
  • Mental Barrier
  • Mind Spear
  • Mind Tap
  • Psychic Crush
  • Psychic Static
  • Remote Sight
  • Sap Vitality
  • Spectral Armament
  • Suspension
  • Telekinetic Flight
  • Telempathic Projection

Savant Powers

Clairsentience
  • Dissonant Destiny
  • Dreamstate
  • Extrasensory Perception
  • Forethought
  • Glimmer
  • Hypercognition
  • Martial Insight
  • Precognition
  • Probability Manipulation
  • Psychometry
  • Remote Sight
  • Spirit Ward
  • Trauma Infusion
Psychokinesis
  • Animate Electricity
  • Control Light
  • Deflection
  • Energy Blast
  • Energy Cloak
  • Energy Storm
  • Flame Manipulation
  • Harmonics
  • Hydrokinesis
  • Inertial Barrier
  • Kinetic Barrier
  • Molecular Agitation
  • Puppetry
  • Suspension
  • Telekinetic Flight
  • Telekinetic Grasp
  • Tremor
  • Weather Manipulation
Psychometabolism
  • Accelerated Healing
  • Adaptability
  • Biomorphic Skin
  • Blood Tendril
  • Body Control
  • Chameleon
  • Decay
  • Elastic Body
  • Empathic Transference
  • Living Weapon
  • Sap Vitality
  • Shadow Shape
  • Size Alteration
Psychoportation
  • Astral Construct
  • Crystalline Construct
  • Dimensional Breach
  • Dimensional Disassociation
  • Dislocation
  • Ectoplasmic Creation
  • Enveloping Darkness
  • Mystic Arms
  • Singularity
  • Spatial Tear
  • Spectral Armament
  • Speed of Thought
  • Starcall
  • Stasis
Telepathy
  • Apopsi
  • Bastion of Thought
  • Ego Whip
  • Id Insinuation
  • Mental Barrier
  • Mind Probe
  • Mind Spear
  • Mind Tap
  • Mindlink
  • Muddle
  • Psionic Blast
  • Psychic Crush
  • Psychic Domination
  • Psychic Static
  • Shatter Psyche
  • Telempathic Projection

Transcendent Powers

  • Accelerated Healing
  • Adaptability
  • Animate Electricity
  • Biomorphic Skin
  • Body Control
  • Chameleon
  • Control Light
  • Decay
  • Deflection
  • Dimensional Breach
  • Dimensional Disassociation
  • Dislocation
  • Energy Shroud
  • Energy Storm
  • Empathic Transference
  • Flame Manipulation
  • Glimmer
  • Inertial Barrier
  • Kinetic Barrier
  • Living Weapon
  • Martial Insight
  • Mental Barrier
  • Precognition
  • Remote Sight
  • Shadow Shape
  • Singularity
  • Speed of Thought
  • Suspension
  • Telekinetic Flight
  • Tremor
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Power Descriptions

Accelerated Healing

Psychometabolism


  • Manifestation Time: 1 action
  • Range: Self
  • Maintenance: Concentration up to 1 minute
  • Detection: Psychic

Your wounds close rapidly and your stamina restores quickly. While this power remains in effect, you don’t lose hit points from blood loss or bleeding, and when you take bludgeoning, piercing, or slashing damage, you regain 1 hit point at the start of your next turn.

You never need to make a Constitution saving throw to continue concentrating on this power from taking damage when this power targets you.

1. You regain 1 hit point at the start of each of your turns as long as this power remains in effect.

This augmentation automatically empowers, increasing the amount of hit points regained by 1 per 4 additional power points spent to augment this power.

3. End one disease or one condition at the end of your turn when you first manifest this power. The condition can be blinded, deafened, paralyzed, or poisoned.

You can empower this augmentation to remove a condition or a disease at the end of each of your turns while this power remains in effect by spending 4 additional power points (7).

4. The power’s range becomes touch. This power has no effect on a construct, elemental, or undead.

5. Whenever you first manifest this power or by using your action on subsequent turns while this power remains in effect, you regain 1d8 + your manifesting ability modifier hit points.

If you augment this power to have a range of touch, only that creature can benefit from this healing, and it must be within your reach.

You can empower this augmentation by spending 6 additional power points (11). If you take damage, you can use your reaction to regain hit points in the same way you use this augmentation.

6. You can maintain this power for 2 minutes.

9. Any number of severed body parts can be reattached if within 5 feet of you while this power remains in effect by using your action.

You can empower this augmentation by spending 4 additional power points (13). You regenerate any number of severed body parts after 1 minute provided this power remains in effect for the entire minute.

Adaptability

Psychometabolism


  • Manifestation Time: 1 reaction, which you take when you take damage, encounter a hostile environment, or are afflicted with a condition
  • Range: Self
  • Maintenance: Concentration up to 1 minute
  • Detection: Psychic

When confronted with conditions outside the norm, your body adapts to these conditions. When you encounter hot or cold climates, you can use your reaction to manifest this power. While this power is in effect, you don’t suffer the effects of extreme temperatures (though you still take cold or fire damage).

The effects of this power last until the end of your next turn unless you choose to maintain the power.

1. When one of your senses is impaired (such as through the blinded or deafened conditions), you gain the ability to perceive the world using one of your other senses, such as feeling light, or seeing sound. Through this function, you can counteract blindness or deafness by changing how you perceive the sensory stimulus, by hearing or feeling light in the case of blindness or feeling or seeing sound in the case of deafness.

When you first manifest this power, you select one sense (sight, hearing, taste, smell, or touch) and one additional way you can perceive it that would normally fall under one of the five senses. For instance you could choose to see taste to determine the contents of a vial, or you could feel sight and be able to see normally without opening your eyes (thus avoiding meeting the gaze of a creature).

Illusion effects, including blur and invisibility, will still confuse your synesthete senses as they would your normal senses.

You can empower this augmentation by spending 0 power points when you take no other augmentation, except to increase the maintenance time, to manifest this power using a bonus action and without requiring a trigger condition.

2. You can maintain this power for 10 minutes.

You can empower this augmentation to maintain this power for 1 hour by spending 2 additional power points (4). You can further empower it by spending 4 more power points (8) to maintain this power for 24 hours.

3. When you take damage from any source, you can take a reaction to gain damage resistance against that damage type. On successive rounds while this power is in effect, you can use your reaction again against another damage source. When you do so, you must choose which resistance to maintain.

You can empower this augmentation by spending 8 additional power points (11) to gain damage immunity instead of resistance if you maintain one damage resistance for at least 3 rounds. If you use your reaction to gain

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resistance to another damage type and choose to maintain the new damage resistance, you lose damage immunity until you maintain the new damage resistance for at least 3 rounds.

7. When you are within a hostile environment such as underwater or the vacuum of space, your body adapts to survive that environment. You don’t need to state which adaptations you take on, it happens automatically. You can breathe anywhere and can’t suffocate. You are also immune to the poisoned condition. Environmental hazards such as lava and acidic clouds only deal half damage, but spells, powers, and other effects deal normal damage.

9. Your body gains extreme resilience to impairment. When you are afflicted by the blinded, deafened, paralyzed, petrified, or poisoned conditions, you can use your reaction to become immune to that condition as long as this power remains in effect.

By spending 4 additional power points (13), you can empower this augmentation to become immune to any number of the listed conditions at one time while this power is in effect. The immunity happens automatically when you are affected by one of the conditions, you don’t need to repeat your reaction.

Animate Electricity

Psychokinesis


  • Manifestation Time: 1 action
  • Range: 90 feet
  • Maintenance: Concentration up to 10 minutes
  • Detection: Psychic, Gesture

You can increase the intensity of lightning, create sparks, or manipulate electrical currents within a field covering a 10-foot cube. When you manifest this power you can choose to have electricity amplified, diminished, or redirected within the cube. This power remains in effect until the start of your next turn if it is no longer maintained.

An amplified electricity field causes each target within the field to take an additional 1d6 lightning damage from an effect that deals lightning damage. A target takes this bonus damage only once each round.

A diminished electricity field grants each creature within the cube advantage on saving throws against lightning damage. When an attack roll for an attack that deals lightning damage is made against a creature within the field, that attack roll is made with disadvantage. Additionally, when a creature composed of electricity enters the field for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. If the save is failed, the creature takes 2d6 force damage. If successful, the creature takes no damage.

If you redirect electricity, you can use your reaction whenever an effect which deals lightning damage passes through, originates within, or targets inside the field. You make a ranged power attack against an AC equal to the spell or power save DC of the originator. If successful, you can pick one 5-foot cube section within the field to redirect the effect. A creature within that space takes the normal effects of the lightning. A creature within a different space of the field is unaffected.

During your turn, you may take a bonus action to change the type of field. Each augmentation that affects a specific type of field is suppressed while the field is of a different type, but resumes when the field is switched back.

0. The damage dealt to a creature composed of electricity by a diminished electricity field increases by 1d6 for every power point you augment this power.

1. Each creature that starts its turn within an amplified electricity field must make a Constitution saving throw. If this save is failed, it takes 1d8 lightning damage. If the creature suffered lightning damage within the previous round, it makes this save with disadvantage.

You can empower this augmentation to increase this damage by 1d8 for every 2 additional power points you spend.

2. You can use your action to move the field up to 30 feet on your turn.

3. You can use a redirection field to spread lightning effects to each space within the field. You must decide whether to redirect or spread electricity when you first manifest this power and at the start of each of you turns while it remains in effect. If the lightning effect comes from an ally, you automatically succeed your ranged power attack.

4. The dimensions of the field increase by 10 feet.

This augmentation automatically empowers. For every 4 additional power points you spend, increase the dimensions of the field by 10 feet.

5. Each creature within a diminished field gains damage resistance to lightning. Additionally, if it passes its Dexterity saving throw to reduce lightning damage, it instead takes no damage.

You can empower this effect to grant creatures within a diminishing field immunity to lightning damage by spending 8 additional power points (13).

7. Using your reaction, you can trap any electrical effect that passes through, originates within, or targets inside the field in the same way you can redirect an effect. A trapped lightning effect deals no damage or other effect. During your next turn, you can use your action to produce the trapped effect against a target within 30 feet of the field. Damage and effects are identical to the original source, but use your power attack modifier or power save DC. If you don’t use your action to use the trapped effect, it dissipates harmlessly at the end of your turn.

9. You can use your action to cause the field to fire a spark of electricity at a target up to 30 feet away. Make a ranged power attack against the target, which if it hits deals 2d8 lighting damage. Each creature within 5 feet of your target must make a Dexterity saving throw. The creature takes 2d6 lightning damage on a failed save, or half as much damage on a successful one.

If a lightning damage effect has passed through, originated within, or targeted inside the field within the last round, you increase the damage dealt to the target of your power attack by 1d8.

You can empower this augmentation, increasing the damage dealt by 1d8 for the power attack portion of this power and by 1d6 for the damage dealt to nearby creatures for every 4 additional power points you spend.

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Static Amalgam

Large construct


  • Armor Class 11 + 1 per 2 power points spent (natural armor)
  • Hit Points 20 + 5 per power point spent
  • Speed fly 30 ft. (hover)

STR DEX CON INT WIS CHA
12 (+1) 19 (+4) 14 (+2) 2 (-4) 10 (+0) 4 (-3)

  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities lightning, poison
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses blindsight 60 ft., passive Perception 10
  • Languages
  • Challenge —   Proficiency Bonus equals your bonus

Cloud. The amalgam can move through a space as narrow as 1 inch wide without squeezing.

Lightning Absorption. Whenever the amalgam is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to half the lightning damage dealt.

Immutable Form. The amalgam is immune to any spell or effect that would alter its form.

Static Spark. Each creature which ends its turn within 5 feet of the amalgam must roll a 1d6. On a 6, the creature is attacked by the amalgam’s surge attack without the amalgam taking an action.

Actions

Multiattack. The amalgam makes two surge attacks plus another surge attack for every 4 additional power points over 11 you spent on the power.

Surge. Ranged Weapon Attack: your power attack modifier to hit, Range 30 ft., one target. Hit: 2d6 + half the power points you spent on this power lightning damage

11. You can use your action to transform the field into a static amalgam under your control or to transform the amalgam back into the field. It manifests in the nearest unoccupied space within or near the field. This creature uses the Static Amalgam stat block. The creature resembles an amorphous storm cloud. If it is reduced to 0 hit points, the power ends.

The creature shares you initiative, but it takes its turn immediately after yours. You can take a bonus action to direct it. Until otherwise ordered, the amalgam will repeat your last direction if able. If unable and you don’t direct the creature, it

will hover in place and take the Dodge action.

Your amalgam’s hit points persist between states. Any lightning damage dealt inside a redirected field can be redirected to heal the amalgam for an amount equal to the damage dealt.

You can use the amalgam to trap electrical effects, provided you manifested this power with that augmentation, as if it were the field.

Apopsi

Telepathy


  • Manifestation Time: 1 action
  • Range: 30 feet
  • Maintenance: Concentration up to 1 minute
  • Detection: Psychic, Gesture

This power enables you to modify the memories of a creature. Alterations are generally temporary, but can become permanent through augmentation. The creature must make an Intelligence saving throw, and if you are fighting the creature, it has advantage on the saving throw. If the save is successful, the power fails and can’t be maintained, otherwise the creature is charmed by you.

A modified memory doesn’t necessarily affect how a creature behaves, particularly if the memory contradicts the creature’s natural inclinations, alignment, or beliefs. An illogical altered memory is dismissed, perhaps as a bad dream. The DM will decide how apopsi affects the creature’s behavior.

Unless otherwise stated, a remove curse or greater restoration spell cast on the target or use of the Psychic Chirurgery feature restores the creature’s true memory.

You can suppress the memory of a creature of a single recent event, such as your presence or a task it was given, provided the event lasted no longer than 1 minute. If the creature fails its saving throw, it can’t recall the event as long as the power remains in effect. The event can have occurred no longer than 10 minutes prior to manifesting this power.

0. As you spend power points to augment this power, changes to a target’s memory persist after you cease maintaining this power. When you spend at least 5 power points, the altered memories persist for 1 hour for every round you maintain this power. When you spend at least 13 power points, the altered memories are permanent until restored through Psychic Chirurgery or greater restoration.

1. A creature which fails its saving throw has no recollection of this power being used when the power is no longer in effect.

2. You can affect longer blocks of memory and more distant memories. You can affect memories up to 1 hour ago and up to 2 minute long.

You can empower this augmentation by spending 2 additional power points (4) to affect memories up to 24 hours ago and up to 10 minutes long. By spending 4 more power points (8) you can affect memories up to 1 year old and 1 hour long. For 4 more power points (12) you can affect any memory and alter up to 24 hours of memories.

2. You can target one additional creature, provided it is within range. You can take this augmentation multiple times up to 10 power points.

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3. You can suppress the memory of a single tool, skill, or weapon proficiency of a creature. A natural weapon is a valid proficiency for purposes of this power. An affected creature can’t add its proficiency bonus to die rolls of the suppressed proficiency while this power remains in effect.

This augmentation can never persist beyond the maintenance time through other augmentations.

4. You can replace the memory of a creature or insert a new memory into it instead of suppressing it. You can’t replace or insert a proficiency or language.

11. Mental tendrils wrap around a creature’s mind when you manifest this power and remove the block of its memory from the last minute. If the creature fails its saving throw, it is incapacitated while this power remains in effect and while incapacitated, every passing moment is stripped from its memory forever. If the creature takes any damage or is targeted by another power or spell, this power ends.

You can empower this augmentation by spending 6 additional power points (17). If you maintain this power for one full minute, you can strip away each memory of the creature you choose and leave it an amnesiac.

Astral Construct

Psychoportation


  • Manifestation Time: 1 action
  • Range: 120 feet
  • Maintenance: Concentration up to 1 hour
  • Detection: Psychic, Visual (overt)

You can fashion ectoplasm drawn from the Astral Plane into a golem-like construct under your control. You determine the construct’s appearance and whether it has appendages or not and what they are; your choice has no effect on its game statistics.

The astral construct shares your initiative count, but takes its turn immediately after yours. It can move and take a reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action to direct the creature to take another action.


Astral Construct

Small (1−3 power points), Medium (4−9 power points), Large (10 or more power points) construct


  • Armor Class 13 (can be augmented, natural armor)
  • Hit Points 15 + 5 per power point spent
  • Speed 30 ft. (can be augmented)

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

  • Condition Immunities charmed, frightened, poisoned, unsettled
  • Senses darkvision 60 ft., passive Perception 10
  • Languages
  • Challenge —   Proficiency Bonus equals your bonus


Manifested. The astral construct uses you manifesting ability when making ability checks, attack rolls, and saving throws.

Immutable Form. The astral construct is immune to any spell or effect that would alter its form.

Ectoplasmic Glue. If the construct hits a creature that is the same size or smaller than it with Strike, it grapples the creature, restraining it. The escape DC is equal to your power save DC. The construct can only grapple one creature, and must release a creature it grapples before it can grapple another creature.

Reconstitute. At the start of each of its turn, the astral construct can expend one of its Hit Dice to regain hit points equal to the result of the die + your manifesting ability modifier.

Rush. If the construct moves at least 10 feet straight toward a target and then hits it with a Strike attack on the same turn, the target takes an extra 2d6 force damage. If the target is a creature no more than one size category larger than the construct, it must succeed on a Strength saving throw against your power save DC or be pushed up to 10 feet away and knocked prone.

Sickening Ectoplasm. Each creature hit by the construct must make a Constitution saving throw against your power DC. If the save is failed, that creature is poisoned for 1 minute.

Visceral Attacks. The astral construct scores a critical hit on a roll of 19 or 20.

Actions

Multiattack. The astral construct can make two attacks of its choice, but can take the Squeeze and Whirl actions each only once during its turn.

Strike. Melee Weapon Attack: your power attack modifier to hit, Reach 5 ft. (10 ft. if Large), one target. Hit: 1d6 (2d6 if Medium or Large) + your manifesting ability modifier force damage.

Squeeze. The construct crushes a creature it grappled with its Ectoplasmic Glue trait, dealing 4d6 bludgeoning damage.

Whirl. The astral construct attacks each creature within its reach that you choose. Each creature must succeed on a Dexterity saving throw or take 2d6 + your manifesting ability modifier force damage.

Bonus Actions

Cleave. On its turn, when the astral construct’s Strike reduces a target to 0 hit points or when it scores a critical hit, the astral construct can make another Strike attack against a different target within its reach.

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 The construct uses the Astral Construct stat block, but only has the Manifested and Immutable Form traits in addition to any trait you augment this power to grant it. The construct can only take actions within its stat block if you augment this power to include them. If the construct is reduced to 0 hit points or if it is outside the range of this power, the power ends.

You fashion a Small ectoplasmic construct that can perform simple tasks at your direction. The construct forms into existence in an unoccupied space within range. It has AC 10, 1 hit point, Strength of 2, Dexterity of 10, Constitution of 10, darkvision to 60 feet, and is immune to the charmed, frightened, poisoned, and unsettled conditions.

The construct can move up to 15 feet and interact with an object. It can perform basic tasks such as pouring a bottle or sweeping a floor, as well as move, lift, or carry objects, but it can’t make an attack.

You can only have one construct active at a time. Subsequent uses of this power will destroy your current astral construct.

0. When you spend at least 1 power point to augment this power the construct uses the Astral Construct statistics and it can make attacks. It has the Strike action and a base movement speed of 30 feet. The construct uses your manifesting ability score when making ability checks. It has a number of Hit Dice equal to your manifesting class level which are d6 if Small, d8 if Medium, or d10 if Large.

When you augment this power with at least 4 power points, you can choose to make the construct Medium sized. If you augment this power with at least 10 power points, you can choose to make the construct Large sized. A Medium or Large construct deals an additional 1d6 damage with its Strike. A Large sized construct also has a reach of 10 feet.

1. The construct’s AC increases by 1. You can take this augmentation multiple times up to 7 power points.

1. The construct gains a swimming speed equal to its movement speed.

1. The construct gains blindsight to a distance of 60 feet.

2. The construct’s movement speed increases by 10 feet. You can take this augmentation multiple times up to 6 power points.

2. The construct can take the Cleave bonus action.

2. The construct gains proficiency with Athletics or Stealth. You can take this augmentation a second time to gain the other skill proficiency.

3. The construct gains the Ectoplasmic Glue trait.

You can empower this augmentation to allow the construct to take the Squeeze action by spending 2 additional power points (5)

3. The construct gains the Rush trait.

3. The construct can take the Whirl action.

3. The construct gains a flying speed equal to its movement speed.

You can empower this augmentation to allow the construct to hover by spending 2 additional power points (5).

4. The construct gains the Reconstitute trait.

4. The construct gains the Sickening Ectoplasm trait.

4. The construct gains the Visceral Attacks trait.

5. The construct can take the Multiattack action.

5. The construct gains damage resistance to nonmagical damage.

Bastion of Thought

Telepathy


  • Manifestation Time: 1 action
  • Range: Self
  • Maintenance: Concentration up to 1 minute
  • Detection: Psychic

You erect a mental fortress, warding mental assaults. While this power is in effect, you have advantage on Intelligence and Wisdom saving throws against enchantment spells and telepathy powers, such charm person and ego whip, and similar effects, such as Mind Blast.

1. Your thoughts can’t be read by any spell, power, or other effect and you are aware when an attempt to do so is made against you.

You can empower this augmentation by spending 2 additional power points (3) to allow you to mislead attempts to read your mind. Make an Intelligence (Deception) check against the target’s passive Wisdom (Insight) to reveal misleading or false information.

2. You can maintain this power for 10 minutes.

4. Each creature within 10 feet you that you choose gains the same benefit as you do when you manifest this power. This protection will remain for another creature as long as this power remains in effect and the creature remains within 600 feet of you.

5. You can’t be located through scrying, clairvoyance, or similar means. Your presence is suppressed from such attempts.

7. You gain resistance to psychic damage and are immune to the traumatic effects of a psychic impression and the unsettled condition.

You can empower this augmentation by spending 2 additional power points (9). When you succeed on an Intelligence, Wisdom, or Charisma saving throw to take reduced psychic damage, you instead take no damage.

Alternately, by spending 8 additional power points (15), you empower this augmentation to gain immunity to psychic damage.

13. When you are the target of a telepathy power, enchantment spell, or similar effect, you can take a reaction to reflect the ability back to its source. You must succeed on a power attack roll against a DC equal to the originator’s power, spell, or effect’s save DC. If you succeed, you aren’t affected by the effect, and the originator must then make an attack roll or saving throw against itself using its own spellcasting or power manifesting ability. You are treated as the manifester or caster if the effect calls for one, such as the charm person or suggestion spells.

Only the manifester can benefit from this augmentation; additional targets from another augmentation can’t make reactions to reflect mental effects.

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Biomorphic Skin

Psychometabolism


  • Manifestation Time: 1 bonus action
  • Range: Self
  • Maintenance: Concentration up to 1 hour
  • Detection: Psychic, Visual (overt)

Your skin transforms into a hardened substance. While this power is in effect, your AC can’t be less than 14, regardless of what kind of armor you wear. This hardened substance is still organic despite appearances, and isn’t subject to vulnerabilities such as from the shatter spell.

1. You can manifest this power as a reaction when you an attack roll is made against you.

You can empower this augmentation to temporarily increase the AC of this power by 4 until the start of your next turn by spending 4 additional power points (5).

2. You never need to make a Constitution saving throw to maintain this power when you take damage.

3. The AC granted by this power increases by 2.

You can empower this augmentation to further increase the AC bonus by 1 for every 2 power points you spend.

4. You can substitute your Constitution modifier in place of your Dexterity modifier to AC and Dexterity saving throws. This applies to worn armor as well, but can’t exceed your armor’s max Dexterity bonus to AC. If you have the Unarmored Defense feature, you can’t add your Constitution more than once to your AC.

You can empower this augmentation by spending 4 additional power points (8) to increase the AC of this power by an amount equal to your Constitution modifier.

5. While this power is in effect, you reduce nonmagical and nonpsionic bludgeoning, piercing, and slashing damage by 3.

You can empower this augmentation in a number of ways. For every 2 additional power points you spend, you can reduce the damage you take from one of the following damage types: acid, cold, fire, electricity, thunder, and magical and psionic bludgeoning, piercing, and slashing.

You can also empower this augmentation to reduced damage by an additional point for every additional power point you spend.

7. Gain resistance to poison damage and advantage on saving throws against disease and the poisoned condition.

You can empower this augmentation to gain immunity to poison damage, disease, and the poisoned condition by spending 4 additional power points (11). If you are already afflicted by a disease, its effects are only suppressed while this power remains in effect.

9. Gain resistance to one damage type from the following list: acid, cold, fire, lightning, thunder. Alternately, you can gain resistance to bludgeoning, piercing, and slashing damage made by nonmagical or nonpsionic attacks not made with adamantine weapons.

You can empower this augmentation by spending 4 additional power points (13) to gain immunity to the selected damage type.

Blood Tendril

Psychometabolism


  • Manifestation Time: 1 action
  • Range: 30 feet
  • Maintenance: Concentration up to 1 minute
  • Detection: Psychic, Gesture, Visual (overt)

You can control and manipulate blood. You must have a source of exposed blood to use this power. You can trivially cut yourself as part of the action used to manifest this power to create a source of blood within 5 feet of you. If a creature must make a Constitution saving throw against this power, it only makes one save and applies the result to each effect.

While this power remains in effect, you can use your action to animate another blood tendril, including reforming one which has been destroyed.

You create an animated tendril of blood from shed blood or an open wound. The tendril appears in the nearest unoccupied space from the blood you use to manifest this power. When you first create a tendril, and by using your action on subsequent turns while this power remains in effect, you can make an attack with the blood tendril against a target within 5 feet of it by making a melee power attack. On a hit, the target takes slashing damage equal to 1d6 + your manifesting ability modifier.

A blood tendril can be attacked, has AC 13, 10 + 3 per power point spent hit points, immunity to bludgeoning, necrotic, poison, and psychic damage, and regenerates a number of hit points each round equal to your manifesting ability modifier (minimum 0). It can make opportunity attacks using its own reaction.

0. This power’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

1. A blood tendril gains a reach of 10 feet, and when it hits a target, it can attempt to shove it. It uses your power attack modifier in place of its Strength (Athletics) skill. You can choose to pull a creature toward the tendril instead of pushing it away.

3. When a blood tendril hits a creature, it must make a Constitution saving throw. If the save is failed the creature takes an additional 1d6 damage from blood loss, provided it can bleed.

You can empower this augmentation, increasing the damage by 1d6 for every 2 additional power points you spend.

5. When a tendril hits a Medium or smaller target, you can choose to automatically grapple it with an escape DC equal to your power save DC. Until this grapple ends, the target is restrained, and the tendril can't attack another target.

You can empower this augmentation to affect a Large creature by spending 2 additional power points (7).

6. You create a second tendril, provided you have a larger or secondary source of blood available. Each tendril must occupy a separate space. On the turn you manifest this power, you can make an attack with each tendril. On subsequent turns you can only use your action to attack with one tendril.

Additionally, a tendril you don’t command will take the Help action if a foe is within its reach and is attacked by another blood tendril you control or a creature you choose, provided that creature is also within the tendril's reach. A

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blood tendril can only help a creature make an attack; it can’t help with an ability check barring a shove or grapple check, at the discretion of the DM. If the blood tendril can’t take the Help action, it takes the Dodge action.

9. You siphon the blood from a creature hit by a blood tendril to a willing creature within 10 feet of the blood tendril. The creature regains hit points equal to half the damage the tendril’s attack dealt, including damage from blood loss. Hit points regained beyond a creature’s maximum hit point total are converted into a shield of blood that grants the creature a number of temporary hit points equal to the excess amount. These temporary hit points are lost at the end of the creature's next turn, creating a pool of blood.

11. When a blood tendril hits a creature, it causes the creature’s blood to erupt internally. A creature must make a Constitution saving throw. If the save is failed, it is stunned until the end of its next turn.

Body Control

Psychometabolism


  • Manifestation Time: 1 action
  • Range: Self
  • Maintenance: Concentration up to 1 hour
  • Detection: Psychic

You have the ability to adjust your body and its functions, and are able to stifle physical discomfort or ever shift your physical abilities.

You can increase or decrease your heart rate, breathing, or perspiration, cause yourself to be perfectly still, or shift your body mass to allow minor changes to your appearance (such as appearing fat or thin or changing the length of your hair). Any alterations last only as long as this power remains in effect.

1. You suppress pain and have advantage on ability checks and saving throws to resist effects that rely on pain or the illusion of pain. You can also slow your breath, gaining advantage on saving throws against inhaled gases and the ability to hold your breath as long as this power remains in effect.

3. You can transfer 1 point of Dexterity or Constitution to Strength. You can’t reduce an ability score to less than 5, nor can you increase an ability score beyond your racial maximum.

You can empower this augmentation to increase the number of points transferred by 1 for every 2 additional power points you spend up to a maximum of 8 power points. When shifting 2 or more ability points, the points don’t have to come from the same ability score.

3. You can transfer 1 point of Strength or Constitution to Dexterity. You can’t reduce an ability score to less than 5, nor can you increase an ability score beyond your racial maximum.

You can empower this augmentation to increase the number of points transferred by 1 for every 2 additional power points you spend up to a maximum of 8 power points. When shifting 2 or more ability points, the points don’t have to come from the same ability score.

3. You can transfer 1 point of Strength or Dexterity to Constitution.

You can’t reduce an ability score to less than 5, nor can you increase an ability score beyond your racial maximum.

You can empower this augmentation to increase the number of points transferred by 1 for every 2 additional power points you spend up to a maximum of 8 power points. When shifting 2 or more ability points, the points don’t have to come from the same ability score.

5. You ignore the penalties from exhaustion, including starvation and thirst. This doesn’t remove the exhaustion level, and you can’t suppress death from exhaustion.

7. You eliminate your body’s ability to feel fear. You gain immunity to the frightened and unsettled conditions.

You can empower this augmentation by spending 4 additional power points (11). You can manifest this power as a reaction when you fail a saving throw against the frightened or unsettled conditions, ending the effect immediately.

9. While this power remains in effect, you are immune to any effect that would alter your form against your will.

You can empower this augmentation by spending 4 additional power points (13). You can manifest this power as a reaction when you fail a saving throw against the petrified condition or an effect which changes your form, ending the effect immediately.

Chameleon

Psychometabolism


  • Manifestation Time: 1 action
  • Range: Self
  • Maintenance: Concentration up to 1 minute
  • Detection: Psychic

Transforming your skin, you become like a chameleon, including any gear you carry.

While this power is in effect, you add your proficiency bonus to Dexterity (Stealth) checks. If you already have proficiency with Stealth, you instead gain a +2 bonus to Dexterity (Stealth) checks while this power is in effect.

1. You blend into surrounding terrain, gaining advantage on Dexterity (Stealth) checks to avoid being seen.

2. You can maintain this power for 10 minutes.

You can empower this augmentation to maintain this power for 1 hour by spending 6 additional power points (8).

3. You turn invisible until you attack, cast a spell, or manifest a power with a target other than you.

This augmentation can be empowered. By spending 4 additional power points (7), you can use your action to turn invisible again while this power remains in effect. By spending 6 more power points (13), you remain invisible as long as this power is in effect, regardless of actions taken.

4. Your camouflage or invisibility reacts perfectly to changes in your position. You add your manifesting ability modifier to Dexterity (Stealth) checks. You also treat a d20 roll of 9 or less as a 10 when you remain still.

5. You can use your action to perfectly blend into your surroundings, effectively melding into a surface or wall. Unless you are being actively searched for, you are undetectable so long as you only move up to half your movement speed and take no actions. If your surroundings change, you need 1 round to readapt to them, losing the benefits of this augmentation until the start of your next turn.

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 In order to locate you, a creature must succeed on an Intelligence (Investigation) ability check against a DC equal to your power save DC, unless the creature has a magical or psionic effect that can reveal you, such as aurasight or truesight.

9. You can alter your appearance to match another creature of the same type and size, including changing the appearance of worn items. The new form can be a specific creature you have seen or one based on traits from your imagination. While this power is in effect, you can use your action to change your appearance again.

Your statistics remain the same, and the changes are only cosmetic. You can attempt to deceive creatures, treating your chameleon skin as a successful disguise. You can choose to use your manifesting ability whenever you make a disguise check and add twice your proficiency bonus.

You can empower this augmentation by spending 2 additional power points (11). You can attempt to mimic another creature’s voice you have heard. When you do so, you can use your manifesting ability modifier when you make an ability check to deceive, and have advantage on Deception skill checks.

Control Light

Psychokinesis


  • Manifestation Time: 1 action
  • Range: 300 feet
  • Maintenance: Concentration up to 1 minute
  • Detection: Psychic

You can manipulate light in up to sixteen 5-foot cubes. A light source must exist before this power can be used, and this power can’t use light it generates as its own source.

You can make dim light into bright light. You can also change a light’s color to another color of visible light. On your turn, you can change the color of the light at will while this power remains in effect.

0. You control eight additional cubes when you reach 5th level (24 cubes), 11th level (32 cubes), and 17th level (40 cubes).

0. When you spend at least 7 power points, if light you control overlaps with an area of magical darkness created by a spell level of 3rd-level or lower, the darkness is suppressed so long as its area remains lit through this power.

For every 4 additional power points spent to augment this power, the spell level of magical darkness you suppress increases by 1.

1. You can suppress light in the area making it one step darker (bright light to dim light, dim light to darkness). The source of the light isn’t destroyed when making dim light into darkness; it just appears to give off no light.

While this power remains in effect, you can decrease the intensity of the light by an additional step by using your action on subsequent turns. For instance, if light is cast within your effect area, you can diminish the light to dim light on your next turn, and then to darkness on the following turn.

2. You can maintain this power for 10 minutes.

3. Twisting existing light, you are able to bend and shape light such that it covers a different area. You can reshape light you control into any shape so long as it is contiguous, within

range of the power, and touching at least one light source. You can decide for each 5-foot cube whether the light is bright or dim. While this power is in effect, you can use your action to reshape the light.

You can empower this augmentation to animate the light by spending 4 additional power points (7). Animated light can take on any shape you wish, or a number of different shapes, so long as your total volume doesn’t exceed the cube limit of this power. The light doesn’t have to touch a light source. You can use your action to reshape any of the animated lights or move them up to 60 feet.

5. Bright light, including dim light made bright through this power, flashes into blinding light in each 5-foot cube of light within the power’s area you choose. Each creature within an affected cube must make a Dexterity saving throw. If the save is failed, the creature is blinded until the end of its next turn.

You can use your action to cause light to again flash blindingly in each 5-foot cube you choose while this power remains in effect.

You can empower this augmentation by spending 4 additional power points (9). When you make any 5-foot cube flash blinding light, the cube remains blindingly bright, treating that cube as heavily obscured as long as this power remains in effect.

8. You can control four times as many cubes of light.

11. You intensify bright light into the equivalent of sunlight. Creatures with sunlight vulnerabilities are affected as if under broad daylight. Dim light you make bright through this power can be used.

If you are able to flash the light, a creature which takes damage from sunlight is affected as if it started or ended its turn in sunlight when you use your action to do so.

Crystalline Construct

Psychoportation


  • Manifestation Time: 1 action
  • Range: 60 feet
  • Maintenance: Concentration up to 10 minutes
  • Detection: Gesture, Psychic, Visual (overt)

You fashion a spectral, crystalline structure made of matter from the Astral Plane.

Large, translucent crystalline formations cover a 5-foot cube you choose within range. These crystals form a barrier that provides three-quarters cover and lightly obscures vision through the formation. The crystals have AC 16 and 40 hit points per 5-foot cube section. They formation has immunity to fire, force, lightning, necrotic, poison, psychic, and radiant damage, and it has resistance to cold, piercing, and slashing damage.

If the formation cuts through a creature's space when it appears, the creature is pushed to the nearest unoccupied space, unless an augmentation indicates otherwise, and must make a Dexterity saving throw. On a failed save, the creature takes 1d6 piercing damage.

1. The crystals provide full cover. You can also choose to make the crystals opaque or transparent, or you can make the crystals transparent, opaque, or translucent depending on which side you are. Transparent crystals can be seen through like clear glass, while opaque crystals block sight.

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3. While this power is in effect, you can take a bonus action to shatter the crystals. Each creature within 5 feet of the crystals must make a Dexterity saving throw. It takes 2d4 piercing and 2d4 force damage on a failed save, or half as much on a successful save. A creature occupying the same space as a crystalline formation makes its saving throw with disadvantage.

When you shatter the crystals, the power ends.

This augmentation automatically empowers. For every 2 additional power points you spend augmenting this power, increase the piercing and force damage by 1d4.

4. You create an additional three 5-foot cubes of crystalline formations. Whenever two or more 5-foot sections are contiguous, the crystals stretch to 10 feet tall.

You can empower this augmentation to create four more 5-foot cubes for every 2 additional power points you spend to do so.

5. When a creature fails its Dexterity saving throw when you manifest this power, it is partially encased in the crystals and is restrained as long as the crystals remain. If the crystals are destroyed, the creature is freed.

You can empower this augmentation to fully encase a creature within it by spending 6 additional power points (11). A creature of Large size or larger must have at least half its space covered by the crystals to be affected. If it fails its saving throw, the creature is petrified as long as the crystals remain or until the crystals encasing it are destroyed.

6. When you stop maintaining this power, the crystals remain for 1 minute. You can’t shatter crystals when you no longer maintain this power.

Decay

Psychometabolism


  • Manifestation Time: 1 action
  • Range: Self
  • Maintenance: Concentration up to 1 minute
  • Detection: Psychic

You can deliver toxins or diseases to foes. Make a melee power attack against a creature within your reach. On a hit, the target takes 1d6 + your manifesting ability modifier poison damage. As long as this power is in effect, you can make this attack again on each of your turns as an action. If you can make more than one attack using the Attack or Multiattack actions, you can substitute one of those attacks with this power’s attack.

If a creature must make a Constitution saving throw against this power, it only makes one save and applies the result to each effect.

0. The damage from a ranged or melee attack from this power increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

1. You deal an additional 1d6 damage when you hit a creature with a melee or ranged attack from this power. When you deal damage with this power, you can choose to deal necrotic damage instead of poison damage.

You can empower this augmentation by spending additional power points. For every 2 additional power points you spend, you increase this additional damage by 1d6.

2. You can spit your poison by making a ranged power attack. This attack is in place of your melee power attack and has a range of 20/60 feet.

3. A creature hit by this power must make a Constitution saving throw at the start of its next turn. If the save is failed, it takes 2d6 poison damage.

You can empower this augmentation by spending 4 additional power points (7). A creature poisoned by this power takes 2d6 poison damage each time it fails on a Constitution saving throw against this power.

4. While this power is in effect your skin exudes a noxious cloud. Each creature that starts its turn within 10 feet of you must make a Constitution saving throw. On a failed save, the creature is treated as if it is also the target of this power, but takes only 2d6 poison damage. On a successful save, the creature only takes half this damage.

On your turn, you can suppress this aura at will until you reactivate it by taking a bonus action.

5. Each creature hit by this power’s attack must make a Constitution saving throw. On a failed save, the creature is poisoned for 1 minute. At the start of each of its turns, the target can make another Constitution saving throw. On a success, the creature is no longer poisoned.

You can empower this augmentation to afflict the creature with a crippling disease by spending 6 additional power points (11). Until the disease is cured, the target's hit point maximum decreases by 5 each time the creature fails its Constitution saving throw against this power. If a target's hit point maximum drops to 0 as a result of this disease, it dies.

8. The poison spreads to nearby creatures. Once each round on your turn, when you hit a target with a melee or ranged power attack, a creature within 5 feet of it must make a Constitution saving throw. On a failed save, the creature is treated as if it is also the target of this power, but takes half the damage. If the save succeeds, the creature is unaffected.

You can empower this augmentation to affect one additional creature within 5 feet of a creature hit by this power's attack or which fails its save from this augmentation by spending 6 additional power points (14). The target can't be a creature already hit by this power's melee or ranged attack or one targeted by this augmentation during this turn.

Deflection

Psychokinesis


  • Manifestation Time: 1 reaction, which you use when you are hit by a ranged weapon attack
  • Range: Self
  • Maintenance: None
  • Detection: Psychic

You reduce the damage from the attack by 1d8.

0. When you spend at least 1 power point to augment this power, you reduce the damage from the attack by 2d8. By further spending power points to augment this power, the amount reduce the damage increases by 1d8 at 5 power points (3d8), 9 power points (4d8), 13 power points (5d8), and 17 power points (6d8).

1. The power’s range becomes 60 feet, allowing you to deflect attacks made against another target. If you augment this power to maintain it, the effect remains on that target as long as it remains in effect.

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3. Once each round, a ranged weapon attack you reduce to 0 damage can be redirected. You can redirect the attack to anywhere within 30 feet of the power's target. If you redirect the attack to target a creature or object, you make a ranged power attack and deal the same damage you would have taken + your manifesting ability modifier on a hit.

4. This power can be maintained for 1 minute. You can use your reaction to reduce the damage of one ranged weapon attack you choose each round.

5. You can reduce the damage of a melee weapon attack. A melee attack can't be redirected.

6. Once each round while this power is in effect, when this power reduces the damage of an attack to 0, you regain the use of your reaction.

You can empower this augmentation by spending 4 additional power points (10). Once you use your reaction to reduce the damage of a melee or ranged attack, you reduce the damage of each ranged weapon attack made against you until the start of your next turn.

7. You can reduced the damage of a ranged power attack from the psychokinesis and psychometabolism disciplines and a ranged spell attack from the conjuration, evocation, necromancy, and transmutation schools. A power or spell attack can't be redirected.

Dimensional Breach

Psychoportation


  • Manifestation Time: 1 bonus action
  • Range: Self
  • Maintenance: Concentration up to 1 round
  • Detection: Psychic, Visual (glow)

You can create portals that allow objects (and creatures with certain augmentations) to pass through one end and appear out of the other. You create one portal at your space and second portal up to 10 feet from you. At the start of each of your turns while this power remains in effect, you can move the distant end of the portal to another space within its range.

While this power is in effect you can use your action to pass a handheld object through the portal to the distant end. If a creature is there to receive the object, it does so without needing to take an action. Otherwise, the object falls to the ground.

0. As you spend power points to augment this power, the range of the distant end of the portal increases. For every power point spent, increase the distance the portal reaches by 10 feet.

1. You can use your action to retrieve one unattended, handheld object from the other end of the portal to your hand. Alternately, a creature at the distant end of the portal can pass a handheld object to you.

2. You can maintain this power for 1 additional round. When you do so, you can use the same action on subsequent turns to reactivate this power. You can take this augmentation multiple times.

3. When you take the Attack or Multiattack actions, once on your turn you can make a melee attack against a target at the distant end of the portal.

 If you make a ranged attack through the portal, its range begins at the distant end of the portal, and you can change its direction as it passes through the portal. When you change direction this way, you can overcome cover.

The first attack through the portal you make against each creature during a battle is made with advantage. Most creatures remain on guard the first time they fall for this trick during the engagement.

You can empower this augmentation to allow each attack made during the Attack or Multiattack actions by spending 4 additional power points (7).

5. You can use your action to stretch the portal, allowing you to move through it, emerging at the distant end. Entering the portal doesn’t trigger opportunity attacks.

9. You can cast spells or manifest powers through the portal, extending the spell’s or power’s range by the distance of the portal. You can change its path as it passes through the portal allowing you to overcome cover.

A power which exceeds its range through this means can’t be maintained.

15. You can use your action to tear the portal, creating a rift to anywhere you are familiar within the same plane of existence you are on. You and each creature you choose can enter the rift and emerge at that spot. The rift lasts as long as this power is in effect or until you enter it, after which time, the power ends. This augmentation can’t be taken with any other augmentation.

Dimensional Disassociation

Psychoportation


  • Manifestation Time: 1 action
  • Range: Self
  • Maintenance: Concentration up to 1 hour
  • Detection: Psychic, Gesture

You penetrate the boundaries between the planes, liberating you from the restrictions of the Material Plane.

When you spend at least 1 power point to augment this power, its effects replace the power’s core effect. You can take only one augmentation which costs power points.

You can open a small pocket dimension to stash a single handheld object weighing no more than 10 pounds. When you first manifest this power, and on subsequent turns by using your action while this power is in effect, you can place the object inside or retrieve it from within the pocket dimension. You make Dexterity (Sleight of Hand) checks to hide such an item with a +5 bonus.

0. This power’s maintenance time doubles when you reach 5th level (2 hours), 11th level (4 hours), and 17th level (8 hours).

1. You expand your pocket dimension into a space identical to a bag of holding. The opening moves with you for as long as this power is in effect. The contents of the dimensional space spill out around you when this power ends. This dimensional space doesn’t interact with other dimensional spaces such as a portable hole.

5. You temporarily shift into a transitive state between the Material Plane and the Shadowfell. When you move, you can ignore any movement impediments short of a solid barrier

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such as a wall. You are immune to the restrained condition, and if you are already restrained, you are immediately freed when you manifest this power. Your movement doesn’t trigger opportunity attacks while this power is in effect.

You are still affected by hazards that don’t restrict movement such as fire, and you can still be attacked normally. If you aren't on the Material Plane when you manifest this power, it fails.

9. You shift to the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain there for as long as this power is in effect. During this time you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything looks gray, and you can’t see more than 60 feet away.

While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren’t on the Ethereal Plane can’t perceive you and can’t interact with you, unless a special ability, spell, or power has given them the ability to do so.

You ignore all objects and effects that aren’t on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from.

When the power ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same space as a solid object or creature when this happens, you are immediately moved to the nearest unoccupied space that you can occupy.

This power has no effect if you manifest it while you are on the Ethereal Plane or a plane that doesn’t border it, such as one of the Outer Planes.

13. You project your astral body into the Astral Plane. The material body you leave behind is unconscious and in a state of suspended animation; it doesn’t need food or air and doesn’t age.

Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principle difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisible after 1 foot. This cord is your tether to your material body. As long as it remains intact, you can find your way home. If your cord is cut, you must make a DC 15 Wisdom (Insight) check. If this check fails, you die instantly, your body and soul separated. If this check succeeds, you wake up in your body.

Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when you manifested this power, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it. Your astral form can maintain powers on its own while your body maintains this power. Additionally, while in your astral form, you body doesn’t suffer psychic strain from powers your astral form manifests, but your astral form will.

When you end this power, you awaken in your physical body. If your body or astral form drops to 0 hit points, the

power immediately ends. It can also end when subjected to psychic static or dispel magic, and Psychic Chirurgery can extract you from the Astral Plane.

If you are already on the Astral Plane when you manifest this power, it will fail.

17. You create a demiplane that is very small and minor. This demiplane is a reflection of your mind and you can determine the terrain and features of it, up to a 300-foot radius sphere. You can’t create life, but can create the appearance of plants through sculpted ectoplasm. You can use your action to enter your demiplane from the space you manifested this power, or to return to that space from your demiplane.

Your demiplane exists on the Astral Plane and connects to the Astral Plane and the plane you manifested this power from. You, and anyone you allow, can travel between these two planes using your demiplane. If you attempt to force an unwilling creature into your demiplane, such as by dragging a grappled creature, it must succeed on a Charisma saving throw, or it is shunted into the demiplane.

While on your demiplane, you can use it to take the following lair actions:

  • Move or reshape a 50-foot cube of the demiplane, and change its cosmetic features.
  • Manifest a power you know without expending your own power points.
  • Attempt to imprison one creature. The target must succeed on a Charisma saving throw, or become trapped within the demiplane as if under the effect of the imprisonment spell. You can only imprison one creature at a time. If you attempt to imprison another creature, the former creature is freed and appears within the demiplane.

Once this power ends, you can no longer access your demiplane until you manifest this power again. The demiplane remains in existence while not maintained and can be found on the Astral Plane, but all entrances and exits to it are sealed, and a traveler must possess the means, such as the plane shift spell, to enter it.

Dislocation

Psychoportation


  • Manifestation Time: 1 action
  • Range: 30 feet
  • Maintenance: None
  • Detection: Psychic, Gesture, Visual (glow)

Refashioning space and time, you create a temporary dimensional fold that moves yourself, an object weighing no more than 200 lbs., or a Medium or smaller creature to another location.

If you attempt to relocate more than one creature, the power fails if at least one creature succeeds on its saving throw.

You move your target 5 feet in any direction. An unwilling creature must make a Dexterity saving throw. If it succeeds on this save the target isn’t moved. This effect is suppressed when you augment this power to swap positions or send a target into the future.

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1. You, a willing creature, or unattended object in range can swap places with another willing creature or unattended object within range. You can't take this augmentation if you send a creature into the future.

This augmentation can be empowered to affect unwilling creatures within range by spending 4 additional power points (5). Each unwilling creature must make a Dexterity saving throw. If the save is failed, the creature swaps position with your other target.

2. You target one additional creature. You can take this augmentation multiple times up to 8 power points.

4. You can affect a creature of Large size or smaller or an object weighing no more than 400 lbs.

You can empower this augmentation to affect a Huge creature or an unattended object weighing up to 800 lbs. by spending 4 additional power points (8).

6. This power can be maintained for 1 minute. While this power is in effect, you can use your action to reactivate this power.

9. Instead of swapping positions, you send the target 1 round into the future. For the target, no time passes at all. At the start of your next turn, the target returns to the same spot it was before, dislodging anything occupying its space to the nearest unoccupied space.

You can empower this augmentation by spending 4 additional power points (13) to send the target 1 minute into the future or 8 power points (17) to send the target 1 hour into the future.

Dissonant Destiny

Clairsentience


  • Manifestation Time: 1 action
  • Range: 60 feet
  • Maintenance: None
  • Detection: Psychic, Visual (glow)

You exert will over the destiny of a creature in range. The target must succeed on a Wisdom saving throw or be affected by the power.

You cause a creature to make its each attack roll it makes before the start of your next turn against a specific target (one you choose or the first creature it attacks) with disadvantage.

1. A creature affected by this power is overwhelmed with visions of countless possible outcomes to its actions and suffers disadvantage on all attack rolls and ability checks until the start of your next turn.

3. A creature failing its saving throw is crippled by images of its failures in potential futures and is unable to take an action or bonus action during its next turn.

You can empower this augmentation by spending 4 additional power points (7). Until the start of your next turn, each attack or ability check made against a creature affected by this power is made with advantage, and the creature can’t take reactions.

4. You affect one additional creature. You can take this augmentation multiple times.

5. You cause the creature to repeat the action it took during its previous turn on its next turn. It must take its action before it can move or take a bonus action during this turn. If it is able, it will take the same action targeting the same

space, even if the space is occupied by a different target. For example, if a giant hurled a boulder at a square 40 feet away, it will throw another boulder at that same space.

The target will consume any resource which it used when making the previous action. If the situation has changed in a way that the target can’t take the same action, such as lacking a spell slot to cast the previous spell, it instead takes no action.

Once a creature has repeated its action the power’s effect ends, and it can move and take bonus actions normally.

9. You link the fate of two creatures in range to each other for 1 minute. The creatures must be within 30 feet of each other when you target them. At least two creatures must fail the Wisdom saving throw for this power to have effect, but a willing creature can choose to fail its save. Whenever one creature is afflicted with the blinded, deafened, frightened, paralyzed, poisoned, or restrained condition, each linked creature is also affected for the same duration. Effects other than conditions which cause disadvantage or impose penalties on attack rolls, ability checks, or saving throws are also shared with the linked creature. If a condition or effect is removed from one creature, it is removed from each linked creature.

You can empower this augmentation by spending 6 additional power points (15). If a target takes damage, each linked creature takes force damage equal to the damage taken. If the damaged creature is immune to the damage type inflicted, each linked creature takes no damage from this power. If more than one creature is hit by the same damage effect, only the highest damage dealt is shared to each linked creature. If a creature dies, each linked creature must make a Constitution saving throw against your power save DC, taking 5d6 necrotic damage on a failed save or half as much damage on a successful one.

Dreamstate

Clairsentience


  • Manifestation Time: 1 minute
  • Range: Self
  • Maintenance: Concentration up to 4 hours
  • Detection: Psychic, Gesture

You are able to perceive and affect the dream realm. A subject must be within 5 feet of you for you to focus on its dreams or enter them. While you view or enter a dream, your body is incapacitated.

While this power is in effect, you can use your action to focus on a sleeping creature and see the dream it is experiencing. You can only use this power on a creature once within a 24-hour period.

1. When you focus on a creature for at least 1 hour, you can attempt to guide its dream in a way to reveal one piece of information the creature knows, including one which the creature isn’t aware it knows, such as a suppressed memory. An unwilling creature must succeed on an Intelligence saving throw, or reveal a dream-like depiction of this information to you. When the creature awakens, it will become aware of this information even if it wasn’t already aware of it before.

You can focus on subsequent hours to learn additional information or attempt to uncover the same one as a previous

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probe. If the dreamer has succeeded on one saving throw against this power, it makes each subsequent saving throw against you at advantage for the remainder of its slumber.

3. When you focus on the dream of a sleeping creature, if a spell, power, or other effect, such as a night hag’s Nightmare Haunting action, is affecting the creature, you are aware of the nature of this effect and have a general idea of how powerful it is.

5. When you focus on a sleeping creature, you can use your action to leave your body and partially enter the dream of the creature by creating a projection of your dream avatar. While in the dream, you can use any clairsentience or telepathy power on the subject or within the confines of the dream. If a hostile creature is within the subject’s dream, you can direct your clairsentience and telepathy powers against it.

You can empower this augmentation by spending 4 additional power points (9). Doing so enables you to act as a dream actor within the subject’s dream, but you can’t enter an adjacent dream or travel outside the Dreamscape.

7. If you spend one hour focused upon or within the dream of a sleeping creature, you can alter the type of its dream. For instance, you can change the target’s nightmare into an inspiring dream. Once you have changed a creature’s dream type, you can’t do so again for that creature until 30 days have passed.

11. If you spend 4 hours focusing upon or within the dream of a sleeping creature, you can weave their dream into a compelling world from which the dreamer doesn’t wish to awaken. The creature must succeed on a Charisma saving throw, or it enters a deep slumber from which it doesn’t awaken. This slumber lasts for ten days. While in a deep slumber, the creature is unaffected by physical needs, such as hunger or thirst, and doesn’t age.

Only Psychic Chirurgery, dispel evil and good, or wish can end the slumber early.

You can empower this augmentation to last longer by spending additional power points. By spending 2 additional power points (13) the slumber will last one month. By spending 4 additional power points (15), the slumber will last one year. By spending 6 additional power points (17), the slumber lasts until removed.

15. You gain the ability to enter the Dreamscape when focusing on a sleeping creature. You project your consciousness into a dream, becoming a dream architect able to navigate the Dreamscape. You can travel between the dreams of other creatures. When you travel from the Dreamscape to another plane, your body is transported, along with all of its belongings.

While in the Dreamscape, you can also manifest clairsentience and telepathy powers against a creature’s real body when you are within its dream. A dreamer is completely unaware of your presence so long as you choose, but if you attack its dream avatar, it becomes aware of you and can act according to dream logic.

If you remain in the Dreamscape when this power ends, or if your dream avatar is slain, you return to your body with no ill effects.

Ectoplasmic Creation

Psychoportation


  • Manifestation Time: 1 action
  • Range: 150 feet
  • Maintenance: Concentration up to 1 minute
  • Detection: Psychic, Gesture, Visual (overt)

You create ectoplasm in a 10-foot square space within range. The ectoplasm has a gooey consistency that makes the surface difficult terrain.

If a creature must make a Constitution saving throw against this power, it only makes one save and applies the result to each effect.

0. This power creates an additional 10-foot square of ectoplasm when you reach 5th level (two squares), 11th level (three squares), and 17th level (four squares). Additional squares must be contiguous.

1. The ectoplasm is especially sticky. When a creature enters the power's area for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature must spend 3 feet of movement for every foot moved until the end of its turn.

2. You create an additional 10-foot square, which must be contiguous with another square. You can take this augmentation multiple times.

3. When you first manifest this power, and by using your action while it remains in effect, you can cause the ectoplasmic creation to lash out with grasping tendrils against a target within 10 feet of it. You make a melee power attack against the target. On a hit, the target is grappled. At the end of each of your turns, a grappled target is pulled 5 feet closer to the creation.

A grappled creature can use its action to make a Strength saving throw against your power save DC, breaking free of the tendrils and ending the grapple on a success. A target is only pulled into the first 5-foot space of the creation it enters, after which time it is freed of the tendrils.

You can empower this augmentation to increase the reach of the tendrils to 20 feet by spending 4 additional power points (7).

4. The ectoplasmic creation’s area is comprised of 10-foot cubes instead of squares. Each cube must be contiguous and rest on a surface. Saving throws made against the ectoplasmic creation while fully within it are made with disadvantage.

5. The ectoplasm of the creation is disturbing to creatures which come into contact with it. When a creature enters the power's area for the first time on a turn, starts its turn there, or is hit by the power's tendrils, it must make a Constitution saving throw. If the save is failed, the creature is unsettled so long as it remains in contact with the ectoplasm and for one minute after leaving the power's area. A creature makes a new saving throw at the end of each of its turns, ending the unsettled condition on a success.

You can empower this augmentation by spending 6 additional power points (11). A creature unsettled by your ectoplasm is also poisoned by it.

9. Your ectoplasm takes on an acidic quality. When a creature enters the power's area for the first time on a turn or starts its turn there, it must make a Constitution saving

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throw. If the save is failed, the creature takes 2d8 acid damage and an additional 1d8 acid damage per 5 feet traveled through the area. If the save is successful, the creature takes half the damage and doesn’t take any additional acid damage when moving through the creation.

Additionally, if a creature is grappled by the creation's tendrils, it takes 2d8 acid damage at the start of each of its turns as long as it is grappled. When the tendrils place the creature within the power's area, it doesn’t take damage from moving through the creation.

You can empower this augmentation by spending 4 additional power points (13). A creature which came into contact with the ectoplasmic creation is coated in ectoplasmic acid. At the start of each of its turns as long as this power remains in effect or until the creature is no longer coated in ectoplasmic acid, it takes 1d8 acid damage. A creature can use its action to scrape the ectoplasmic acid away, removing the coating.

Ego Whip

Telepathy


  • Manifestation Time: 1 action
  • Range: 60 feet
  • Maintenance: Concentration up to 1 minute
  • Detection: Psychic, Gesture, Visual (beam)

You telepathically whip a creature’s mind, crushing its confidence and infusing it with doubt. The creature must succeed on a Wisdom saving throw or be affected by the power for as long as it remains in effect. At the end of each of its turns, an affected creature can make a new Wisdom saving throw. If it succeeds, this power's effect ends for that target.

The target can’t take reactions while this power remains in effect. Additionally, the target will not assist allies while this power is in effect, prohibiting it from taking the Help action or counting as an ally for effects that require an ally be within 5 feet of a target.

1. Whenever a target that fails its saving throw makes an attack roll or ability check while this power is in effect, the target must roll a d6 and subtract the number rolled from the attack roll or ability check.

You can empower this augmentation by spending 2 additional power points (3). The target must roll a d8 and subtract the number rolled from the attack roll or ability check. By spending a further 4 power points (7), the die a target subtracts becomes a d10.

2. You can target one additional creature in range, provided the targets are within 30 feet of each other when you target them. This augmentation can be taken multiple times up to 8 power points.

5. The target is frightened while this power remains in effect.

You can empower this augmentation by spending 4 additional power points (9). The target is crippled with anguish, and will attempt to flee using any means at its disposal. It won't attack, and will only take the Dash, Disengage, or Dodge actions.

17. You crush the creature’s ego, entrapping it in utter despair. It crumples to the ground and is prone. The creature

won’t attempt to defend itself. Each time it takes damage, it can make a new Wisdom saving throw. If the save is successful, the effect ends at the start of its next turn.

Elastic Body

Psychometabolism


  • Manifestation Time: 1 action
  • Range: Self
  • Maintenance: Concentration up to 1 minute
  • Detection: Psychic, Visual (overt)

Your body is able to stretch and bend in ways not normally possible. You can stretch your arms and legs out an additional 10 feet. Doing so, you increase your walking speed by 5 feet and you gain a climbing speed equal to your walking speed while this power remains in effect. You can also use your action to move yourself to the extreme of your reach, such as pulling yourself up a ledge or reaching across a chasm. This has no effect on your melee attack reach. You also can’t perform intricate tasks that require a skill check with a stretched limb.

You can revert to your normal shape at will during your turn without taking an action, including any shape changes from this power's augmentations.

While this power is in effect, you can substitute your manifesting ability modifier in place of your Strength modifier when making a melee weapon attack. Also, your bones can’t be broken.

0. As you spend power points to augment this power, the length you can stretch your limbs increases by 5 feet for every 2 power points spent. For every 4 additional power points spent, increase your walking speed by 5 feet.

1. When you stretch your arms, you can perform intricate tasks remotely, but do so with disadvantage.

You can empower this augmentation by spending 4 additional power points (5). When you perform an intricate task this power doesn't cause your to suffer disadvantage on the ability check.

3. You can move through a space as narrow as 1 foot wide, or half your height if you are smaller, without squeezing.

You can empower this augmentation to move through a space as narrow as 1 inch wide by spending 4 additional power points (7).

4. You melee reach is equal to half the length you can stretch your arms (rounded down to the nearest 5 feet). You can bend your arms while making a melee attack to reach around cover.

5. You can flatten yourself, increasing your buoyancy and allowing you to float on air currents or with gusts of wind. Flattening yourself takes a bonus action, unless you are falling or in danger of being crushed, in which case you may do so using your reaction. Once flattened, you remain flat as long as this power is effect or you choose to resume your normal shape.

You fall as if under the effect of the feather fall spell. You can also float on water or other liquids, but this doesn’t grant you any protection from hazardous substances such as lava. You can also sail on the wind like a kite, moving at a rate equal to the wind, but you have no control of which direction you move. While flattened, you can't be crushed or damaged

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by cave-ins and debris and can move through debris using your climbing speed.

7. You can rapidly bend and twist your body. You reduce bludgeoning and piercing damage dealt to you by 1d10. You can wrap a creature you grapple with your body gaining the following benefits when you grapple:

  • You have advantage on the grapple check.
  • You may use your manifesting ability modifier in place of your Strength modifier.
  • You are treated as one size larger.

This augmentation automatically empowers as you spend additional power points to augment this power. For every 4 additional power points spent, you reduce bludgeoning and piercing damage by an additional 1d10. When you augment this power with at least 13 power points, you treat your size as one additional step larger during a grapple.

9. You can inflate parts of your body as part of an action or by taking an action to inflate your entire body. When you first manifest this power, you can inflate your body as part of the same action.

As action, you can expand your body into a sphere with a radius equal to half the length you can stretch your arms. As a sphere you have advantage on an ability check to resist grapple and can’t be forced into a space smaller than your expanded size could fit. Additionally, you can’t be knocked prone. You gain no mass, and can still be pushed normally.

You can roll to move, and double your walking speed, but not your climbing speed, when rolling downhill. When rolling, downhill or otherwise, you can use your action to attempt to bowl into each target whose space you enter during your movement this turn. Each creature must succeed on a Dexterity saving throw, taking 1d4 + your Strength modifier damage and is pushed 5 feet away from the path of your movement on a failed save. If you roll into a creature or object larger than your sphere form, you stop moving and your movement speed becomes 0 until the end of your turn.

You can also expand your arms, fists, legs, and feet, when you make a melee attack with an unarmed strike. You hit each target in a line which originates from you that is 5 feet wide for every 15 feet your can stretch your arms and has a length equal to your melee reach. Each creature within the area must make a Dexterity saving throw. On a failed save, the target takes 2d6 + your Strength modifier bludgeoning damage, is pushed 10 feet away from you, and is knocked prone. On a successful save, the target only takes half the damage. If you have unarmed strike damage higher than normal, you can replace the 2d6 damage with thrice your unarmed strike damage dice and can add the same ability modifier you use for your unarmed strikes if you choose.

You can empower this augmentation to allow you to make an extra unarmed strike with your stretched limbs when you take the Attack action by spending 2 additional power points (11). This extra attack doesn’t stack with the Extra Attack feature.

Empathic Tranference

Psychometabolism


  • Manifestation Time: 1 action
  • Range: Self
  • Maintenance: Concentration up to 1 minute
  • Detection: Psychic, Visual (glow)

When this power is first manifested, and by using your action on subsequent turns while it remains in effect, you can transfer damage from a target you touch to yourself. You transfer 1d6 points of damage from a creature to yourself. Damage you take as a result of this transference can’t be reduced or prevented, and ignores temporary hit points. You never need to make a Constitution saving throw to maintain concentration when you take damage from this power. You can't transfer damage that would reduce you to 0 hit points.

0. The amount of damage this power transfers increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

1. You can transfer damage from yourself to a creature within your reach. The creature must make a Constitution saving throw. On a failed save, the target takes up to 1d6 necrotic damage, and you regain an equal amount of hit points. You can transfer no more damage to the target than you have suffered. For example, if you have only suffered 2 points of damage, you can only deal 2 points of necrotic damage to your target regardless if your damage roll is 3 or higher. You can repeat this action on subsequent turns while this power remains in effect.

A willing creature doesn’t need to make a saving throw.

You can empower this augmentation to increase the amount of damage transferred by 1d6 for every 4 additional power points you spend.

3. While grappling a creature, you can take a bonus action to transfer damage to the target, but can't use your action to reactivate this power on that turn.

5. You can transfer your choice of one poison effect, one disease, the blinded condition, or the deafened condition when you use this power to transfer damage, even if 0 hit points are transferred. A creature which fails its Constitution saving throw is affected by the transfered effect or condition for the remainder of its duration. If the creature is immune to the transferred effect, the effect ends.

7. You can share beneficial effects from transmutation spells of 3rd level or less, or psychometabolism powers augmented with 6 or fewer power points with one willing creature you are touching or each willing creature within your affinity link. Only effects applied while this power is in effect are shared, existing effects aren't shared. Shared effects end when this power is no longer in effect or the shared spell or power expires on its own.

You can empower this augmentation to increase the maximum spell level by 1 and the maximum power points by 2 of a shared spell or power for every 4 additional power points you spend, up to 8 power points.

9. You create an affinity link with a creature affected by this power. As long as this power remains in effect, at your choice, each time you or a creature in the affinity link takes damage or regains hit points, the other takes or regains the same

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amount. An unwilling creature must succeed on a Constitution saving throw or be added to the affinity link as long as this power remains in effect. You can only maintain one affinity link at a time.

Provided a member of the affinity link is within 60 feet of you, you can reactivate this power without it being within your reach.

You can empower this augmentation by spending 4 additional power points (13) to link up to five willing creatures and yourself, provided each creature is touching you at the time of manifestation. You can’t add a new creature to your affinity link when you empower it this way.

Energy Blast

Psychokinesis


  • Manifestation Time: 1 action
  • Range: 60 feet
  • Maintenance: None
  • Detection: Psychic, Gesture, Visual (beam, overt)

You create a psychokinetic blast that deals bludgeoning damage to a target within range. A creature must make a Strength saving throw. If the save is failed, the creature takes 1d6 bludgeoning damage and is pushed 10 feet away from you.

If a creature is knocked into a wall or a solid object that is larger than it, the creature takes 1d6 bludgeoning damage per 10 feet of movement it can’t be pushed due to obstruction. If a creature is knocked over an edge, the creature will fall.

This is an energy power; you can substitute your energy type’s damage in place of the initial bludgeoning damage if you possess a class feature that permits this.

You can only take one augmentation which changes the shape of the concussive force.

0. This power’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

0. When you spend 1 or more power points to augment this power, you deal half damage to a target that succeeds on its saving throw.

0. When you spend at least 7 power points to augment this power, a creature which is takes damage from being pushed is knocked prone. When you spend at least 11 power points to augment this power, a creature which fails its saving throw is knocked prone, regardless of impact.

1. The initial damage increases by 1d6. You can take this augmentation multiple times.

1. The power’s range increases 20 feet. You can take this augmentation multiple times.

2. The distance you push a target increases by 10 feet.

You can empower take this augmentation. For each additional power point spent to do so, increase the distance you push a target by 5 feet up to 8 power points.

3. You create a 5 foot wide exploding line of force that originates from you with a length equal to half this power's range. Each target within the line's path is affected by this power. Each target that is pushed is pushed to either side of the line (your choice).

 You can empower this augmentation to increase the width of the line. For every 2 power points you spend this way, you increase the width of the line by 5 feet.

5. You create a cone of concussive force that originates from you with a length equal to half the power's range. Each target within the cone is affected by this power.

7. You create an explosion of energy in a sphere with a radius equal to half this power's range centered on you. Each target within the sphere is affected by this power. Each creature within 5 feet of you makes its Strength saving throw with disadvantage and is pushed an additional 5 feet.

9. You lob a wad of concussive force that explodes in kinetic energy when it reaches its destination. Each target within a 20-foot radius sphere is affected by this power. Each target that is pushed is pushed away from the center of this sphere.

Energy Cloak

Psychokinesis


  • Manifestation Time: 1 action
  • Range: Self
  • Maintenance: Concentration up to 10 minutes
  • Detection: Psychic, Visual (overt)

Telekinetic force surrounds you. This force can protect you or imbue your attacks with telekinetic force. You take no damage or ill effect from your own manifestation.

Once each round, you can choose one ranged attack made against you to be made with disadvantage. You must decide to use this effect before the result of the roll is known.

This is an energy power; you can substitute your energy type’s damage in place of bludgeoning damage if you possess a class feature that permits this.

1. Once each round, you can choose for one melee attack roll made against you, instead of a ranged one, to be made with disadvantage. You must decide to use this effect before the result of the roll is known.

Additionally, the shroud makes it hard to move you. When you are shoved or grappled, you make your saving throw or ability check with advantage.

You can empower this augmentation by spending 6 additional power points (7). Each melee attack made against you has disadvantage.

3. You can lash out with the shroud. Whenever a ranged or melee weapon attack is made within 10 feet of you, you can use your reaction to impose disadvantage on the attack roll. Alternately, whenever a creature within 10 feet of you must make a Dexterity saving throw you can use your reaction to impose disadvantage on that save or grant advantage to it (your choice).

You can empower this augmentation by spending 4 additional power points (7). Whenever you use your reaction to impose disadvantage and the foe misses the attack or fails the Dexterity save, you deal 2d8 bludgeoning damage to it.

4. You impose disadvantage to each ranged attack roll made against you.

5. You enshroud your melee weapon attacks with telekinetic force. You deal an extra 1d6 bludgeoning damage when you hit a target with a melee weapon attack.

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 You can empower this augmentation by spending additional power points. For every 4 additional power points you spend, increase the extra damage by 1d6 up to 8 power points.

9. Encasing yourself in psychokinetic energy, you gain resistance to bludgeoning damage.

Each creature in contact with you (such as from grappling) takes 2d8 bludgeoning damage at the start of each of your turns.

You can empower this augmentation by spending 6 additional power points (15) to grant immunity instead of damage resistance.

11. The shroud will absorb 20 hit points of damage. Damage is taken from the shroud first. At the start of each of your turns while this power is in effect, the shroud regains one fourth of its maximum hit points (5).

You can empower this augmentation. For every additional power point you spend, the shroud can absorb an additional 4 hit points.

Energy Storm

Psychokinesis


  • Manifestation Time: 1 action
  • Range: Self
  • Maintenance: Concentration up to 1 minute
  • Detection: Psychic, Visual (overt)

You summon unrestrained energy around you. It picks up loose unattended Tiny objects such as dirt and debris within 5 feet of you and whirls them around like a tornado. The storm is a 5-foot radius cylinder with a height of 10 feet (or 5 feet taller than you, if you a taller than 5 feet) centered on you. You and objects you carry are immune to the effects of this power. Your space becomes lightly obscured to creatures other than you while this power remains in effect. You can also manipulate trivial objects, moving them in patterns as you see fit for the entertainment of others.

While this power is in effect, you can use your action to make a ranged attack by sacrificing a Tiny object that weighs at least 1/4 lb. from the storm. Make a ranged power attack against a target within 40 feet of the storm. On a hit, the target takes 1d8 bludgeoning damage. If you manifest this power with an energy type, you don’t need to sacrifice an object.

This is an energy power; you can substitute your energy type’s damage in place of the bludgeoning damage if you possess a class feature that permits this.

This power has no effect if there are no loose objects, debris, or dust available in the area of effect unless you have access to an energy specialization, in which case you can manifest the storm with that energy type. You can provide debris, such as stones, sand, water, or other Tiny objects, as part of the manifestation.

0. This power’s ranged attack damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

1. The storm becomes dangerous. When a creature enters the storm's area for the first time on a turn or ends its turn there, it must make a Dexterity saving throw. On a failed save, it takes 1d8 bludgeoning damage, while on a successful one it only takes half the damage.

 Objects and creatures that are part of the storm don't take damage from being within the storm.

When a creature moves within or exits the area of the storm, you can make an opportunity attack against it using the storm to strike the target by making a melee power attack. On a hit, the target takes 1d8 + your manifesting ability modifier bludgeoning damage.

When you spend at least 11 power points to augment this power, this augmentation automatically empowers. The melee power attack's damage increases to 2d8 + your manifesting ability modifier.

3. When a ranged weapon attack or projectile is aimed at you or a target within the storm, originates from within the storm, or passes through the storm, you can use your reaction to attempt to add it to the storm. A projectile created by a spell or power that ceases to exist when the spell or power ends isn't affected by this augmentation.

Make a ranged power attack against an AC equal to the attack roll of the projectile. If the projectile has no attack roll, use the save DC instead. The object can be no larger than Tiny. If you succeed, the attack has no effect and the object becomes part of the storm.

You can also take a bonus action to add each unattended Tiny object that is within the storm's area to the storm.

Objects in the storm can be retrieved by a creature. It must make a Strength check against your power save DC. If successful, the object is removed from the storm and is held by the creature.

If you manifest the storm with a radius greater than 5 feet, you can decide how far from you each creature or object controlled by the storm is.

You can empower this augmentation by spending 4 additional power points (7) to be able to add a Small or Medium sized object to the storm. When you take a bonus action to add new objects to the storm, you can only add one Small or larger object instead of each Tiny object with that bonus action.

Small and Medium sized objects in the storm can provide you cover. At the start of each of your turns roll a d6. If the result of the die is equal to or less than the number of Small and Medium sized objects within the storm, you are treated as having three-quarters cover until the start of your next turn.

You can empower this augmentation further to add creatures to the storm by spending 4 additional power points (11). Whenever a Tiny or Small creature enters or reenters the storm or starts its turn there, you can use your reaction to attempt to pull it into the storm. The creature must make a Strength saving throw. On a failed save, the creature is restrained and added to the storm. It counts as an object for the purpose of providing cover if it is Small or larger.

Additionally, whenever a creature within the storm's area makes a melee attack targeting you, you can use your reaction to have a creature restrained by the storm hit instead. The attack must target only you and require an attack roll. Roll a d6. If the result of the die is equal to or less than the number of Small or larger creatures within the storm, the attack targets a random creature within the storm, using its AC. An attack roll against a creature restrained by the storm isn't made with advantage.

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 A creature restrained by the storm may make a Strength saving throw at the start of each of its turns. On a successful save, the creature is no longer restrained and safely lands within an unoccupied space within the storm of its choice.

By spending 4 more power points (15), you can further empower the storm to affect a Medium creature as well in the same manner as a Small creature.

4. The radius of the storm increases by 5 feet. For every 8 power points spent this way, the storm is 5 feet taller. You can take this augmentation multiple times.

6. You change the range of this power to 60 feet, allowing you to place the storm at a point within range. During each of your turns you can use your action to move the storm up to 15 feet, provided it remains within range. The storm affects each target within its path as it moves.

You can empower this augmentation to increase the range of the power by 10 feet per additional power point spent.

Enveloping Darkness

Psychoportation


  • Manifestation Time: 1 action
  • Range: 120 feet
  • Maintenance: Concentration up to 10 minutes
  • Detection: Psychic, Visual (overt)

You create a pool of encroaching darkness that is as palpable as it is dark. You create a cloud which occupies a15-foot radius sphere that is heavily obscured.

1. The cloud becomes magical darkness.

2. The radius of the cloud increases by 5 feet. You can take this augmentation multiple times.

3. The cloud latches onto creatures within it. For every 5 feet a creature moves within the cloud, the cloud will cling to it for 5 feet outside the cloud, expanding the cloud's area as long as the power remains in effect.

5. Each creature that starts its turn within the cloud must succeed on a Constitution saving throw or take 4d6 cold damage.

You can empower this augmentation to increase the cold damage by 1d6 for every 2 additional power points you spend.

6. A creature must spend 2 feet of movement per foot moved within the cloud.

7. You moor the cloud to a creature. As long as the power is in effect, the area of the cloud when you first manifested this power remains centered on the target, moving with the target. An unwilling creature must make a Wisdom saving throw. On a successful save, the cloud remains centered in the space the creature occupied when you first manifested this power.

9. It becomes difficult to breathe within the cloud. Whenever a creature starts its turn within the cloud it becomes unsettled. An unsettled creature that is concentrating on an effect must make a Constitution saving throw to continue concentrating on the effect. Additionally, when a creature within the cloud regains hit points, it only regains half as many hit points.

Extrasensory Perception

Clairsentience


  • Manifestation Time: 1 action
  • Range: Self
  • Maintenance: Concentration up to 10 minutes
  • Detection: Psychic, Visual (glow)

You expand your sensory perception and gain awareness beyond normal means. You are aware of what direction you are facing, how far above or below ground you are, and what time it is. Additionally, you can choose any familiar location within five miles of you and know your location in relation to that point.

When you augment this power, your enhanced vision extends to a distance of 60 feet.

1. You perceive the auras of creatures, informing you whether the creature is aggressive, hostile, friendly, or neutral.

An aberration, celestial, elemental, fey, fiend, or undead must make a Charisma saving throw. On a success, it can choose what its aura reveals to you, and can make a Charisma (Deception) check against your passive (Wisdom) insight to deceive you. Once a creature has succeeded on this save, you can’t perceive its aura through this power again until 24 hours have passed.

You can empower this augmentation to glean further detail from a creature’s aura. For 4 additional power points (5) you can see the creature’s emotional state. For 8 additional power points (9) you can see a creature’s type and alignment.

1. Your perception is enhanced, granting you darkvision or extending the range of your darkvision by 30 feet.

You can empower this augmentation to allow you to see into nonmagical darkness as if it were bright light by spending 4 additional power points (5). By spending 2 more power points (7), you can also see into magical darkness.

2. Your passive Perception increases by 1, and Wisdom (Perception) checks you make gain a +1 bonus. You can take this augmentation multiple times.

3. You can see invisible creatures and objects as if they were visible. You can even see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.

5. You can see active enchantments and telepathic effects. You know if a creature, object, or location is under the effect of a spell, power, or other effect and what kind of effect it is, such as a charm or curse.

7. You gain aurasight and can perceive a Spiritfont, knowing what type it is and what emotion, if any, it bears. You also know the historical context that created it (such as from a battle or a marriage). The stronger the emotion, the clearer your perception of its history is.

If a creature controls a Spiritfont, it may make a Charisma saving throw to avoid detection from your perception. On a failed save, you become aware of the presence and nature of the controlling creature as well as how long it has been present.

9. You see things as they really are. You automatically detect secret doors hidden by magic. You can perceive illusions for what they really are and automatically succeed on any saving throw against an illusion be it from a spell,

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power, or other effect. You are also aware if a location, object, or creature is possessed. A possessing creature must make a Charisma saving throw. If the save succeeds, you aren’t made aware of its presence.

Flame Manipulation

Psychokinesis


  • Manifestation Time: 1 action
  • Range: 120 feet
  • Maintenance: Concentration up to 10 minutes
  • Detection: Psychic, Gesture

You can manipulate a patch of fire that you can see within range and which fits within a 5-foot cube. While this power is in effect, you can switch your control to another patch of fire by taking a bonus action. You can only manipulate one patch of fire each round unless an augmentation specifically allows you to control more than one patch of fire.

Fire you control with this power burns targets within it. When a creature enters the fire for the first time on a turn or ends its turn there, it must make a Dexterity saving throw. The target takes 1d8 fire damage on a failed save or half as much damage on a successful one. Each unattended object caught in the fire takes 1d8 fire damage at the end of each of your turns as long as this power is in effect.

When this power ends, any fire without a source will be extinguished. Otherwise, the fire will burn normally.

When first manifesting this power or by using your action on subsequent turns, you douse a patch of nonmagical fire or expand an existing patch of nonmagical fire to an adjacent 5-foot space.

0. The dimensions of the patch of fire you can manipulate with this power increases by 5 feet when you reach 5th level (10-foot cube), 11th level (15-foot cube), and 17th level (20-foot cube).

1. You increase the intensity of a patch of nonmagical fire. The fire deals an additional 1d8 fire damage to a target affected by it. If the fire normally allows a saving throw, the additional fire damage is affected by the result of that save.

You can empower this augmentation to affect psionic or magical flames, including those of a magical or enchanted weapon by spending 4 additional power points (5). By spending 4 more power points (9), you can intensify the flames of a creature composed of fire, such as a fire elemental. Each attack it makes that deals fire damage has its damage increased. If it has a trait which deals fire damage to targets which touch it, that damage is also increased.

1. Decrease the intensity of a patch of nonmagical fire, which can be an object such as the flame of a torch. It deals one die less of fire damage. If this would reduce the damage to 0 dice, the fire becomes harmless.

You can empower this augmentation to affect psionic or magical flames, including those of a magical or enchanted weapon by spending 4 additional power points (5). By spending 4 more power points (9), you can diminish a creature composed of fire, such as a fire elemental. As long as this power is in effect, the creature must make a Constitution saving throw at the start of each of its turns. It takes 2d8 force damage on a failed save or half as much damage on a successful one. You can increase this damage by 1d8 for every 2 additional power points you spend to do so.


Flame Amalgam

Medium construct


  • Armor Class 10 + 1 per 2 power points spent (natural armor)
  • Hit Points 10 + 4 per power point spent
  • Speed 40 ft.

STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 16 (+3) 2 (-4) 10 (+0) 4 (-3)

  • Damage Immunities fire, poison
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses blindsight 60 ft., passive Perception 10
  • Languages
  • Challenge —   Proficiency Bonus equals your bonus

Fire Form. The amalgam can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the amalgam or hits it with a melee attack while within 5 feet of it takes 4 (1d8) fire damage.

Fire Absorption. Whenever the amalgam is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to half the fire damage dealt.

Illumination. The amalgam sheds bright light in a 15-foot radius and dim light an additional 15 feet.

Immutable Form. The amalgam is immune to any spell or effect that would alter its form.

Water Susceptibility. For every 5 feet the amalgam moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.

Actions

Multiattack. The amalgam makes two slam attacks.

Slam. Melee Weapon Attack: your power attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + half the power points you spent on this power fire damage.

Flame Skate (Recharge 6). The flame amalgam becomes a wave of flame and dashes across a surface. It can move up to its movement speed in a straight line that can pass through a hostile creature's space, burning each target it touches. This movement doesn't provoke opportunity attacks. Each target takes 2d8 fire damage. A creature must make a Dexterity saving throw, taking only half the damage on a success. Unattended flammable objects caught in the path are set on fire.

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2. You can affect an additional patch of fire. You can take this augmentation multiple times.

3. You can shape a patch of nonmagical fire into the shape of a simple or crude object, such as a pillar or dome. If you control a flame with dimensions greater than a 5-foot cube, you can rearrange the fire to occupy contiguous spaces as you see fit. At least one 5-foot section of the flame must remain in the same position it had before you manipulated the flame this turn.

While this power remains in effect, you can use your action to change the shape of a controlled flame again.

5. When you first manifest this power and by using your action, on subsequent turns, you can move fire up to 20 feet. A fire that moves away from its source continues to burn as long as this power remains in effect. Each target caught in the path of the fire as it moves is subject to damage as if it entered the flame. A target can only be damaged by a moving fire once during your turn.

6. Patches of fire you control burn hotter. Increase the flame's damage by 1d8. You can take this augmentation multiple times.

11. You fashion a nonmagical fire that occupies at least a 5-foot cube into a flame amalgam. It manifests in the space of the patch of fire used to create it or the nearest unoccupied space within range. The creature uses the Flame Amalgam stat block. It resembles a humanoid composed of flames. If it is reduced to 0 hit points, it collapses into a patch of fire which you can manipulate, but the amalgam can’t be reformed unless you manifest this power again.

The creature is under your control and shares your initiative, but it takes its turn immediately after yours. You can take a bonus action to direct it. Until otherwise ordered, the amalgam will repeat your last direction if able. If unable and you don’t direct the creature, it will stand in place and take the Dodge action.

You can empower this augmentation to create a second amalgam from a separate patch of fire by spending 6 additional power points (17). You can issue the same command to each creature using the same bonus action.

Forethought

Clairsentience


  • Manifestation Time: 1 minute
  • Range: Self
  • Maintenance: None
  • Detection: Psychic

After meditating for one minute, you tap into the Collective Conscious to gain knowledge of some event that will occur within the next eight hours. Once within that 8-hour period, you can use your reaction to get a sense of déjà vu and trigger this power’s effect.

Once you trigger this power or finish a long rest, it ends. You can’t benefit from forethought again until you finish a long rest.

When a particular common item you could reasonably have obtained between manifesting this power and triggering it is desired, you can produce that item as if you had it in your possession the entire time. If the object has a cost, you must pay that cost when you trigger this power.

1. When you take damage from a trap or triggered effect, including from reactions by creatures, you can reduce the damage by 1d10.

You can empower this augmentation, increasing the damage reduction by 1d10 for every 2 additional power points you spend.

3. When a trap is triggered within 30 feet of you, you can use your reaction to move up to 30 feet and take action to disable the device, render it ineffective, or avoid it. The trap must be able to be disarmed through physical means, such as ramming a rod in a gear or turning the trap so it fires in the wrong direction. You don’t need to make an ability check.

Alternately, if a creature within 10 feet of you fails on a Dexterity saving throw, you can use your reaction to cause that creature to succeed on the Dexterity saving throw instead. You suffer no ill effect for doing so.

5. When the damage from an attack roll or saving throw reduces you to 0 hit points, you can use your reaction to make that attack roll miss or to succeed on that saving throw. You take no damage when you use this power to succeed on a saving throw.

7. When a particular object is desired, you can produce a fabrication of it comprised of material from the Dreamscape. The object is physically identical to the desired object, but has no magical or psionic properties, nor does it have any value. It will last for 1 hour, after which time it dissipates.

9. When you encounter a question or puzzle requiring a simple action to solve, such as throwing a particular lever to disarm a trap or reveal a hidden passage, you know the right answer. If the puzzle or question is more involved, you know the solution to one part of it and have advantage on Intelligence and Wisdom ability checks to solve the remainder of it.

11. During any scene, you can trigger déjà vu. While you have déjà vu you are aware of how events will play out over the next minute. Once each round, you can use your reaction to make a creature reroll any d20 roll. If the roll is made by you or an ally, you can treat a roll of 9 or less as a 10 on the new roll. You must use the result of the new roll. Once the minute has passed, the power’s effect ends.

13. When a creature starts its turn or takes an action or reaction, you can manifest one power you know or one spell you know or have prepared requiring an action as a reaction.

Glimmer

Clairsentience


  • Manifestation Time: 1 bonus action
  • Range: Self
  • Maintenance: Concentration up to 1 round
  • Detection: Psychic

You have immediate insight into the future, allowing you to take precise action to deal with a situation.

Each round while this power is in effect you can choose to reroll one ability check you make. You must take the result of the new roll.

You can only benefit from this power once each round regardless of how many augmentations you take.

1. Each round while this power is in effect you can choose to reroll one saving throw or ability check.

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2. You can maintain this power for 1 additional round. You can take this augmentation multiple times.

3. While this power is in effect when you are hit by an attack requiring an attack roll, you may use your reaction to cause that attack to miss. You must take this reaction before damage is dealt.

5. While this power is in effect when you manifest a power requiring a Dexterity saving throw, you cause one creature of your choice to fail its save against that power.

You can empower this augmentation to affect one additional creature per 4 additional power points spent.

7. Each round while this power is in effect, when you hit a target with a melee or ranged attack from a weapon, spell, or power, you can choose to make the attack a critical hit.

9. You gain a heightened sense of awareness. The first reaction you take before the start of your next turn doesn’t use your reaction for the round, allowing you to make a second reaction. You can’t use this second reaction against the same trigger you used for the previous reaction.

Harmonics

Psychokinesis


  • Manifestation Time: 1 action
  • Range: 120 feet
  • Maintenance: Concentration up to 10 minutes
  • Detection: Psychic, Gesture

You can shape and alter sound within a 20-foot radius sphere. Unless indicated in the description of an augmentation, this power doesn’t impact spellcasting.

You transform sounds into other sounds you have heard, such as changing speech into garbled words or making a babbling brook sound like church bells. You can even duplicate a speaker’s voice by making an Intelligence (Deception) check, but a speaker most likely will stop speaking once it realizes the words coming from its mouth aren’t its own.

1. You change the volume of any number of sounds within the sphere. You can turn a whisper into a shout or make the rain sound like a mounted cavalry charge, or you could turn a clap of thunder into a gentle sigh or make the words from another’s mouth come out inaudibly. You don’t prevent the verbal component of a spell being cast.

2. The power’s radius increases by 5 feet. You can take this augmentation multiple times.

3. You dampen sounds granting each creature within the sphere advantage to hide checks to remain silent and damage resistance to thunder.

You can empower this augmentation to suppress all sounds within the sphere by spending 4 additional power points (7). Spells requiring a verbal component can’t be cast within the sphere. Each creature within the sphere gains immunity to thunder damage.

Alternately, you can empower this augmentation to suppress each sound you choose by spending 10 additional power points (13). Each creature you choose gains immunity to thunder damage while it remains within the sphere. You can use your reaction to prevent a spell requiring a verbal component from being cast.


Sonic Amalgam

Large construct


  • Armor Class 11 + 1 per 2 power points spent (natural armor)
  • Hit Points 20 + 5 per power point spent
  • Speed 30 ft., fly 90 ft. (hover)

STR DEX CON INT WIS CHA
10 (+1) 16 (+3) 14 (+2) 2 (-4) 10 (+0) 4 (-3)

  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities poison, thunder
  • Condition Immunities charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses blindsight 60 ft., passive Perception 10
  • Languages
  • Challenge —   Proficiency Bonus equals your bonus

Thunder Absorption. Whenever the amalgam is subjected to thunder damage, it takes no damage and instead regains a number of hit points equal to half the thunder damage dealt.

Immutable Form. The amalgam is immune to any spell or effect that would alter its form.

Composed of Sound. If the amalgam is within an area where sound is suppressed, it also becomes suppressed and functionally ceases to exist until sound returns to its space.

Actions

Sonic Burst. The amalgam creates high pitched, damaging vibrations hitting each target within a 30-foot cone for 3d8 + the power points spent on this power thunder damage. Each creature within the cone must make a Constitution saving throw against your power save DC. On a successful save, it takes half the damage. A creature made of inorganic materials such as stone, crystal, or metal has disadvantage on the saving throw.

Reactions

Reverb. If the amalgam is targeted by or within the area of effect of a spell or power, it can use its reaction to take the Dash action. If it is the target of an effect that requires a saving throw, it gains advantage on that save, and if it succeeds, it takes no damage.

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3. You amplify sounds causing each creature within the sphere to have disadvantage on hide checks and saving throws against thunder damage.

4. By taking a bonus action, you can move the sphere up to 30 feet, provided it remains within range.

5. You condense and amplify a sound into a destructive pitch within the sphere as an instantaneous effect when you first manifest this power. You can repeat this function by using your action on subsequent turns as long as this power remains in effect. Each target in the area takes 2d8 thunder damage. A creature must make a Constitution saving throw, taking only half the damage on a successful save. A creature made of inorganic material such as stone, crystal or metal has disadvantage on this saving throw.

You can empower this augmentation to increase the damage by 1d8 per 4 additional power points you spend.

7. Each creature within the sphere you choose must make a Constitution saving throw. If the save is failed, the creature is deafened so long as it’s within the sphere and for one minute after leaving it. If a deafened creature reenters the sphere, it is deafened again and will be deafened for one minute after leaving the sphere again.

9. You can manifest a second sphere equal in size to the first sphere. You can freely transfer sounds from one sphere to the other at any volume you choose. If a thunder damage effect strikes one sphere, you can use your reaction to transfer or copy that effect to the other.

11. You can reshape sounds within the sphere. When you first manifest this power or when you use your action on subsequent turns while this power is in effect, you can form sounds into a dome shaped sonic wall centered within a sphere of sound you control, surrounding it.

One side of the dome, selected by you, deals 2d8 thunder damage to any creature or object within 5 feet of that side when you manifest this power and again at the start of each of your turns as long as this power remains in effect. Each creature attempting to pass through the sonic wall on this side must make a Constitution saving throw. On a failed save, the creature takes 5d8 thunder damage and its speed is reduced to 0 feet until the start of its next turn. On a successful save, the creature only takes half the damage. Any creature can freely pass through the wall from the side that doesn’t deal damage.

13. You create a sonic amalgam. It manifests in the nearest unoccupied space within the sphere. The creature uses the Sonic Amalgam stat block. It resembles swirling bands of force. If it is reduced to 0 hit points, the power ends.

The creature is under your control and shares your initiative, but it takes its turn immediately after yours. You can take a bonus action to direct it. Until otherwise ordered, the amalgam will repeat your last direction if able. If unable and you don’t direct the creature, it will stand in place and take the Dodge action.

Hydrokinesis

Psychokinesis


  • Manifestation Time: 1 action
  • Range: 120 feet
  • Maintenance: Concentration up to 10 minutes
  • Detection: Psychic, Gesture

You can move, shape, and alter the state of water. When you first manifest this power or by using your action during subsequent turns while this power remains in effect, you may reshape the water, move the water, or change the consistency of the water. When this power is no longer in effect, the water will follow the course of nature (ice may melt, fog will disperse or recondense, water will flow downhill).

You can control one 5-foot cube of water. You can shape it into simple shapes, move it up to 30 feet in any direction, or change its state (water to snow or ice and vise versa), but you can’t freeze water if there is a creature within it. You can transform lightly obscured fog into heavily obscured fog or vice versa or disperse or create lightly obscured fog.

Ice covering a surface is difficult terrain. The first time during a turn a creature attempts to cross the ice, it must succeed on a Dexterity saving throw or fall prone.

Snow surfaces can be walked on by Medium and smaller creatures (larger creatures will sink through the snow unless the snow is at least 5 feet thick). When you move a snow surface, each creature on it is also moved. An unwilling creature must make a Dexterity saving throw. If the save is successful the creature isn’t moved and remains in its space.

1. Control an additional 5-foot cube of water. The water must be in range. Contiguous cubes can be controlled as one mass. You can take this augmentation multiple times.

You can choose to affect surfaces instead of cubes. You control water occupying a 10-foot square that is 1 foot thick instead of a 5-foot cube. You can't control both a square and a cube of water at the same time, you must choose which shape you control when you first manifest this power.

3. You can shape contiguous volumes of water into a wall. Such a wall transforms each 5-foot cube of water into a 10-foot square panel that is 1 foot thick. You can also transform contiguous 5-foot cubes of water into a hemispherical dome with a diameter in feet equal to five times the number of cubes you form into the dome.

A wall of water causes each ranged attack that enters the wall's space to be made with disadvantage on the attack roll. Fire damage is halved if the fire effect passes through the wall to reach its target. Effects that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid, transforming that section of the wall into a wall of ice.

A wall of ice is 1-foot thick in a given 5-foot section. If the wall cuts through a creature’s space when it forms, the creature is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save the creature takes 1d6 cold damage per 2 power points spent on this power, or half as much on a successful save. The wall is an object that can be damaged and thus breached. It has AC 12, 15 hit points per 5-foot section, and is vulnerable to fire damage. Reducing a section to 0 hit points transforms it into a wall of water. On your turn, you can redistribute the hit points of your wall sections by taking a bonus action so long as the panels are contiguous.

5. When you first manifest this power, or by using your action on subsequent turns while this power is in effect, you can use a volume of water you control to attack a target within 30 feet of the water by making a ranged power attack. On a hit, you deal 5d6 bludgeoning, cold, piercing, or slashing damage, which you decide when you make the attack.

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 You can empower this augmentation to increase damage by 1d6 for every 2 additional power points spent.

9. You shape a 5-foot cube of water or ice into a hydro amalgam with a state (frozen of unfrozen) determined by the state of the water used to form it. It manifests in the space of the water used to create it or the nearest unoccupied space within range. The creature uses the Hydro Amalgam stat block. It resembles a creature composed of water or floes of ice. If it is reduced to 0 hit points, it collapses into a pool of water or pile of ice which you can manipulate, but the amalgam can’t be reformed unless you manifest this power again.


Hydro Amalgam

Medium construct


  • Armor Class 11 + 1 / 2 power points spent (natural armor)
  • Hit Points 10 + 4 per power point spent
  • Speed 40 ft. (30 ft. when frozen), swim 40 ft. (unfrozen)

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 15 (+2) 2 (-4) 10 (+0) 4 (-3)

  • Damage Resistances acid, fire (unfrozen only)
  • Damage Immunities cold, poison
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses blindsight 60 ft., passive Perception 10
  • Languages
  • Challenge —   Proficiency Bonus equals your bonus

Water Form. When the amalgam is unfrozen, it can move through a space as narrow as 1 inch wide without squeezing.

Immutable Form. The amalgam is immune to any spell or effect that would alter its form.

Frozen Might. When the amalgam is frozen, its Slam attack deals an extra 1d8 cold damage.

State Change. If the amalgam is unfrozen and is the target of an effect that deals cold damage, it becomes frozen. If the amalgam is frozen and is the target of an effect that deals fire damage, it becomes unfrozen.

Actions

Multiattack. The amalgam makes two slam attacks.

Slam. Melee Weapon Attack: your power attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + half the power points you spent on this power bludgeoning damage.

 The creature is under your control and shares your initiative, but it takes its turn immediately after yours. You can take a bonus action to direct it. Until otherwise ordered, the amalgam will repeat your last direction if able. If unable and you don’t direct the creature, it will stand in place and take the Dodge action.

You can empower this augmentation to create a second amalgam by spending 6 additional power points (15). You can issue the same command to each creature using the same bonus action.

Hypercongnition

Clairsentience


  • Manifestation Time: 1 minute
  • Range: Self
  • Maintenance: None
  • Detection: Psychic, Visual (glow)

Entering into a deep meditative state, you can focus your mind on recalling memories from deep within you, or you can tap into the shared Collective Conscious of the multiverse to gain knowledge you don’t normally possess.

You recall a memory no older than one day. You can remember the moment you experienced with vivid detail and perfect accuracy, recalling names spoken, faces seen, and so on. If the memory has been suppressed by magical or psionic means or trauma, you don't recall the memory. After recalling a memory, you can't do so again until you finish a short rest.

1. You sense the presence of magic and psionic energy within 30 feet of you, provided you have line of sight. You get a basic understanding of the power of the magic or psionic effect, as well as what school or discipline it is.

3. You recall a memory. You can remember the moment you experienced with vivid detail and perfect accuracy, recalling names spoken, faces seen, and so on.

You can also recall memories lost from amnesia without requiring a saving throw or ability check, including those caused by powers and spells.

5. One magical or psionic item you hold has its properties revealed to you. You learn how to use the item, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells or powers are affecting the item and what they are. If the item was created by a spell, you are made aware of the fact, but not which spell made it.

7. For the next 2 hours or until you finish a short or long rest, you gain proficiency in your choice of Arcana, History, Nature, Occult, or Religion or a tool proficiency of your choice.

9. You tap the Collective Conscious to ponder a single question concerning a specific goal, event, or activity to occur within 7 days, or one that occurred in the last 7 years. The DM will give you an honest answer which might be a short vision, a cryptic passage, or an omen.

This revelation doesn't take into account any possible circumstances that might change the outcome. If you attempt to use this power to address the same goal, event, or activity, the power will fail.

11. Delving deep into the Collective Conscious, you can review up to 1 minute of an event that occurred any time within the past, provided you know the event happened. The

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DM will describe the scene as if from the viewpoint of some creature or object which was present during the event. Additionally, for the next four hours, it only takes you half the time to research the event through normal means.

13. Tapping the shared knowledge of the multiverse, you discover facts about a creature you know. This creature can be one you’ve met or seen remotely through psionic or magical means. You gain the following information about the creature: name (including aliases, but not the true name of a fiend or celestial), race, alignment, hit dice, class levels possessed, its current location, significant items in its possession, and any significant activity or actions it has taken within the past 8 hours. Additionally, you get a mental picture of the creature which you can clearly recall for ten minutes.

You can empower this augmentation to overcome mind blank, bastion of thought, and similar effects by spending 4 additional power points (17). You must make a power attack roll against the caster’s spell or manifester’s power save DC to do so.

Id Insinuation

Telepathy


  • Manifestation Time: 1 action
  • Range: 30 feet
  • Maintenance: Concentration up to 1 minute
  • Detection: Psychic, Visual (glow)

You overwhelm a creature by flooding it with sensory information, making it relive memories, or stimulating the pleasure part of its brain, leaving the creature unable to act normally. The creature can’t be a construct, ooze, plant, or undead. The creature must make a Charisma saving throw. On a failed save, the creature suffers the effect of this power as long as it remains in effect or until the effect is ended through other means. On a successful save, the creature isn’t affected by the power.

A creature which fails its saving throw can't take an action and a bonus action in the same turn. It also must use its action in order to interact with an object.

1. A creature which fails its saving throw can’t take the Dash, Disengage, Dodge, Help, or Ready actions.

2. The power's range increases by 10 feet. You can take this augmentation multiple times.

3. Overcome with overconfidence, the creature only deals half damage with weapon attacks.

You can empower this augmentation to also affect spell and power attacks which require an attack roll by spending 4 additional power points (7) or all damage the creature deals by spending 10 additional power points (13).

4. You target one additional creature within range. You can take this augmentation multiple times.

5. The creature is confused as long as this power is in effect or until the end of its next turn. It can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn. On a 1, it moves in a random direction. On a 2−6, the creatures doesn’t move or act, instead lost in its thoughts or sensations. On a 7−8, the creature attacks the nearest creature at random. On a 9−10, the creature can act normally.

9. The creature is incapacitated, reveling in its mind as long as this power remains in effect. So long as it takes no damage, the creature will take no action and ignore the presence of others. If the creature takes damage the power’s effect ends immediately.

You can empower this augmentation to cause the creature to become lost in it thoughts by spending 2 additional power points (11). The creature is also restrained and can't perceive the world around it.

Inertial Barrier

Psychokinesis


  • Manifestation Time: 1 action
  • Range: 60 feet
  • Maintenance: Concentration up to 1 minute
  • Detection: Psychic, Gesture, Visual (beam)

You create a field of force that dampens and impedes movement within it. You are immune to its effects. A target can escape through teleportation or a similar effect or by becoming incorporeal (such as from etherealness).

One target must spend 2 feet of movement for every foot moved. A creature must make a Dexterity saving throw. On a successful save, the creature is unaffected. An affected object can only be moved half as far as it normally could.

1. The target is slowed and takes a −2 penalty to AC and Dexterity saving throws, and it can’t use reactions. Each melee weapon attack a creature makes is made with disadvantage.

This augmentation can be empowered by spending 4 additional power points (5). On its turn, an affected creature can use either an action or a bonus action, but not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn.

2. One additional target in range is affected. You can take this augment multiple times. You can’t take this augmentation if you create a dome or wall.

3. You create a barrier around a willing creature which can be you, which slows projectiles and movement within its space. Each ranged weapon attack, as well as each ranged spell or power attack which launches a physical missile of some sort, made against and by the target has disadvantage on the attack roll. Bludgeoning, piercing, and slashing damage from melee weapon attacks made by and against the target deal only half damage. The target only takes half damage from falling, including being thrown against walls, and isn’t knocked prone from such events.

This augmentation can be empowered by spending 4 additional power points (7) to make the target unaffected by the negative aspects of this power. The target can also use its reaction when it is attacked by a ranged weapon attack to grab the missile. The target can grab up to one missile per Dexterity bonus (minimum of 1) it has until the start of its next turn using the same reaction.

You can spend 4 more power points (11) to further empower this augmentation. The target has damage resistance to bludgeoning from telekinetic effects. Telekinetic attacks made by the target are unaffected.

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7. You create an invisible field of force that dampens inertia. You target a point in space within range and create a a 10-foot radius spherical dome. When a creature enters or reenters the dome or starts its turn there, it is immediately subject to the effects of this power. Additionally, each ranged weapon attack, as well as a ranged spell or power attack which launches a physical missile of some sort, that originate from, passes through, or a targets a creature within the field automatically misses.

If a target ends its turn outside the dome, the effects of this power expire on it.

You can empower this augmentation by spending additional power points. For every 4 power points spent, increase the radius of the dome by 5 feet.

9. You target a point in space and create a barrier in the shape of a wall comprised of a 10-foot square panel that stops all movement through it. Physical attacks, such as those made with weapons, can’t be made through the wall. Ranged projectile attacks freeze is midair as long as the power remains in effect, while melee weapons simply cease movement on contact with the barrier.

It is impossible to move through the wall, and each creature attempting to do so must make a Dexterity saving throw. If the save is failed, the creature can’t move until the start of its next turn. Nonphysical attacks, such a telepathic attacks or magical energy can pass through the wall without incident.

You can empower this augmentation by spending additional power points. For every 2 power points spent, you create an additional 10-foot square panel. Additional panels must connect with another panel, but don’t have to be in a straight line.

Kinetic Barrier

Psychokinesis


  • Manifestation Time: 1 action
  • Range: 30 feet
  • Maintenance: Concentration up to 10 minutes
  • Detection: Psychic, Gesture, Visual (glow)

You create a 1/4 inch thick field of nearly invisible telekinetic force that can be used to protect yourself and others. Nothing can physically pass through the barrier. The barrier is immune to all damage. It can be disintegrated, but will automatically reform at the end of your next turn as long as this power remains in effect.

Increase the AC of a willing creature in range by 2. This bonus doesn’t stack with the bonus from a shield, nor does it stack with half cover granted by this power. The barrier remains with the creature unless an augmentation transforms it into a stationary barrier.

0. This power’s range increases by 30 feet when you reach 5th level (60 feet), 11th level (90 feet), and 17th level (120 feet).

1. The target is treated as always having half cover.

2. On your turn, you can take a bonus action to reposition each of this power's walls you choose to anywhere within the power's range or to redistribute each barrier you choose to another willing creature within the power's range.

3. You create a wall of kinetic force at a point in space instead of targeting a creature. The wall is a 5-foot wide by 5-foot tall panel that provides three-quarters cover for a Medium or smaller creature behind it.

You can empower this augmentation by spending 6 additional power points (9). The panel’s dimensions increase to 10 feet and grant a Large or smaller creature full cover while behind the wall.

4. You target one additional creature in range or create two additional wall panels anywhere within range. You can take this augmentation multiple times.

5. The target is protected by a floating barrier that treats it as having half cover. The target can use the barrier to attempt to make a shove attempt by taking a bonus action. It can choose to use your power attack modifier in place of its Strength (Athletics) for the check. While the target has this barrier, it can't be pushed against its will and never needs to spend extra movement from an effect created by wind or telekinetic force.

You can empower this augmentation to increase the cover to three-quarters by spending 4 additional power points (9).

8. The AC granted to a target is increased to +4. If a creature has cover from this power or is wielding a shield, it gains a +2 bonus to AC instead.

11. You create a stationary dome of force. The dome is hemisphere with up to a 15-foot radius that grants full cover and can’t be passed through by physical means.

You can empower this augmentation by spending 4 additional power points (15). You can center the dome on a target, allowing the dome to move with its target. The dome will automatically push objects and creatures which aren’t anchored to a surface aside. If an object is anchored to a surface, the DM will decide whether the dome can move it or not. If the dome encounters another impassable object, such as an immovable rod, it can’t continue to move in that direction.

Living Weapon

Psychometabolism


  • Manifestation Time: 1 bonus action
  • Range: Self
  • Maintenance: Concentration up to 1 hour
  • Detection: Psychic, Visual (overt)

You fashion your bones or other body parts into weapons, such as bone claws, long nails, or spike growths. Visually, you can make multiple living weapons when you manifest this power, but your living weapon is considered to be a single weapon. You are proficient with your living weapon, and you can use your manifesting ability modifier in place of your Strength modifier on its attack and damage rolls. A living weapon can’t be disarmed, and doesn’t count as holding an object in your hand. When you manifest this power, you choose whether your living weapon deals bludgeoning, piercing, or slashing damage.

If you have a class feature that enables you to maintain more than one power through concentration, you can manifest this power again to stack additional effects on your living weapon. Stacked augmentations must be different augmentations. You can’t, for instance, manifest the attack

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bonus augmentation twice and stack those effects. In this case, only the strongest augmentation takes effect.

Your living weapon deals 1d6 damage. If you are a creature larger than Large, your living weapon gains a bonus to it damage (Huge: +4, Gargantuan: +8).

0. Your living weapon’s damage die increases when you reach 5th level (1d8), 11th level (1d10), and 17th level (1d12).

1. While this power is in effect and when you use the Attack action to make an attack with your living weapon, you can take a bonus action to make another attack with your living weapon.

3. Your living weapon gains a +1 bonus on attack and damage rolls and counts as a magical weapon for the purpose of overcoming damage resistance and immunity. It is still psionic and not magical for the purpose of dispel and suppression.

You can empower this augmentation to increase the bonus to attack and damage rolls by 1 for every 4 additional power points you spend up to 8 power points.

4. When you lose concentration, you can take a bonus action on your next turn to restore this power as if you didn’t lose concentration.

5. Your living weapon deals you choice of an extra 1d6 acid, necrotic, or poison damage.

You can empower this augmentation to increase the damage by 1d6 for every 4 additional power points you spend up to 8 power points.

When you add acid damage, you can also empower this augmentation by spending 2 additional power points (7). When you hit a target with your living weapon, once, at the start of its next turn it takes 1d6 acid damage.

When you add necrotic damage, you can also empower this augmentation by spending 2 additional power points (7). When you hit a target with your living weapon, until the start of your next turn, each time the target takes weapon damage it takes an additional point of damage.

When you add poison damage, you can also empower this augmentation by spending 2 additional power points (7). When you hit a creature with your living weapon, it is unsettled until the end of its next turn.

6. You regain hit points equal to half the damage your living weapon deals to a creature.

9. Your living weapon causes blood loss to creatures capable of bleeding. A creature that takes damage from the living weapon must make a Constitution saving throw. If the save is failed, the creature takes damage from blood loss equal to the base damage of your living weapon at the start of each of its turns. It makes a new saving throw at end of each of its turns, ending the bleeding on a successful save. A creature can only suffer blood loss from your living weapons once on its turn.

If the creature regains hit points through magical or psionic means, or uses its action and succeeds on a DC 10 Wisdom (Medicine) check, the bleeding effect ends.

11. When you hit a creature with your living weapon, you may take a bonus action to inflict additional weapon damage equal to three times your living weapon’s base damage. If this damage reduces your target’s hit points to 0, you may make another attack against a different creature within reach.

Martial Insight

Clairsentience


  • Manifestation Time: 1 bonus action
  • Range: Touch
  • Maintenance: Concentration up to 1 minute
  • Detection: Psychic, Visual (glow)

You grant a creature an astute understanding of the flow of combat, enhancing its combat abilities.

While this power remains in effect, you have proficiency with all simple, martial, and improvised weapons, light, medium, and heavy armors, and shields. Your unarmed attacks and attacks made with improvised weapons deal 1d6 damage if not already better.

1. When you make a weapon attack, you gain a +2 bonus on attack rolls.

2. You can maintain this power for 10 minutes.

You can empower this augmentation to maintain this power for 1 hour by spending 6 additional power points (8).

3. Once during your turn, you deal an additional 1d6 weapon damage with a melee or ranged weapon attack,

You can empower this augmentation by spending 4 additional power points (7) to increase this bonus damage to 2d6. By spending 4 more power points (11), you increase this bonus to 3d6.

5. Once each round, when you are attacked by a melee weapon attack, you can use your reaction to make a riposte with a melee weapon you hold or an unarmed strike against your attacker, provided it is within your weapon’s reach.

7. Each weapon attack you make scores a critical hit on a d20 roll of 19 or 20.

9. Once each round, when you are hit by a weapon attack, you can use your reaction to cause the attack to miss instead. You must decide to take this reaction before the result of the attack is known. After using this reaction, roll a d6. On a 6, you can use your reaction again, but can't use it to make a reaction granted by this power. Once you refresh your reaction this way, you can't do so again until 1 minute has passed.

11. You have expertise with any two weapons you choose. This allows you to double your proficiency bonus on attack rolls made with the selected weapons. When you take the Attack action, you can make a second attack unless you already have a class feature allowing this.

13. You gain 3 martial dice, which are d10s. You can expend a martial die to increase an attack roll or damage roll you make by the result of the die. You can also use your reaction to spend a martial die to increase your AC by result of the die when you are hit by an attack roll. You must use this before damage is dealt.

Whenever you roll initiative, you regain one martial die up to your maximum, as long as this power remains in effect.

You can empower this augmentation to gain an extra martial die per 2 additional power points you spend.

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Mental Barrier

Telepathy


  • Manifestation Time: 1 reaction, when you are the target of a telepathic effect or an attack which deals psychic damage
  • Range: Self
  • Maintenance: None
  • Detection: Psychic, Visual (glow)

You create a psionic barrier that intercepts telepathic and mental assaults. You gain a +1 bonus to your AC and saving throws against telepathic spells and powers and attacks that deal psychic damage until the start of your next turn.

1. The bonus to AC and saving throws increases to +5 against telepathic powers and spells and attacks the deal psychic damage until the start of your next turn.

2. The power gains a range of 60 feet. You can provide the power's benefits to an ally in range when that ally is the target of a telepathic effect or attack which deals psychic damage.

3. After you manifest this power, at the start of your next turn, you gain a +1 bonus to AC and saving throws against telepathic effects and attacks which deal psychic damage for 1 minute. If an attack deals psychic damage and doesn’t require an attack roll or allow a saving throw, you negate the damage during this time.

You can empower this augmentation, increasing the bonus to AC and saving throws by 1 for every 2 additional power points you spend up to 8 power points.

5. You can use your reaction to attempt to disrupt a telepathic power manifested within 60 feet of you of which you are aware. You make an ability check using your power manifestation ability against a DC equal to 10 + half the power points used to augment the power you are attempting to disrupt or against the manifester’s power save DC if it is from a creature ability or class feature that doesn’t use power points. On a success, the creature’s power fails and has no effect.

You can empower this augmentation to disrupt telepathic spells by spending 6 additional power points (11). Make the same ability check, but against a DC equal to 10 + the spell’s level. On a success the spell fails and has no effect.

You can also empower this augmentation to gain a bonus on your ability check. For every 2 additional power points you spend, you gain a +1 bonus.

This power can be further empowered to reflect telepathic and mind-affecting powers back to its manifester by spending 8 more power points (13 or 19). The original manifester must make an attack roll using its own power attack modifier or a saving throw against its own power save DC as if it is the target. You are regarded as the manifester (or caster if this augmentation is empowered to affect spells) to determine the results of effects such as charm. If the manifester isn't a valid target for the reflected power or spell, it has no effect.

7. After you manifest this power, at the start of each of your turns for the next minute, you remove one telepathic effect or condition from a mental source.

9. After you manifest this power, you can’t be targeted by hostile telepathic or mind-affecting effects for 1 minute.

You can empower this augmentation by spending 4 additional power points (13) to extend this protection to 1 hour.

Mind Probe

Telepathy


  • Manifestation Time: 1 action
  • Range: 90 feet
  • Maintenance: Concentration up to 1 minute
  • Detection: Psychic

While this power is in effect, you are able to read the surface thoughts of one creature in range by taking a bonus action. The creature must make an Intelligence saving throw. On a failed save, you know what it is actively thinking. You may only discern one parcel of information during your turn.

If the target is distracted and unaware of your presence, it makes its save with disadvantage. The target must think in a language you understand or express strong feelings such as rage or hunger for you to gain any information. A creature trained to protect its thoughts from telepathic reading may have means to mislead or stymie your efforts at the discretion of the DM.

1. By taking a bonus action, you probe the target’s mind to seek the answer to general knowledge questions, such as whether a specific person is at a certain location or if the creature is attempting to deceive you.

3. While reading thoughts, you attempt to make a subject think of a specific topic. For instance, you could learn when the watch shifts change at a warehouse, or you can cause the creature to think of the answer to the riddle it poses.

5. After successfully reading a creature’s mind you are freely able to read its every thought until the start of your next turn.

7. By taking a bonus action you probe the creature’s mind for information that you are aware exists. For example, if you know a creature knows the proper way to unlock a special locking mechanism, you can withdraw that procedure.

8. Whenever a creature resists your probe attempts (but not your mind reading attempts), you can use your reaction to mentally lash it. It must succeed on an Intelligence saving throw or take 4d6 psychic damage. on a successful save, it takes half the damage. On subsequent turns, the creature can voluntarily fail its save to resist your probe, avoiding the psychic damage.

You can empower this augmentation by spending additional power points. For every 2 additional power points you spend, increase the psychic damage by 1d6.

11. By taking a bonus action you delve for any information the target possesses, including information you are unaware it has. When you probe its mind, you gain additional information about the topic. The DM will decide what additional information you learn. Secrets, scandalous information, and peculiar knowledge are most likely to be learned. On subsequent turns, you can probe for further information regarding topics you uncover. For instance, you could root in the subject’s mind to find information about its king and discover the king is an imposter, and on later turns find out who is involved in the conspiracy.

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Mind Spear

Telepathy


  • Manifestation Time: 1 action
  • Range: 120 feet
  • Maintenance: None
  • Detection: Psychic, Gesture, Visual (beam)

A spear of psychic energy arcs toward a creature in range. You must make a ranged power attack against the target. On a hit, the target takes 1d8 psychic damage.

Psychic spears ignore cover and may target creatures behind barriers without line of sight if you know they are there.

0. This power’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8) when you hit a creature with a spear.

1. The damage of one spear increases by 2d8.

You can empower this augmentation, increasing the damage by 1d8 for every additional power point you spend.

2. You create secondary psychic spear which must target a different creature.

You can empower this augmentation to generate an additional psychic spear for every 4 additional power points you spend.

5. Psychic spears burst on impact. Each creature within 10 feet of the target, excluding the target, must make an Intelligence saving throw. It takes 5d8 psychic damage on a failed save or half as much on a successful one.

You can empower this augmentation. For every 2 additional power points you spend, the damage of the burst is increased by 1d8.

You can also empower this augmentation by spending 4 additional power points (9). A spear will burst in the space of its target whether it hits it or not. Additional spears you create will also burst on impact. A creature only takes damage from a burst once.

7. A creature hit by a spear must make an Intelligence saving throw or lose concentration. If the creature succeeds on this saving throw, it still must make a Constitution saving throw to maintain concentration from damage as normal.

Mind Tap

Telepathy


  • Manifestation Time: 1 action
  • Range: 60 feet
  • Maintenance: Concentration up to 1 minute
  • Detection: Psychic, Visual (beam, glow)

You mentally grasp the mind of a creature in range. The creature must succeed on a Wisdom saving throw or it takes 1d6 psychic damage and you establish a mental conduit with the target. On each of your turns while this power is in effect, you can use your action to psychically assault the target. It must succeed on an Intelligence saving throw or take 1d6 psychic damage.

Once you establish a mental conduit, it remains in place as long as you maintain this power. While the creature is linked via the conduit, you are aware of its exact position as long as the creature is within the power's range. The conduit can be broken by psychic static or remove curse, or if your target

moves out of range of the power. A creature under the effects of mind blank can’t be linked via the conduit.

0. This power’s initial damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

0. When you spend 1 or more power points to augment this power, you deal half damage to a target that succeeds on its saving throw, but you don’t establish a conduit.

1. A target damaged by this power is at disadvantage on Intelligence and Wisdom ability checks until the end of its next turn, and your attacks made against it don’t suffer disadvantage if the creature is hidden, invisible, or obscured by an illusion or similar effect.

You can empower this augmentation by spending 4 additional power points (5). A target also has disadvantage on ranged attacks rolls until the end of its next turn. You can further empower this to include all attack rolls by spending 4 more power points (9).

2. The power's range increases by 60 feet. You can take this augmentation multiple times.

3. A creature that takes damage from this power can’t gain advantage on attack rolls, ability checks, or saving throws until the end of its next turn.

4. The damage dealt to a target connected via the conduit increases by 1d6. You can take this augmentation multiple times.

6. You can target a second creature in range. When you use your action to deal damage a target connected via the conduit, you deal damage to both targets.

You can empower this augmentation to affect an additional creature in range for every 4 additional power points you spend to do so.

7. A creature that takes damage from this power is blinded and deafened until the end of its next turn. It also can’t benefit from blindsight and tremorsense for the same period.

11. Whenever a target connected via the conduit attempts to cast a spell or manifest a power, you can use your reaction to deal your conduit’s damage to that target. The target must make a Constitution saving throw against a DC equal to 10 + half the damage dealt. If the save is failed, the target’s spell or power fails and it loses the spell slot or power points it used to cast the spell or manifest the power.

succeeded on an attack roll against the target since its last turn. On a hit, you deal an additional 2 points of damage.

The damage bonus increases when you reach 5th level (+3), 11th level (+4), and 17th level (+5).

1. Each member of the Hive Mind within 300 feet of another member gains a +1d4 bonus on initiative rolls.

This augmentation can be empowered by spending 4 additional power points (5). Whenever one member of the link isn't surprised by an encounter, no member of the link is surprised. Additionally, each member’s passive Perception is increased to the highest member’s passive Perception within 300 feet of it.

3. Each linked creature can transmit rough concepts to beasts and other creatures with limited language capacity within the link. Beasts can transmit simple sentiments, such as “danger” or “distrust.” The beast may not necessarily take the action you want.

You can empower this augmentation. By spending 6 additional power points (9) you can transmit thoughts to a creature without sharing a common language regardless of the creature’s intelligence.

4. While this power is in effect, you can use your action to add an additional willing creature to the link or remove a member (other than you) from the link. You can only link yourself and a number of creatures equal to half your level at a time.

6. Transmitting thoughts no longer requires a bonus action and can be done at will during a linked creature’s turn.

7. You can share sensory data with members of the link. You can either transmit to each member of the link you choose or you can retrieve sensory data from one member of the link you choose. This allows you to sense as another member of the link senses or to share your sensations to each linked member you choose.

You can empower this augmentation by spending 4 additional power points (11). If a member of the link has blindsight, darkvision, tremorsense or another sensory trait, each member of the link shares that trait so long as the member providing the trait isn’t incapacitated and is within 300 feet.

13. Each beneficial telepathic power or mind-affecting spell or effect, such as heroism or Bardic Inspiration, that targets a linked member targets all members of the link.

You can empower this augmentation by spending 4 additional power points (17). Each member of the link can use the Intelligence, Wisdom, or Charisma saving throw of the member with the highest value.

Whenever a member of the link would lose concentration on a spell or power, another member can use its reaction to assume concentration to persist the effect. At the end of that linked creature’s next turn the caster or manifester must resume concentration or the effect ends. This power is a valid target for this feature.

If the member assuming concentration is a spellcaster and the spell is on its class spell list and of a level it could cast, it can fully assume concentration of the spell. Similarly, if the member assuming concentration is a manifester and the power is on its class list and cost no more power points than the member could spend on a single power, the member can fully assume concentration on the power. The spell or power

remains at its original casting or manifesting strength. A spell will end when its duration runs out. A power will cause psychic strain when its maintenance time is exceeded.

Molecular Agitation

Psychokinesis


  • Manifestation Time: 1 action
  • Range: 60 feet
  • Maintenance: Concentration up to 1 minute
  • Detection: Psychic, Gesture, Visual (beam)

You destabilize molecules of an inorganic, unattended object or a 5-foot cube section of a Large object or surface in range. Each attack made against the object deals an additional 1d6 weapon damage if the attack is from a weapon or an extra 1d6 spell or power damage if the attack is from a spell or power.

A magical item can’t be affected by this power. If you can target a creature, any augmentation which only targets objects has no effect on a creature.

0. The extra damage dealt to an object from this power increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

1. You can make an attended object such as a wielded weapon or worn armor unstable. The creature holding the item must succeed on a Dexterity saving throw or the object becomes destabilized as long as this power remains in effect. Each weapon affected has a −2 penalty on attack and damage rolls. Affected armor has its AC reduced by 2, but its base AC can’t be reduced below 10.

3. Instead of destabilizing molecules, you cause one inorganic object in range, such as a suit of armor or a 5-foot section of stone floor to become red-hot or ice-cold. Each creature in physical contact with the object takes 2d8 fire (if hot) or cold (if cold) damage when you manifest the power. As long as this power remains in effect, the creature takes 1d4 damage of the same type at the start of each of its turns as long as it remains in contact with the affected object.

If a creature is holding or wearing the object and takes damage from this augmentation, the creature can drop the object or make a Constitution saving throw, holding on to the object if it succeeds. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of its next turn.

You can empower this augmentation. For every 2 power points spent this way increase the damage dealt per round by 1d4.

4. You can affect an additional target within range the targets must be within 30 feet of each other when you target them. You can take this augmentation multiple times.

5. You cause a flammable object to combust, taking 1d8 fire damage at the end of each of your turns. Each creature in physical contact with the object takes 2d8 fire damage when you manifest this power and another 1d8 fire damage at the start of each of its turns as long as this power is in effect. If the creature is holding the item, it must succeed on a Constitution saving throw or drop the item if able. The creature can attempt to remove worn items, but suffers 2d8 fire damage each turn spent doing so.

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 A burning target can spread fire to additional unattended, flammable objects it physically contacts. At the end of each of your turns roll a d10, on a roll of 1−3, the touched object ignites as if affected by this power. If more than one object has been touched during the round, the DM will pick which object combusts. Once an object is destroyed it no longer burns. When this power is no longer in effect, all combusted targets cease burning.

You can empower this augmentation to target a creature in range by spending 8 additional power points (13), causing it to combust. When it first combusts, the target must make a Constitution saving throw. It takes 6d8 fire damage on a failed save, or half as much damage on a successful one. At the start of each of its turns while this power remains in effect, the target makes a new Constitution saving throw. It takes 2d8 fire damage on a failed save, or half as much damage on a successful one. Dispel evil and good ends this power on a creature.

7. You transform an unattended object or a 5-foot cube section of a Large object or surface into a semi-corporeal state. A semi-corporeal object can be passed through as if it is difficult terrain. If a creature or object is within the affected area when the power expires, it is moved to the nearest unoccupied space without harm.

You can empower this augmentation by spending 2 additional power points (9) to target an object held or worn by a creature. It must succeed on a Dexterity saving throw or the object falls to the ground and can’t be retrieved until this power expires.

11. A creature’s or object’s molecules are disrupted and destabilized. A creature must make a Dexterity saving throw. On a failed save, it takes 5d8 + 10 force damage. If the target is reduced to 0 hit points it and all nonmagical equipment it carries are reduced to goop. A creature can be restored to life only by means of a true resurrection or a wish spell.

Medium or smaller nonmagical objects are immediately destroyed. If the target is a Large or larger object, a 5-foot cube portion of it is rendered to dust.

While this power is in effect, you can use your action on subsequent turns to continue disrupting the same creature or object. A Large or larger object has an additional 5-foot cube portion rendered to dust. A creature makes a new save. If you don’t use your action to continue to disrupt your target, this power ends.

Muddle

Telepathy


  • Manifestation Time: 1 action
  • Range: 300 feet
  • Maintenance: Concentration up to 10 minutes
  • Detection: Psychic

Feeding false sensory information to a creature’s mind, you alter its perception.

You create the sensation of a minor phantom effect, such as a knocking sound, flashing lights, or a strong odor in the target’s mind. The target must succeed on an Intelligence saving throw or it is at disadvantage on Perception checks and has its Passive Perception reduced by 5 while this power is in effect.

Whenever a target affected by this power takes damage, it

may make a new Intelligence saving throw. On a successful save, the power ends for that target.

A target can also examine a phantom effect using its action to make an Intelligence (Investigation check) against your power save DC. If the check succeeds, the target realizes that the phantom effect isn't real, and the power ends for it.

1. A creature failing its Intelligence saving throw is at disadvantage on all Intelligence and Wisdom ability checks.

2. You target one additional creature within range. You can take this augmentation multiple times.

3. You alter a creature’s physical senses, such as its vision or hearing. The target must make an Intelligence saving throw. On a failed save, you can suppress one of the target’s senses of a certain stimuli or introduce a phantom one. For instance, you could make it so a guard doesn’t see your group walk by it.

You can affect an additional sense or introduce an extra stimulus for every 4 additional power points you spend to empower this augmentation.

5. You can supplant all sensory information a target senses, effectively rewriting its perceptions when it fails its Intelligence saving throw. You can make the target see, hear, smell, feel, or taste whatever you wish.

If the new sensation is outside the bounds of reality, the power fails. For instance, you could make a creature feel that the temperature has become seasonally hot, but you couldn’t make it sense that it spontaneously caught fire.

You can empower this augmentation to allow phantom effects beyond the bounds of reality by spending 4 additional power points. Such a phantom sensation can harm a target if it makes logical sense. In this case. during your turn if the target is in the same space as the phantom effect or within 5 feet of it if it could logically attack the target, you can deal 3d6 psychic damage to the target. You can increase the damage by 1d6 for every 4 additional power points you spend to do so.

6. A target that takes damage doesn't make a new Intelligence saving throw against this power.

7. A target that fails its Intelligence saving throw has its senses disrupted, causing it to see blurs and shadows, hear disembodied voices, or other phantom phenomena. The target is at disadvantage on attack rolls and Wisdom ability checks.

11. Sending a creature deep into its own thoughts, you effectively trap it in a prison of its own mind. The creature must make an Intelligence saving throw. If the save is failed, the creature has no idea of what is happening around it, instead feeling trapped in the ether. The creature may use its action to attempt to escape. When it does so, it makes an Intelligence (Investigation) check against your power save DC. If it succeeds, it escapes and the power ends.

Since the target creature is still exactly where it started, it can be acted upon while it is in this state. Functionally, the creature is blinded, deafened, incapacitated, and restrained. If the creature receives damage, this power immediately ends for it.

By spending 6 additional power points (17) you can empower this augmentation to not break when the creature takes damage, creating a dreamlike sensation of its surroundings as they affect it.

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Mystic Arms

Psychoportation


  • Manifestation Time: 1 bonus action
  • Range: Self
  • Maintenance: Concentration up to 10 minutes
  • Detection: Psychic, Visual (glow, overt)

Through raw mental will, you create a mystic weapon which projects from you in a form of your choice. You can dismiss and reform the weapon at will while this power is in effect. You are proficient with this weapon. It has the finesse and light properties and can’t be disarmed. You can use your manifesting ability modifier instead of your Strength when you make an attack with it. On a hit, the mystic weapon deals force damage equal to 1d6 plus the ability modifier you used for the attack roll. The mystic weapon is considered a magical weapon for overcoming damage resistance.

If an augmentation directly affects an imbued weapon, it will have the “imbued” tag. You can still use these augmentations with an imbued weapon, but you make the attack with the mystic weapon portion and not the imbued weapon, dealing mystic weapon damage instead of your weapon’s normal damage in this case.

0. The mystic weapon’s damage increases by 2 when you reach 5th level (1d6 + 2), 11th level (1d6 + 4), and 17th level (1d6 + 6). This bonus affects weapons you imbue with the power as well.

0. When you use your action to strike targets in a cone, line, or a radius around you, the damage of that action increases by 1 die for every 4 power points you spend on this power.

1. [Imbued] One melee weapon you hold is imbued with psychic energy. It is considered a magical weapon while this power remains in effect, and you can choose to use your manifesting ability bonus instead of your Strength on attack and damage rolls made with the weapon.

You can empower this augmentation by spending 2 additional power points (3) to imbue a ranged weapon.

1. Your mystic weapon gains the thrown property. It has a normal range of 60 feet and no long range. When you throw it, it automatically reforms after the attack. You don’t suffer disadvantage on ranged attack rolls made with your mystic weapon.

You can empower this augmentation to increase the range by 30 feet for every 2 additional power points you spend.

2. [Imbued] You create a secondary mystic weapon or imbue a second melee weapon. When you take the Attack action, you can make an attack with it using a bonus action.

2. [Imbued] You create a mystical field of force which acts as a shield, providing a +2 bonus to AC. Whenever you use a bonus action to make an attack or attack with a two-handed weapon, you lose this AC bonus until the start of your next turn. A mystic shield does no damage, but can be used like a shield in all other ways.

2. [Imbued] Your mystic weapon gains a +1 bonus on attack and damage rolls and to its power save DC. You can take this augmentation multiple times up to 6 power points. This bonus doesn’t stack with a weapon’s existing magical or psionic bonus on attack and damage rolls or the magic weapon spell and similar effects.

2. Your mystic weapon gains the reach property with a reach of 10 feet.

You can empower this augmentation to increase the reach to 15 feet by spending 4 additional power points (6).

4. [Imbued] Your mystic weapon attacks score a critical hit on a d20 roll of 19 or 20.

You can empower this augmentation to score a critical hit on a d20 roll of 18, 19, or 20 by spending 6 additional power points (10).

5. As an action, you can attack each creature in a line that is 5 feet wide and 20 feet long originating from you with your mystic weapon. Each creature in the path must succeed on a Dexterity saving throw or take damage as if you hit it with your mystic weapon.

If your mystic weapon has a reach of 10 feet, the line is 30 feet long, and if your mystic weapon has a reach of 15 feet, the line is 40 feet long.

5. As an action, you can attack each creature in a 10-foot cone originating from you with your mystic weapon. Each creature within the cone must succeed on a Dexterity saving throw or take damage as if you hit it with your mystic weapon.

If your mystic weapon has a reach of 10 feet, the cone reaches 15 feet, and if your mystic weapon has a reach of 15 feet, the cone reaches 20 feet.

5. As an action, you can attack each target you choose within reach of your mystic weapon. Each creature must succeed on a Dexterity saving throw or take damage as if you hit it with your mystic weapon.

5. [Imbue] You animate your mystic weapon, allowing it to hover. As a bonus action, you can move the mystic weapon up to 30 feet and make an attack against one target with its reach.

5. Your mystic weapon’s damage increases by one die (2d6).

Precognition

Clairsentience


  • Manifestation Time: 1 action
  • Range: Self
  • Maintenance: Concentration up to 1 minute
  • Detection: Psychic, Visual (glow)

Entering a hyperaware state, you can glimpse an event moments before it occurs, allowing you to better react to it.

While this power is in effect, when you are hit by an attack which requires a d20 roll, you can use your reaction to roll a d4 and add the number rolled to your AC against that attack, potentially turning a hit into a miss. You must use this reaction before damage is dealt.

0. When you spend at least 1 power point to augment this power, once each round, you can trigger its effects which require a reaction without using your reaction for the round. The number of times you can trigger this power's effects without consuming your reaction increases when you reach 5th level (twice), 11th level (thrice), and 17th level (four times).

1. When you make an attack roll, ability check, or saving throw, you can use your reaction to roll a d4 and add the number rolled to your d20 roll, after seeing the roll but before knowing its results.

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2. When you use this power to modify a d20 roll, you never have disadvantage on that roll. When you use this power to increase your AC, each attack roll made against you never has advantage for the remainder of the turn.

3. Your AC increases by 4 against opportunity attacks and you can’t be knocked prone except when falling at least 20 feet.

4. The die you add to a d20 roll from this power increases to a d6.

You can empower this augmentation to increase this die to a d8 by spending 6 additional power points (10).

5. Once each round, you can choose to reroll one d20 roll made by you or against you. You choose which roll to keep.

7. While this power is in effect, you have proficiency with Dexterity saving throws and whenever you succeed on a Dexterity saving throw to reduce the damage you take, you instead take no damage.

9. When you use this power to modify a d20 roll on a saving throw or to increase your AC, you reduce any damage resulting from the effect or attack by 2d10.

You can empower this augmentation. For every 4 additional power points spent this way increase the damage reduction by 1d10.

13. Once during a turn, when you are hit by a melee or ranged attack, you can use your reaction to choose to have that attack miss, or when you fail a saving throw, you can use your reaction to succeed on that saving throw instead.

Probability Manipulation

Clairsentience


  • Manifestation Time: 1 action
  • Range: 120 feet
  • Maintenance: Concentration up to 1 minute
  • Detection: Psychic, Visual (glow)

You control the chaotic force of chance, pivoting the odds to your favor or the disfavor of another. This power displays as random events of good or bad luck, such as straps loosening or a stone rolling under foot.

You grant either a boon or a hex upon a creature within range. Once each round, a creature under a boon rolls a d4 and adds the number rolled to an ability check of your choice, and a hexed creature rolls a d4 and subtracts the number rolled from an ability check of your choice. You can choose which roll to modify after seeing the roll but before knowing its results.

A creature targeted by a hex must make a Charisma saving throw. If successful, the creature isn’t affected by this power.

A remove curse spell ends this power on a target.

0. When you spend at least 1 power point to augment this power, but don't create a luck field, you can affect up to three targets in range and your boon and hex die is increased to a d6.

You can empower this augmentation to affect one additional target in range for every 2 additional power points you spend. You can choose whether to grant a boon or hex for each creature. You can take this augmentation multiple times.

When you augment this power to create a luck field, you increase the radius of the field by 5 feet instead.

1. Once each round, a creature under a boon adds 1d6 to an attack roll, ability check, or saving throw of your choice, or a hexed creature subtracts 1d6 from an attack roll, ability check, or saving throw of your choice. You can choose which roll to modify after knowing the result of the die.

You can empower this augmentation by spending 4 additional power points (5). You can apply your boon or hex bonus die to a damage roll or a roll made to regain hit points on its target.

3. Instead of a creature, you can target a nonmagical weapon or armor in range and jinx it. A jinxed weapon incurs your hex die whenever it is used to make an attack roll. A jinxed armor allows each attack roll made against its wearer to add your boon die. If the object is held or worn when you target it, the creature must succeed on a Charisma saving throw or the object is jinxed as long as the power is in effect.

4. The size of your boon and hex dice increases to a d8.

You can empower this augmentation by spending 6 additional power points (10) to increase the size of your boon and hex dice to a d10.

7. Once each turn, when you roll a 1 or 2 on a boon or a hex die, you can choose to reroll the die. You use the higher of the rolls.

8. You can trigger your boons and hexes an additional time on each creature. You can take this augmentation multiple times.

9. You choose a point in space and create a luck field that is a 10-foot radius sphere. When you create the field, you choose whether the field grants boons or hexes. Each creature within the field adds or subtracts your boon or hex die as a target would.

Whenever a creature enters the luck field, you can use your reaction to reverse the field, turning a boon into a hex or vice versa. You can also take a bonus action to reverse the field during your turn.

Psionic Blast

Telepathy


  • Manifestation Time: 1 action
  • Range: 30 feet
  • Maintenance: Concentration up to 1 round
  • Detection: Psychic, Visual (beam)

Waves of psychic energy pummel a creature. The target must succeed on a Wisdom saving throw or it is unsettled until the end its next turn.

1. When you first manifest this power, a target takes 2d8 psychic damage on a failed Wisdom save, or half as much on a successful one.

You can empower this augmentation to increase the damage by 1d8 for every 2 additional power points spent.

2. The power's range increases by 30 feet. If you augment this power to strike targets within a line or cone, the length of the line or cone increases by 10 feet. You can take this augmentation multiple times.

3. A creature failing its Wisdom save is stunned until the end its next turn.

4. You strike each creature you choose within a 30-foot line that is 5 feet wide which originates from you.

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 You can empower this augmentation by spending 2 additional power points (6) to strike each creature within a 30-foot cone which originates from you.

5. The blast penetrates barriers and ignores cover. In order to target a creature you can't see or to exclude it from a line or cone effect, you must be aware of its presence there.

6. You can maintain this power for 1 minute. A creature may make a new saving throw at the end of each of its turns. On a successful save, it is no longer unsettled or stunned by this power.

Psychic Crush

Telepathy


  • Manifestation Time: 1 action
  • Range: 60 feet
  • Maintenance: None
  • Detection: Psychic, Gesture, Visual (glow)

The weight of your will smashes the mind of a creature in range. The target must make an Intelligence saving throw. On a failed save, it takes 2d6 psychic damage.

0. This power’s damage increases by 1d6 when you reach 5th level (3d6), 11th level (4d6), and 17th level (5d6).

1. Increase the damage of this power by 1d6. You also deal half damage to a target that succeeds on its saving throw.

You can empower this augmentation, increasing the damage by 1d6 for every additional power point you spend.

3. A creature that fails its saving throw is knocked prone.

By spending 2 additional power points (5), you can empower this augmentation. A creature that fails its saving throw has its movement speed reduced to 0 until the end of its next turn.

7. You strike a creature with crushing mental weight. If the creature fails its saving throw, it is restrained until the start of your next turn.

You can empower this augmentation by spending 4 additional power points (11) to paralyze a creature that fails

its saving throw until the start of your next turn.

9. On a failed save, a target has disadvantage on Intelligence and Wisdom saving throws until the start of your next turn, and it loses concentration.

13. When a creature fails its saving throw and has fewer than 50 hit points after taking damage from this power, it is rendered unconscious for 1 minute.

You can empower this augmentation. For every additional power point you spend, the hit point threshold increases by 5.

Psychic Domination

Telepathy


  • Manifestation Time: 1 action
  • Range: 120 feet
  • Maintenance: Concentration up to 1 hour
  • Detection: Psychic

You mentally manipulate a creature to bend it to your will. The target must succeed on a Wisdom saving throw or fall under the effects of this power. If the creature succeeds on its save, it is immune to any further attempts you make to dominate it through this power so long as it is conscious and until it takes a short or long rest.

 You target one creature that shares a common language with you and isn't hostile toward you. After the power ends, the creature is aware that it acted against its own volition and becomes hostile toward you.

On a failed save, a target is compelled to treat you favorably. You have advantage on Charisma checks against this creature.

0. When you spend at least 1 power point to augment this power, you can target a hostile creature.

1. You charm one creature that fails its saving throw for however long this power remains in effect, provided you and your companions cause it no harm once you charm it. The creature regards you as a friendly acquaintance.

2. Your target no longer becomes hostile after the power ends and instead regards the time spent under this power’s influence as a hazy memory.

3. You compel your target to take a simple action in alignment to its nature, such as to stop attacking or leave an area. A creature failing its save is charmed by you and will follow the suggested action if it is something the creature would be inclined to do.

4. You no longer need to share a common language with your target.

5. On a failed save, the target is compelled to take one action or a connected series of actions, such as going to a building to retrieve documents and bring them to you. The target won’t act in a manner against its nature, nor will it take an action which can cause it harm. If commanded to do such, the creature makes a new saving throw against the effect, ending the power on a success. Regardless of the roll, it won’t carry out the command.

You can empower this augmentation to force the creature to act in a way against its nature or to take an action that can cause it harm by spending 4 additional power points (9). It still makes a new saving throw when you do so.

7. You impose your will upon a creature that fails its saving throw. As part of the action to manifest this power, and by using your action on subsequent turns, you control the creature. You can make the creature use any action or ability it is capable. You are aware of all abilities the creature is aware it possesses. The creature will take the actions you direct on its next turn.

Whenever the creature suffers damage, it makes a new saving throw to escape the domination. If the creature is ever outside the range of this power, it is immediately freed of your control.

You can empower this augmentation by spending 8 additional power points (15). You can mentally direct the creature to perform simple or general courses of action, such as “Attack that creature,” “Run over there,” or “Fetch that object” without using your action during your turn. The creature will complete the objective to the best of its ability. If the creature completes the objective and receives no further order from you, it will wait and defend itself to the best of its ability.

11. You instill a psychological compulsion in your target which takes one of the following effects:

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  • The target develops a strong attraction to an object, place, or creature. It will seek to possess the specified target through any means at its disposal.
  • The target develops a strong aversive to an object, place, or creature. It will avoid the specified target and refuse to be within 120 feet of it.
  • The target develops a strong hatred toward an object, place, or creature. The creature will try to destroy the specified target if it has the means or will seek the means to do so.

Every 10 minutes, the target makes a new saving throw, ending this power's effect on a success.

This augmentation can be empowered by spending 4 additional power points (15). If the creature fails three saving throws while this power remains in effect, the psychological compulsion becomes a permanent insanity.

13. On a failed saving throw, you swap minds with the target, which must be the same type as you. Your game statistics are replaced by the statistics of the creature, though you retain your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features. If the creature is unconscious, you awaken within its body. The target uses your game statistics in the same way. If the target has any class levels, you can't use any of its class features.

When you manifest this power, you can render your body unconscious for as long as this power is in effect, preventing the target from using your body. When this power ends, you automatically return to your body.

By spending 4 additional power points (17), you empower this augmentation to allow you to permanently swap minds with the target. In this case, once you cease maintaining this power your target will be fully in control of your body, waking up immediately. Only wish or Psychic Chirurgery can restore the creature’s mind to its body, forcing you back to yours, provided the target is still alive. You can manifest this power again with this empowered augmentation to swap back to your body. In this case, the creature automatically fails its Wisdom saving throw.

Psychic Static

Telepathy


  • Manifestation Time: 1 action
  • Range: 120 feet
  • Maintenance: Concentration up to 1 minute
  • Detection: Psychic, Gesture

You create psychic noise that disrupts or impairs psionic powers and effects. One creature in range must make a Charisma saving throw. On a failed save, the target’s power save DC and power attack modifier are reduced by 1. This effect ends after it has manifested a power or when this power is no longer in effect.

Unless this power is manifested as a sphere, at the end of each of its turns, a target may make a new saving throw. On a successful save, this power no longer affects it.

If a spell or effect has the psionic tag, it is treated as a power for the purpose of this power. Adjust the appropriate game statistic in these cases.

1. As long as this power remains in effect, the target reduces its power save DC and attack modifier on the first

power it manifests which requires an attack roll or saving throw each turn.

2. You reduce a target's power attack modifier and power save DC by an additional 1. You can take this augmentation multiple times up to 8 power points.

2. You affect one additional creature within range. You can take this augmentation multiple times.

3. When a target that failed its saving throw manifests a power, a feedback loop is created within its mind. It can’t take reactions as long as the power remains in effect.

4. You target a 10-foot radius sphere centered at a point within range instead of a creature. Each creature within the sphere when you manifest this power, who enters or reenters it, or who starts its turn there must succeed on a Charisma saving throw or suffer the effects of this power. If a creature leaves the area, it is no longer affected by this power at the end of its turn.

You can empower this augmentation, increasing the radius of the sphere by 5 feet for every 2 additional power points you spend.

You can also empower this augmentation to create a psionic suppression field by spending 7 additional power points (11). Psionic powers, psychic effects, and spells and similar effects with the psionic tag fizzle inside the sphere and can't protrude into it. Any resource expended to manifest a fizzled effect is consumed. Also, a Spiritfont is suppressed within the field, and is treated as being dormant.

5. On a failed save, a target's spirit is disrupted. As long as this power is in effect, any time the target attempts to use a psionic power, psychic feature, or spell or other effect with the psionic tag, it must succeed on a DC 13 ability check using it manifesting or spellcasting ability as appropriate. If the ability check fails, the power, spell, or effect fails, consuming any resource spent on it.

You can empower this augmentation to increase the DC of the ability check by 1 for every 2 additional power points you spend.

7. On a failed save, the target can’t maintain psionic powers or psychic features while this power remains in effect, ending such effects immediately.

9. On a failed save, a target has the psychic strain condition as long as this power remains in effect.

Psychometry

Clairsentience


  • Manifestation Time: 1 minute
  • Range: Touch
  • Maintenance: Concentration up to 10 minutes
  • Detection: Psychic, Visual (glow)

You gain the ability to know the history of a touched object. For every minute you concentrate on this power you can recall one fact from the past of the target. You are able to learn:

  • One previous owner (or resident)
  • When it was first possessed or last possessed by an owner
  • When it was damaged or how it was damage, if the target is destroyed or damaged
  • How it was gained or lost by an owner
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  • A period of ten minutes of where it had traversed, seeing the surrounding 10 ft. from its perspective
  • One location where an object was kept for at least one hour
  • When it was in possession of a known owner or when the target was at a known location
  • If it is magical, psionic, or otherwise remarkable
  • If it has intelligence or a personality
  • If it is possessed or haunted

You can only read an object that can be held in the hands, and can only glean information no older than 1 hour. Once you read a specific object, further attempts to read it reveal nothing until you finish a long rest.

1. You can get information no older than 24 hours.

You can empower this augmentation. By spending 4 additional power points (5) you can get information no older than 1 year. By spending 6 more power points (11) you can get information from any time the target existed.

3. You can read a corpse which must be mostly whole.

You can empower this augmentation to allow you to require only part of the body, such as a bone or some hair, by spending 6 additional power points (9).

4. You can read a single object of any size.

6. You can read a structure or a location occupying a space no larger than a 100-foot cube.

11. You can re-experience one hour of the past of the target as if you were there for each minute you concentrate on this power. This connection is automatically broken one round after the object or structure was destroyed, allowing your awareness to briefly linger. You don’t suffer any harmful effects as a result of this experience, but you do feel emotional states an object would feel if it was alive as well as phantom sensations an object might have such as pride.

Puppetry

Psychokinesis


  • Manifestation Time: 1 action
  • Range: 120 feet
  • Maintenance: Concentration up to 1 minute
  • Detection: Psychic, Gesture, Visual (glow)

Through telekinetic force, you manipulate a target. When you first manifest this power and on subsequent turns while it is in effect, you can use your action to direct the target as if it were a puppet. It has a flying speed of 30 feet and can hover. Once you make an attack roll with the puppet, you can't manipulate it again until the start of your next turn.

A manipulated object can be attacked. Consult the Puppet Objects Statistics table for the hit points and AC of a puppet object. A puppet uses your proficiency bonus (PB) and the total number of power points you spent to manifest the power (PS) in several places. When a puppet’s hit points are reduced to 0, the telekinetic force manipulating the object dissipates and the object falls to ground. You use your manifesting ability for a puppet’s Strength and Dexterity scores when it makes an opposed ability check.

You can manipulate a Tiny unattended object that weighs 5 pounds or less. You can also choose to manipulate a group of Tiny unattended objects, none of which can weigh more than 1 pound, and with a combined weight of no more than 5

pounds, as a single unit, provided the objects are within 5 feet of each other. When you manipulate objects as a unit, you can arrange them in different patterns, create shapes, juggle them, or perform other similar feats, but they must all remain within a 5-foot cube. A unit of Tiny objects counts as a single object for the purpose of this power's augmentations.

Puppet Object Statistics
Size HP AC Base Damage
Tiny 10 + PS 14 + PB 1d4
Small 15 + PS 12 + PB 1d8
Medium 30 + PS 9 + PB 2d6
Large 40 + PS 6 + PB 2d10
Huge 70 + PS 6 + PB 2d12

0. The number of objects you can control with this power increases by 1 when you reach 5th level (2 objects), 11th level (3 objects), and 17th level (4 objects).

0. When you spend at least 9 power points to augment this power, you can control each target independently using the same action. If a puppet can be used to make a melee attack, you can direct each puppet to attack a different target.

1. You can manipulate a Small or smaller object regardless of its weight. Puppets are manipulated with greater deftness. You can use the power to make Sleight of Hand and tool proficiency checks using your proficiency bonus and adding your manifesting ability modifier.

You can empower this augmentation to manipulate larger objects when you spend additional power points: Medium (2 additional power points), Large (4 additional power points), and Huge (8 additional power points). A Huge object requires two objects worth of control.

1. You increase the puppet's speed by 5 feet. You can take this augmentation multiple times.

2. You can rapidly move puppets with force. You can use a puppet to ram into a creature or slam it against a surface or a larger object (such as a pillar) by moving the puppet in a straight path into the target’s space.

Ramming a creature counts as an energy power. Make a ranged power attack against the target. On a hit, the target takes 1d6 bludgeoning damage for every 10 feet the puppet moved in a straight path to hit the target. The puppet takes half as much damage.

When you slam the puppet, it takes 1d6 bludgeoning damage for every 10 feet the puppet moved in a straight path to hit the surface, and the surface or object hit takes half as much damage.

The DM may decide an object deals a different damage type to a target when it makes sense.

4. You can target an object held by a creature. The creature holding the object must succeed on a Strength saving throw to retain hold of the object. On a failed save, the creature loses hold of the object and you gain control of it. While this power is in effect, you can use your action on subsequent turns to attempt to gain control of the same held object.

6. When you use your action to manipulate the puppet, it can make an attack against a target within 5 feet of it. Make a melee power attack against the target. If the object is a

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weapon, it deals its weapon damage including any bonuses from magic or psionic enhancements that don’t require attunement (unless it is a weapon with which you are already attuned). If it is a nonweapon object, consult the Puppet Object Statistic table to determine its damage. A makeshift weapon deals damage appropriate to the object. You add your manifesting ability modifier to the puppet's damage rolls.

If you control more than one object, you can make an attack with each as part of the same action, provided each object attacks the same target.

7. You target one Large or smaller creature, but can’t target any objects. Whenever you use your action to manipulate the target, it must succeed on a Strength saving throw to remain in control of its movements. On a failed save, the creature is incapacitated and restrained, and you can control its movements until the start of its next turn.

When you manipulate a creature with your action, you can have it make a weapon attack or take another physical action. When you do so, you make a power attack roll and add your manifesting ability modifier to a weapon’s damage roll instead of the puppet’s Strength or Dexterity modifier.

At the start of each of its turns, the target can use its action to make a new saving throw. On a successful save, it can move and act normally, until you succeed in usurping control again.

You can empower this augmentation to manipulate a second creature by spending 6 additional power points (13).

8. Instead of manipulating the target with your action, you can crush it, dealing 8d6 bludgeoning damage to it. A creature must make Strength saving throw. On a successful save, it takes only half the damage.

You can empower this augmentation, increasing the damage dealt by 1d6 per 2 additional power points spent.

Remote Sight

Clairsentience


  • Manifestation Time: 1 action
  • Range: Self
  • Maintenance: Concentration up to 1 minute
  • Detection: Psychic, Visual (glow)

You gain the ability to view remotely, outside your normal sense of sight. Any enhanced visual detection you possess also applies to your remote sight. With the exception of blindsight, only one remote sight feature can be active when you manifest this power regardless of augmentations.

You can see all around you. You can no longer be flanked and an effect which requires a foe to have an ally within 5 feet of you doesn’t work against you.

1. You create a remote sensor that you can project up to 60 feet from you. You can reposition the sensor anywhere within 60 feet of you by using your action on subsequent turns while this power is in effect.

This sensor appears as a soft light of any color you choose the size of your fist. It can see in any direction, and you can freely see through its perspective during your turn. You must be able to see your sensor to see through it.

2. You can maintain this power for 10 minutes.

2. You can hear through a sensor created by this power.

3. You and a sensor you create from this power have blindsight to a distance of 60 feet.

5. You create a remote sensor at a location up to one mile from you that is familiar to you or an obvious location unfamiliar to you. The sensor can’t be attacked or interacted with. You can use your action to move the censor up to 60 feet per round.

If detected by means that can see invisible objects, the sensor appears as a luminous, intangible orb about the size of your fist.

You can empower this augmentation by spending 4 additional power points (9) to increase the speed of the sensor to 300 feet.

You can also empower this augmentation to allow you to manifest a psionic power you know through the sensor, using it as the point of origin for the power by spending 8 additional power points (13). In order to maintain a power manifested through your sensor you must be within that power’s range or have the ability to maintain this power in addition to the newly manifested power.

Sap Vitality

Psychometabolism


  • Manifestation Time: 1 action
  • Range: Touch
  • Maintenance: Concentration up to 1 minute
  • Detection: Psychic, Visual (beam, glow)

You inflict atrophy and fatigue upon one creature within your reach. The target must make a Constitution saving throw. On a failed save, the target takes 1d8 necrotic damage, and it can’t take the Dash action as long as this power remains in effect. At the end of each of its turns, the target may make a new saving throw. If the save is successful, the creature is no longer affected by this power.

When this power ends, each exhaustion level it caused is removed. A creature can only ever gain one level of exhaustion per round through this power. If a creature would die from exhaustion as a result of this power, the creature instead is reduced to 0 hit points and knocked unconscious.

0. This power’s initial damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

0. When you spent at least 1 power point to augment this power, the target takes half the initial damage on a successful saving throw. On a failed save, the target takes 1d4 necrotic damage from atrophy at the start of each of its turns as long as this power is in effect.

1. Whenever a target takes damage from atrophy, it makes Strength and Constitution ability checks with disadvantage until the start of its next turn.

2. The damage from atrophy of this power increase by 1d4. You can take this augmentation multiple times.

3. On a failed save, the target must spend 3 feet of movement for every foot moved while this power is in effect.

You can empower this augmentation by spending 4 additional power points (7). Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn while this power is in effect.

4. The power's range becomes 30 feet.

You can empower this augmentation to affect each creature within a 30-foot long cone that originates from you by spending 2 additional power points (6).

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 You can further empower this augmentation to increase the power's range by 10 feet or the length of the cone by 5 feet for every 2 additional power points you spend.

5. Whenever a target takes damage from atrophy, its weapon damage is reduced by half until the start of its next turn.

7. Whenever a target takes damage from atrophy, it gains a level of exhaustion.

9. Whenever a target takes damage from atrophy, each creature within 5 feet of it must make a Constitution saving throw. On a failed save, the creature suffers atrophy and takes 1d4 necrotic damage at the start of each of its turns as long as this power remains in effect. A creature makes a new save at the end of each of its turns. If the save is successful, the creature is no longer affected by this power.

Shadow Shape

Psychometabolism


  • Manifestation Time: 1 action
  • Range: Self
  • Maintenance: Concentration up to 1 minute
  • Detection: Psychic, Visual (glow)

Your body takes on a shadowy form. Shadows grow around you, giving you a +2 bonus on Dexterity (Stealth) checks to hide from sight and your space is considered dim light if you are in bright light.

1. If you are in dim light or darkness, you can take a bonus action to hide.

You can empower this augmentation by spending 4 additional power points (5). When in dim light or darkness, you can take a bonus action to become invisible. The invisibility lasts until you use a bonus action to end the effect, take an action, are in bright light, or are incapacitated.

2. You can maintain this power for 10 minutes.

3. You can leap between patches of darkness as long as this power is in effect. You can teleport distance up to your speed, using an amount of movement equal to the distance you teleport. The space you occupy and the target space must be covered in darkness. If you make an attack immediately after moving in this manner, that attack roll has advantage.

You can empower this augmentation to be able to leap between patches of dim light and darkness by spending 4

additional power points (7). By spending a further 2 power points (9) you can also leap from a shadow, including your own, to another shadow or area of dim light or darkness.

4. You can see in dim light as if it is bright light. You can see in nonmagical darkness as if it is dim light.

You can empower this augmentation by spending 4 additional power points (8) to see normally in magical and nonmagical darkness.

5. Shadows shroud you, making it hard for foes to target you. A creature is at disadvantage to attack you, unless it doesn’t rely on sight, such as with blindsight, tremorsense, or a similar effect.

6. Your shadow form enables you to take special reactions. When you are the target of a ranged attack, you can use your reaction to shimmer into the shadows, forcing that attack roll to be made with disadvantage. If you can hide or vanish in the shadows, you can use this reaction when any attack is made against you.

 If you can leap between patches of darkness, you can take the Dash action as a reaction when you are attacked or in the area of a spell or power as it is being cast or manifested to teleport to a valid space for the augmentation. If this movement puts you out of range of the attack or effect, you are unharmed.

If you have transformed into living shadow and are in dim light or darkness, when you are attacked you can use your reaction to become invisible until the start of your next turn and move up to 10 feet.

11. You transform into living shadow, gaining the ability to move through objects and surfaces, treating them as difficult terrain. You can hide by taking a bonus action and do so with advantage so long as you are within dim light or darkness. If you remain motionless within dim light or darkness, you are invisible.

As a shadow, you gain damage resistance to acid, cold, fire, lightning, and thunder, as well as bludgeoning, piercing, and slashing from nonmagical attacks.

Shatter Psyche

Telepathy


  • Manifestation Time: 1 action
  • Range: 60 feet
  • Maintenance: Concentration up to 1 minute
  • Detection: Psychic, Gesture, Visual (glow)

Ripping apart the fabric of the mind, you induce insanity to a creature. The target must succeed on an Intelligence saving throw or be affected by this power as long as it remain in effect. This power has no effect against a celestial, construct, fiend, ooze, plant, or undead. With the exception of adding a lingering duration, only one insanity effect can be active when you manifest this power regardless of augmentations.

A calm emotions spell or telempathic projection power can suppress the effects of this power. Dispel evil and good will end it while it is being maintained.

You induce paranoia in the target, causing it to become suspicious of everything and anyone. As long as the power is in effect, the target can’t be charmed, any attempt to deceive or negotiate with it fails, and it has disadvantage on Charisma checks. The target is neutral toward friendly acquaintances and hostile toward all other parties.

1. The target suffers mad cackles and will laugh at completely inappropriate times. Any time it is under stress, such as in combat or attempting to use a tool, it must make a DC 15 Wisdom saving throw at the start of each of its turns. If this save fails, the creature does nothing except stand still and laugh until the beginning of its next turn, becoming incapacitated.

In other situations, roll a d10. If you roll 1−7, nothing happens, but on 8−10, the afflicted creature will laugh at length. Situations could be during a dramatic negotiation, a funeral, or even just silence.

2. For every round you maintain this power on a creature the effects will linger for 1 minute.

When the effects linger, the target is allowed a new Intelligence saving throw after the linger interval (1 minute, 10 minutes, or 1 hour). If the save succeeds, the creature suppresses the insanity until the same time passes. After succeeding on three such saving throws, the power ends. If

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the creature is afflicted by the insanity for at least 2 hours without interruption, the insanity becomes permanent. Only greater restoration, wish, or Psychic Chirurgery can end a permanent insanity.

You can empower this augmentation by spending 4 additional power points (6) to have it to linger for 10 minutes per round you maintain it. By spending a further 4 power points (10), the effect will linger 1 hour per round you maintain this power.

5. The creature sees phantom foes and believes that these are the real threat. At the start of each of its turns, it must make a DC 15 Wisdom saving throw. If the save it failed, the creature will attack these phantom foes using its most powerful abilities.

7. Overcome with indescribable terror, the target is afflicted with fear and hallucinations. Within every shadow is a fiend, behind every corner is a foe, and within every crack is some eldritch horror waiting for the right moment to strike. The creature will attempt to irrationally flee from any creature in the most direct path without regard for its own safety, willing to run off a cliff or into a raging river. It must succeed on a DC 15 Wisdom saving throw to avoid causing itself harm, turning to avoid such hazards on a success.

If the creature can find a place to hide without other creatures around, it will do so and cower instead of running away.

When the creature is alone, it makes a DC 15 Wisdom saving throw when it is first affected by this power and every 10 minutes thereafter as long as this power remains in effect. On a failed save, the creature perceives a hallucination of something hostile or even just the idea that something hostile is lurking nearby, and it will run away from it.

While afflicted, the creature can only take the Dash and Hide actions and will use its movement to run away from the closest creature. If it runs into another creature or obstruction, it will turn in a different direction and continue to run, but it will avoid running toward a creature it has already ran away from. If the creature is grappled or restrained, it will struggle to escape (in this case, it may use its action to escape if applicable), and if it can’t escape it takes 3d10 psychic damage. If this damage reduces the creature to 0 hit points, it dies of fright.

9. Induced with berserk rage, the target is violent toward everyone around it. At the start of each of its turns, if there is another creature in sight, the target must make a DC 15 Wisdom saving throw. On a failed save, the target will immediately attack the nearest creature using its full combat ability with the intent to kill the other creature.

If the target reduces a creature to 0 hit points, it will move on to the next closest creature. If there are no other creatures in sight, it will attack the body of the last creature it attacked, even if that creature is dead.

11. You afflict the target with a long-term madness while this power remains in effect. You may choose from or roll randomly on the Long-Term Madness table in chapter 8 of the Dungeon Master’s Guide.

Singularity

Psychoportation


  • Manifestation Time: 1 action
  • Range: 300 feet
  • Maintenance: Concentration up to 1 minute
  • Detection: Psychic, Gesture, Visual (beam, overt)

You create a tear in space that pulls creatures and objects toward it that covers a 5-foot cube which can be the same space as a creature or object. Once placed, you can’t move the singularity, but you can suppress each of its effects you choose at will during your turn until the start of your next turn.

Each creature that starts its turn within the same space as the center of the singularity, or which enters or reenters it, must make a Strength saving throw. On a failed save, the creature is unable to move until the start of its next turn. If a creature is unable to stay in the same space of the singularity (such as when another creature is occupying that space), it is moved to the nearest unoccupied space.

0. When you augment this power with 1 or more power points, the singularity deals damage. At the end of each of your turns while this power is in effect, a target within the center of the singularity takes 2d6 force damage, and a target within the crushing area of the singularity takes 1d6 force damage. A creature must make a Constitution saving throw. On a successful save, it only takes half the damage.

This augmentation automatically empowers. For every 2 additional power points you spend to augment this power, increase the damage from the center of the singularity by 1d6. For every 4 additional power points you spend to augment this power, increase the damage from the crushing area of the singularity by 1d6.

1. You create a crushing area which occupies a 5-foot radius sphere around the center of the singularity. A creature must spend 2 feet of movement for every foot moved within this area and 3 feet of movement for every foot moved within the center of the singularity.

2. The radius of other augmentation effects increases by 5 feet. The center of the singularity isn’t expanded. You can take this augmentation multiple times.

You can automatically empower this augmentation to increase the size of the center of the singularity as you spend power points on this augmentation. When you spend at least 8 power points, the center becomes a 5-foot radius sphere, and when you spend 12 power points it becomes a 10-foot radius sphere.

3. The singularity pulls small missiles, such as arrows and bolts, as well as spells and powers that fire a missile of some form (such as magic missile and mind spear), which are sucked into the singularity if they cross the center of the singularity. Missiles which cross within a 10-foot radius sphere around the center of the singularity have disadvantage on attack rolls. Nonmagical object missiles and missiles from spells and powers are simply gone when they are pulled into the singularity.

5. You create a dimensional tether connecting a creature, which can be you, or object to the singularity, provided it is no more than 30 feet from it. An unwilling creature must make a Strength saving throw. On a successful save, the creature

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escapes the tether.

When you manifest this power, you set the maximum tether distance, which must be between 30 and 600 feet. Additionally, if you choose, a tethered creature must spend 2 feet of movement for every foot moved in any direction except toward the singularity.

If a creature attempts to move beyond the tether’s maximum distance, it must make a Strength saving throw. On a failed save, it is unable to move away from the tether for the remainder of the turn. Should the creature move beyond the maximum distance of the tether, the link is broken and the creature is freed.

If another creature attempts to move a tethered target beyond this distance, that creature must succeed on a Strength check against your power save DC, freeing the tethered target on a success. If a spell or power is used to move the tethered target, the caster or manifester must succeed on a spell or power attack roll against an AC equal to your power save DC, freeing the target on a success.

If the target falls, the tether will catch it with no check required. If the target is transported via teleportation or moved to another plane of existence, the tether will automatically break.

During your turn, you can take a bonus action to move the tethered target up to 30 feet in the direction of the singularity. As part of the same bonus action, you can reduce the tether's maximum distance by the same distance the target is moved.

You can empower this augmentation to affect an additional target for every 2 additional power points you spend. You determine each tether’s property at the time of manifestation. When you use a bonus action to move a target, you can move each target you choose.

You can also empower this augmentation to restrain each tethered creature you choose by spending 4 additional power points (9). At the start of each of its turns, a target must make a Strength saving throw. On a failed save, it is restrained until the start of its next turn. If the save succeeds, the creature can move, but must spend 1 additional foot of movement for every foot moved until the start of its next turn.

6. A creature or object reduced to 0 hit points within the center of the singularity is dumped to a random location in the Astral Plane.

7. You create a crushing area that is a 20-foot radius sphere around the center of the singularity. Each Medium or smaller creature or object that weighs no more than 200 pounds within this area that isn’t latched to a surface is pulled toward the center of the singularity at a rate of 10 feet each round. An object is pulled toward the center at the end of each of your turns. Each creature that starts its turn within the area must make a Strength saving throw. On a failed save, the creature is restrained until the end of its turn and is moved 10 feet toward the center of the singularity.

You can empower this augmentation by spending 6 additional power points (13) to affect Large creatures or objects that weigh no more than 800 pounds. By spending a further 4 power points (17), you can affect Huge creatures or objects weighing no more than 2 tons.

Size Alteration

Psychometabolism


  • Manifestation Time: 1 action
  • Range: Self
  • Maintenance: Concentration up to 1 minute
  • Detection: Psychic, Visual (overt)

You change your size. You reduce your size by one category and gain advantage on Dexterity checks and Dexterity saving throws. If you augment this power to increase your size, you don’t gain this benefit.

When you are smaller, you are half your normal size and one-eighth your normal weight. You suffer no loss to Strength or damage dealt.

This power won't stack with itself or with other means of changing size, such as enlarge/reduce. It can be used to cancel the effect of size alteration provided it is manifested at an effective level equal to the spell or effect.

1. You increase your size by one category and gain advantage on Strength checks and Strength saving throws. If there isn’t enough space to hold the new size, you attain the maximum size possible.

When larger you are twice your normal size and weigh eight times your normal weight. Your melee weapon attacks deal 1d4 extra damage of the same type.

You can empower this augmentation to grow to three times your normal size and weight twenty-seven times more than you normally weigh, increasing your size by two categories by spending 12 additional power points (13). You gain advantage on Strength checks and Strength saving throws, and treat each roll for these of 9 or less as a 10. Your weapon attacks deal 2d4 extra damage of the same type.

If you are already Huge or Gargantuan, you become Gargantuan with a height of 35 feet, or 10 feet taller than you currently are, whichever is larger.

2. The power's range becomes touch. An unwilling creature must succeed on a Constitution saving throw, or its size is changed as long as this power remains in effect.

You can empower this augmentation to change the range to 60 feet by spending 4 additional power points (6).

You can also empower this augmentation to affect each creature you choose within a 5-foot radius of your target by spending 8 additional power points (10).

3. A creature shrunk by your power doesn’t gain any benefit from it. Instead, it has disadvantage on Strength checks and Strength saving throws. Any weapon the target holds or possesses becomes unwieldy, and it is at disadvantage on attack rolls with the weapon. The creature's melee weapon attacks deal 1d4 less damage, but will always do at least 1 point of damage. Additionally, the creature’s movement speed is reduced by 10 feet (to a minimum of 5 feet if the creature can move).

4. You can maintain this power for 10 minutes.

6. You cause a creature you increase in size to bloat. It gains no benefit from the power. Instead it has disadvantage on Dexterity checks and Dexterity saving throws. Due to its sudden bulk, it has disadvantage on weapon attack rolls. Additionally, the creature’s movement speed is reduced by 10 feet (to a minimum of 5 feet if the creature can move).

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 If the creature’s size is larger than the space it is in, it must make a DC 15 Strength check. If the check is failed, the creature becomes restrained. If successful, the creature moves to the nearest space it can fit, provided such a space is within 10 feet. If no space is sufficient, the creature can move up to 10 feet and is then restrained. On each of its turns it can use its action to attempt the Strength check again.

9. You shrink to one-fourth your normal size and weigh only one-sixty-fourth your normal weight, reducing your size by two categories. You gain advantage on Dexterity checks and Dexterity saving throws, and treat rolls for these of 9 or less as a 10. Melee and ranged attacks made against you are made with disadvantage.

If you are already Small or Tiny, you become Tiny with a height of only one foot unless you are normally smaller (in which case this power does nothing).

You can empower this augmentation to reduce your size to 1 inch tall with a trivial weight by spending 6 additional power points (15). This confers no other advantages.

Spatial Void

Psychoportation


  • Manifestation Time: 1 action
  • Range: 60 feet
  • Maintenance: Concentration up to 1 minute
  • Detection: Gesture, Psychic, Visual (overt)

Space shifts in an area, creating a hole.

You create a vertical hole that is a square up to 10 feet on each side and that is up to 5 feet deep. A creature occupying that space must make a Dexterity saving throw, unless it can hover. If it fails its save, the creature falls in the pit. On a successful save, it moves to the nearest unoccupied space outside the pit. When this power is no longer in effect, any creature within the pit is pushed to the surface harmlessly.

A hole can be created within an object, carving out a cavity the size of the hole. If the object can be moved and is pushed outside the power's area, any part of the object suppressed by this power is restored to normal.

A creature can attempt to climb out of the hole, but the sides of the hole are smooth. The creature must succeed on a Strength (Athletics) check with a DC equal to 8 + your proficiency bonus to scale the side of the hole, unless it has a climbing speed.

0. When you spend at least 1 power point to augment this power, you create a hole that is 10 feet deep. Additionally, when you spend at least 9 power points, you can create a horizontal (or other angle) hole if you choose.

You can empower this augmentation to increase the size of the hole. By spending 4 power points you create a hole that is up to a 15-foot cube. By spending 6 power points, you create a hole that is up to a 20-foot cube. By spending 8 power points you create a hole that is up to a 30-foot cube.

1. While this power is in effect, you can use your action to force the hole to briefly close and slam targets within it, dealing 1d8 + your manifesting ability modifier bludgeoning damage to each target. A creature must make a Strength saving throw. On a successul save, the creature takes half the damage. On a failed save, the creature is knocked prone.

 You can empower this augmentation by spending 2 additional power points (3). The hole remains closed until the power ends or you use your action to reopen it. A creature within a closed hole can attempt to escape by using its action to make a Strength (Athletics) check against your power save DC. If it succeeds, it can climb up the center of the hole, but must spend an additional 3 feet of movement for every foot moved unless it has a burrow speed.

You can further empower this empowerment by spending 2 additional power points (5). A creature that can fully fit within the hole which fails its Strength saving throw is restrained as long as the power remains in effect or until the surface it is trapped within is destroyed.

When you increase the size of the hole, you can entomb a larger creature depending on the size of the hole.

You can also empower this augmentation to increase the damage of shutting the hole by 1d8 for every 2 additional power points you spend to do so.

7. When you create a hole in space, you can create a second hole within range. When a creature passes through one hole, it emerges through the other hole. Passing through a hole requires movement equal to its depth.

You can position the holes in such a way that a target will perpetually fall as long as the holes remain open unless the target can fly, levitate, or teleport away. A creature which falls through multiple holes falls at a steady speed, taking no additional fall damage should this power end while it is falling.

You can empower this augmentation by spending 2 additional power points (9). When a creature moves or falls through one hole, but before it emerges through the other hole, you can use your reaction to close the holes. A creature must make a Strength saving throw. On a failed save, it takes 4d8 force damage and is restrained between dimensions. It must be able to teleport or shift to another plane to escape. If the save succeeds, the creature takes half the damage but emerges through the hole.

You can further empower this empowerment to increase the force damage by 1d8 for every 2 additional power points you spend.

Spectral Armament

Psychoportation


  • Manifestation Time: 1 action
  • Range: 120 feet
  • Maintenance: Concentration up to 1 minute
  • Detection: Psychic, Visual (overt)

You create a spectral crossbow, or similar device that can fire a projectile, which launches bolts of ectoplasm. When you first manifest this power, you can make a ranged power attack against a creature within the armament’s range. On a hit, the target takes 1d4 + your manifesting ability modifier force damage.

As an action on subsequent turns while this power is in effect, you can move the armament and repeat the attack against a creature within its range.

The armament is a Tiny construct that has AC 13, 10 hit points, a flying speed of 20 feet, hovers, and damage resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. The armament automatically

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generates ectoplasm bolts without the need to reload. It has the range of a hand crossbow (30/120).

0. The armament’s hit points increase by 20 when you reach 5th level (30 hit points), 11th level (50 hit points), and 17th level (70 hit points).

1. You can move the armament and make an attack with it as a bonus action on your turn. The armament can only attack once each round.

2. The armament’s range increases to that of a heavy crossbow (100/400).

2. The armament’s direct damage increases by 1d4. You can take this augmentation multiple times.

For every 4 power points you spend on this augmentation, it automatically empowers, increasing the damage of the armament's explosion by 1d4, provided you augment the power to have that function.

3. A creature hit by the armament’s attack is entwined by a twisted webbing made of hardened ectoplasm. The target is restrained as long as the power remains in effect. During its turn, a restrained creature can use its action to make a Strength saving throw. If the save succeeds, it breaks free of the webbing and is no longer restrained.

Ectoplasm webbing can be attacked. Each 5-foot section has AC 10, 25 hit points, and damage immunity to bludgeoning, cold, piercing, poison, psychic, and thunder. When a 5-foot section is destroyed, each restrained creature within that section of the webbing is freed.

4. When the armament hits a target, the bolt explodes. Each creature within a 5-foot radius sphere, including the target, must make a Dexterity saving throw. On a failed save, the creature takes 1d4 force damage, and is afflicted by any of these effects if you have augmented this power to have them: webbing, bindings, acidic residue, pushed.

You can empower this augmentation, increasing the radius of the blast by 5 feet for every 4 additional power points you spend.

5. A Large creature or smaller hit by the armament must make a Strength saving throw. On a failed save, it is pushed 10 feet away from the armament. When pairing this augmentation with the webbing augmentation, the webbing will snare the target in its new space after it is pushed.

7. A creature hit by the armament is wrapped in thick ectoplasm bindings and must make a Strength saving throw. On a failed save, it has disadvantage on each melee attack roll it makes as long as this power remains in effect or the bindings are removed. A creature can use its action to remove the ectoplasm.

9. The ectoplasm from the armament’s attacks leaves an acidic residue. After a creature is hit by the armament, it must make a Constitution saving throw at the start of its next turn. On a failed save, it takes 2d4 acid damage, or half as much on a successful one.

You can empower this augmentation, increasing the acid damage by 1d4 for every 2 additional power points you spend.

Speed of Thought

Psychoportation


  • Manifestation Time: 1 action
  • Range: Self
  • Maintenance: Concentration up to 10 minutes
  • Detection: Psychic

You move and react at extreme speed. You increase your movement speed by 10 feet. This power doesn’t stack with haste and similar effects.

0. For every 4 power points you spend to augment this power, increase your movement speed by 10 additional feet.

1. Through preternatural reflex, you add a 1d6 on initiative rolls and never have disadvantage on Dexterity saving throws.

3. You are able to move across liquid surfaces, such as water, acid, mud, snow, quicksand, or lava, as if it were solid ground. You are still at risk of damage from hazardous surfaces, such as molten lava. If you are restrained or your movement is halted, you will sink into the liquid.

You can empower this augmentation to allow you move on air as if it were solid ground by spending 8 additional power points (11). You can move normally when affected by levitation effects and reverse gravity. If you are restrained or your movement is halted, you will fall as normal.

3. You can run along walls. If you are restrained or your movement is halted while you are running along a wall, you will fall, unless the restraint would make that impossible.

You can empower this augmentation to allow you to run along ceilings by spending 2 additional power points (5). If you are restrained or your movement is halted, you will fall.

5. Every movement you make is like a blur. You gain a +2 bonus to AC and can make an additional action on each of your turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. Once each turn, when you miss with a melee weapon attack, you can choose to make an attack against a different target within your reach.

5. Gaining remarkable reflexes and movement speed, you can use your reaction to take the Dash action when a foe or ally moves within 5 feet of you or takes an action within 5 feet of you. Once each round, when you take this Dash action or make an opportunity attack, you don’t use your reaction.

You can empower this augmentation by spending 4 additional power points (9) to allow you to strike a second creature within reach with a melee weapon when you make an opportunity attack using that weapon. By spending 2 more power points (11), you can direct that second attack against the same target.

7. You move almost like lightning, adding your proficiency bonus to your AC and gaining advantage on Dexterity saving throws. If you already have proficiency with Dexterity saving throws, double your bonus. If you succeed on a Dexterity saving throw that would normally result in reduced damage, you take none.

9. Provided you aren't incapacitated, prone, or restrained, you may take a bonus action to teleport up to 30 feet anywhere you can see.

You can empower this augmentation, increasing the distance you can teleport by 5 feet per additional power point you spend.

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Spirit Ward

Clairsentience


  • Manifestation Time: 1 action
  • Range: 30 feet
  • Maintenance: Concentration up to 10 minutes
  • Detection: Psychic, Gesture, Visual (glow)

You place a psionic ward on a creature, protecting it against spirits you choose: celestials, elementals, fey, fiends, and undead. A spirit experiences pain and discomfort when it touches a warded target or attempts to enter a warded space.

When the warded creature is hit by a melee weapon attack from a spirit, the spirit must succeed on a Charisma saving throw or it is unsettled until the start of its next turn, regardless of its condition immunities.

1. You place a stronger ward on a creature. A creature warded by it has certain protections. Spirits have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by a spirit, the target has advantage on any new saving throw against the relevant effect.

You can empower this augmentation to affect one additional creature for every 2 additional power points spent.

You can, alternately, empower this augmentation by spending 4 additional power points (5) to place a ward on an object that can be held or worn. So long as a creature has this object in its possession, it is treated as protected against spirits.

3. You place a ward on the threshold of a structure. Spirits are unable to pass through that entry point or any entry point of the same structure within a 25-foot radius cylinder that is 15 feet tall. Creatures within the warded structure can’t be charmed, frightened, or possessed by spirits. If a spirit attempts to enter the structure through magic or similar means, it fails. If a spirit is within the structure when you manifest the power, it can freely act within the warded space, and the ward has no effect on it.

You can empower this augmentation by spending 6 additional power points (9) to fully ward the entire structure, provided it occupies a space no larger than a 150-foot radius cylinder that is 50 feet tall.

7. Instead of targeting a creature, you affect a 20-foot radius sphere. Spirits can’t enter the sphere. Creatures within the sphere can’t be charmed, frightened, or possessed by spirits. If a spirit attempts to enter the sphere through magic or similar means, it fails. If a spirit is within the sphere when you manifest it, the power fails.

You can empower this augmentation to center the circle on a creature, which can be you, by spending 4 additional power points (11). The sphere moves with the target.

Alternately, you can empower this augmentation to increase the area up to a 1-mile radius cylinder that is 50 feet tall by spending 10 additional power points (17). If a creature of the warded type is within the sphere when you manifest it, you can choose to change the size of the cylinder to exclude it, allow it entry within the warded space, or cancel the power without spending power points.

13. You place a ward around a spirit, trapping it within. The ward is a cylinder of a size that fits the space of the

target and an additional 5 feet on each side. When you first manifest the power, the target must make a Charisma saving throw. On a failed save, the target it trapped within the warded area. On a successful save, the power fails.

A trapped spirit can’t attack a creature outside the warded area. Its spells, powers, and other abilities can’t penetrate the warded space, and if it attempts to use a conjuration or summoning effect, the effect fails. Creatures outside the warded area can’t be charmed, frightened, or possessed by the target. If the target attempts to exit the warded space through magic or similar means, it fails.

The target can use its action to make a Charisma ability check against your power save DC. If the creature has taken damage within the last round, it makes this check with advantage. If this check succeeds, the power ends.

You can empower this augmentation to create a special ward against one particular, unique creature by spending 2 additional power points (15). You must have an object with some connection to the creature, which can be one of its possessions or a symbolic reference connected to it. Once the target is trapped within the ward, you can use your reaction to bind the ward to the object. The target must make a new Charisma saving throw. On a failed save, the ward becomes permanent until broken.

To break the ward, the target needs to gain possession of the special object used to seal it or the object needs to be destroyed. If the object is the target of psychic static or dispel evil and good, it is destroyed.

Once the ward is sealed, the trapped spirit disappears until called upon, at which point it will reappear within the warded space until it is dismissed, attacked, or 1 minute has passed. The target is free to speak, but it can only take the Use an Object action. It is immune to all damage while trapped within the ward.

Starcall

Psychoportation


  • Manifestation Time: 1 action
  • Range: 150 feet
  • Maintenance: Concentration up to 1 minute
  • Detection: Gesture, Psychic, Visual (overt)

You channel the power of the cosmos, bringing light to darkness.

You create a ball of hovering light that sheds bright light in a 30-foot radius sphere. The light is silver in color and doesn’t create dim light where dim light didn’t exist. You can take a bonus action to summon the light to your side or to move it up to 30 feet in any direction provided it remains within range of the power.

During your turn, you can expand or reduce the light’s radius up to its original size. You can turn it off completely and summon it again on your turn by taking a bonus action as long as this power remains in effect.

0. A target with the light stuck to it can’t benefit from being invisible or hiding.

1. As an action, you can make a ranged power attack against a target within the power's range with the light orb. On a hit, the ball of light will stick to that target until you move the ball or make a new attack with it.

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3. As an action, you can make a ranged power attack against a target within the power's range with the light orb. On a hit, the target takes 2d8 + your manifesting ability modifier radiant damage. After the attack, the light remains stuck to the last target it hit or you can return it to your side.

You can empower this augmentation to increase the radiant damage by 1d8 for every 2 additional power points you spend.

You can also empower this augmentation to allow the ball of light to bounce between targets by spending 4 more power points (7). You can attack one additional target provided it’s within 30 feet of your last target and within the power's range. You can further empower this feature to attack another target for every 2 additional power points you spend. The ball can only attack a target once each round.

4. Each creature the light is currently stuck to or which has taken damaged from the shooting stars effect of this power is affected by faerie fire as long as this power remains in effect.

5. The light suppresses magical darkness within its radius.

You can empower this augmentation to dispel magical darkness by spending 4 additional power points (9) provided that magical darkness was from a spell level of 3rd or less or a power augmented by no more than 6 power points.

You can further empower this function to increase the spell level by 1 and the power points total by 2 that the light can dispel for every 4 additional power points you spend to do so.

11. You can take a bonus action to condense your light into a 1-foot diameter orb that floats overhead up to 60 feet high within the power's range. While the orb floats above, you can’t use the ball of light. At the start of your next turn this light automatically bursts and rains down in a cascade of shooting stars. Each creature you choose within a 30-foot radius cylinder that is as tall as the orb’s height must make a Dexterity saving throw. On a failed save, the creature takes 4d8 radiant damage and can’t benefit from darkvision for 1 minute. On a successful save, it only takes half the damage.

You can empower this augmentation to increase the radiant damage by 1d8 for every 4 additional power points you spend.

You can also empower this augmentation to cause a creature which fails its Dexterity saving throw to be blinded until the end of its next turn by spending 2 additional power points (13).

Stasis

Psychoportation


  • Manifestation Time: 1 action
  • Range: 30 feet
  • Maintenance: Concentration up to 1 minute
  • Detection: Gesture, Psychic, Visual (glow)

Diluting the passage of time, you create a temporal anomaly attached to a space, creature, or object.

A creature or an unattended object within range is mired in time. A creature must succeed on a Dexterity saving throw or it loses 10 feet of speed as long as this power is in effect. An object requires a Strength check to move it, increasing the DC to push it or pick it up by 5 to a minimum of 15, including if the object normally requires no Strength check to move it.

1. A target which fails its Dexterity saving throw instead loses half its movement speed and has disadvantage on opposed Strength and Dexterity checks as long as this power is in effect. A creature or object affected by this power can only be moved half the distance it normally could.

2. You can target a space occupying up to a 5-foot radius sphere. Each object within the sphere is affected by this power. Each creature within the sphere when you first manifest the power, that enters or reenters it, or starts its turn there must make a Dexterity saving throw. On a failed save, the creature is affected by this power until the start of its next turn.

You can empower this augmentation. For every 4 additional power points you spend, increase the radius of the sphere by 5 feet.

2. The power's range increases by 30 feet. You can take this augmentation multiple times.

3. A creature which fails its Dexterity saving throw is slowed. It takes a −2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, but not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn.

If a creature attempts to cast a spell or manifest a power with casting or manifestation time of 1 action, roll a d20. On an 11 or higher the spell or power doesn’t take effect until its next turn and it must use its action on that turn to complete the spell or power.

4. You can target one additional target in range or increase the radius of a sphere effect by 5 feet. You can take this augmentation multiple times.

6. This power can be maintain for 10 minutes.

7. The target becomes stuck in time. A creature which fails its Dexterity saving throw is placed in stasis. At the end of each of its turns, it makes a new saving throw. If the save succeeds, the creature is no longer in stasis. An object is frozen in time as long as this power remains in effect.

By spending 4 additional power points, you can empower this augmentation (11). A creature that fails its Dexterity saving throw doesn't make a new save at the start of each of its turns as long as the power remains in effect.

Suspension

Psychokinesis


  • Manifestation Time: 1 action
  • Range: 60 feet
  • Maintenance: Concentration up to 10 minutes
  • Detection: Psychic, Gesture, Visual (beam, glow)

You create a telekinetic force that can lift one Medium or smaller creature or an object weighing no more than 100 pounds and suspend it in the air. When you manifest this power, the target is lifted up to 8 feet from a surface. An unwilling creature must make a Dexterity saving throw. If this save is successful, the creature is unaffected by this power. If a flying creature is affected, it loses half of its flying speed and can’t fly down.

The target can only move by pushing or pulling against a fixed surface (such as a wall or ceiling), which allows it to move as if it were climbing.

When the power ends, the target falls.

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0. When you augment this power, the amount of weight an object can weigh increases. When you spend at least 5 power points, you can lift an object that weighs no more than 250 pounds. When you spend at least 11 power points, this limit increases to 500 pounds. If you spend at least 17 power points, you can lift an object up to 1,000 pounds.

1. You can use your action to move a lifted creature or object up to 20 feet per round in any direction. If you have more than one target, each target moves in the same direction and distance. If a target impacts an object while floating, it neither deals nor takes no damage. Solid obstacles, such as a wall, simply prevent movement in that direction. A target can’t be lifted higher than 20 feet normally, and should a target be moved over a sudden drop, it will safely fall the difference until it floats 20 feet above a surface.

The target can only move by pushing or pulling against a fixed surface (such as a wall or ceiling), which allows it to move as if it were climbing.

You can empower this augmentation to increase the maximum lift height by 10 feet for every 4 additional power points you spend.

2. The power's range increases by 30 feet. You can take this augmentation multiple times.

3. When a creature or object within range is falling, you can manifest this power on it as a reaction.

4. You can target a Large creature.

You can empower this augmentation to target a Huge creature by spending 8 additional power points (12).

4. When you only target objects, you can lift an additional 1,000 pounds of objects. If you can move the objects you can use them to create shapes such as a bridge, staircase, or wall.

You can empower this augmentation to increase the weight limit of objects you can lift by 250 pounds for every 2 additional power points spent.

5. You target and lift each Medium or smaller creature and object that weighs no more than 100 pounds within a 20-foot radius cylinder that is 20 feet high at the time the power is manifested.

You can empower this augmentation to increase the size of the cylinder by 10 feet in each dimension for every 4 additional power points you spend. When you do so, you increase the maximum height you can lift a target by 10 feet for each increment.

Telekinetic Flight

Psychokinesis


  • Manifestation Time: 1 action
  • Range: Self
  • Maintenance: Concentration up to 10 minutes
  • Detection: Psychic

Your will summons an invisible force that can hold you aloft. You may use this power as a reaction if you are falling.

While this power is in effect, you can use your reaction to stop yourself from falling. You can safely descend up to 30 feet per round using your movement.

1. You levitate yourself, floating off the ground. You can move up to 20 feet in any direction each round as part of your movement action, but can go no higher than 60 feet from a surface. If you move over a cliff, you will safely fall until you are no more than 60 feet above a surface.

2. This power’s range increases to 60 feet, allowing you to target a Large or smaller creature or an object weighing no more than 500 pounds. You control your target’s movement as augmentations allow. A creature must be willing or the power fails.

You can empower this augmentation, increasing the range by 30 feet for every 2 additional power points you spend.

You can also empower this augmentation to affect a creature or object of any size provided it weighs no more than 2,000 pounds by spending 6 additional power points (8). You can further enhance this empowerment to increase the maximum weight by 1,000 pounds per 2 more power points spent. If an augmentation has other size or weight restrictions, those limits apply to that particular augmentation’s effects.

3. You can telekinetically thrust your way through water, granting you an effective swimming speed of 40 feet. You are resistant to gusts of wind and strong water currents. Any environmental feature or special effect that would force you to make a saving throw to stay aloft or afloat, you make with advantage.

You can empower this augmentation by spending 2 additional power points (5) to gain a flying speed of 60 feet and the ability to hover.

4. Speed from this power increases by 10 feet. You can take this augmentation multiple times.

4. You can affect one additional creature of Large size or smaller within 5 feet of the target. You can take this augmentation multiple times.

Additional targets remain next to the primary target and can’t move independently as a function of this power. If at any point an additional target strays more than 15 feet from the primary target, the power no longer affects it.

You can opt to bring along objects in place of a creature, lifting 500 pounds of objects instead of one creature. Multiple objects in place of one creature must occupy a 5-foot cube. A single object must be Large or smaller. A creature or object standing on a lifted creature or object counts against its weight limit. If this limit is exceeded, the power will fail.

9. While aloft, you can make a special action: Psychokinetic Dive.

Psychokinetic Dive is an action that shrouds you within a telekinetic field. You pick a spot along a surface and fly at high speed, impacting that spot. You can move an additional 40 feet as part of the attack, provided the extra movement is in a straight line toward your impact point.

Each creature within 5 feet of your impact point must make a Dexterity saving throw. The creature takes 3d10 bludgeoning damage on a failed save, or half as much on a successful one. You suffer no damage from this attack and don’t provoke opportunity attacks from a creature damaged by this power if you use any of your remaining movement to move away. Psychokinetic Dive counts as an energy power.

This augmentation automatically empowers. For every 4 additional power points you spend to augment this power, increase the damage of Psychokinetic Dive by 1d10.

13. You can telekinetically lift a surface and everything on it within a 10-foot radius sphere centered on you. You can move the entire mass with a flying speed of 100 feet in place of your normal movement. Each creature and object

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on the mass you lift is carried with you and doesn’t suffer gravity, treating the lifted mass as its center of gravity.

You can empower this augmentation by spending 4 additional power points (17). When a nonmelee attack or effect targets you or anyone on the controlled surface, you can use your reaction to rotate the mass in order to grant full cover against any attack from that direction. For example, while flying a mass of earth in a battle against a red dragon, the manifester can use the lifted earth to block the dragon’s breath attack, treating each creature and object upon it as having full cover.

Telekinetic Grasp

Psychokinesis


  • Manifestation Time: 1 action
  • Range: 60 feet
  • Maintenance: Concentration up to 1 minute
  • Detection: Psychic, Gesture, Visual (glow)

You create bands of telekinetic force that allow you to grasp a target. Each creature you target must make a Strength saving throw at the start of each of its turns to overcome the effects of this power and act normally until the start of its next turn as long as this power is in effect. This power’s effects will never force a target to fail its saving throw against this power. If the target is teleported, becomes incorporeal, or moves to another plane of existence, it is no longer affected by this power.

You create an inhibiting force against a Medium or smaller creature. If the save is failed, the creature must spend 2 feet of movement for every foot moved.

Alternately, you can place a telekinetic hold on an object occupying a space no larger than a 5-foot cube. Any attempt to move that object requires a Strength check against your power save DC. The object is considered latched to a surface.

1. Each creature which fails its saving throw has each of its melee weapon damage rolls reduced by 1d4 to a minimum of 1 point of damage.

You can empower this augmentation by spending 4 additional power points (5) to reduce the target’s melee damage rolls by 1d6 or 8 additional power points (9) to reduce them by 1d8.

2. You can target one additional creature or object, provided each target is within 30 feet of each other. You can take this augmentation multiple times.

3. A creature must spend an additional 3 feet of movement for every foot moved and can’t benefit from hover. If the target is in the air, you can use your action to force it to fall.

4. You can target a Large or smaller creature or an object that can fit within a 10-foot cube.

You can empower this augmentation to affect a Huge creature or object by spending 6 additional power points (10).

5. You restrain a creature that fails its saving throw.

You can empower this augmentation by spending 2 additional power points (7) to use your telekinesis to shove a creature by taking a bonus action. You use your power attack modifier in place of Strength (Athletics).

9. You paralyze a creature that fails its saving throw. The creature can’t be moved by normal means while this power remains in effect.

 You can empower this augmentation to suffocate the creature by spending 6 additional power points (15). As long as you continue to maintain this power, the creature will choke, falling to 0 hit points after a number of rounds equal to its Constitution modifier (minimum 1) as defined under suffocation rules (chapter 8 in the Player’s Handbook). If your target is reduced to 0 hit points, you can use your reaction to outright kill it.

Telempathic Projection

Telepathy


  • Manifestation Time: 1 action
  • Range: 120 feet
  • Maintenance: Concentration up to 1 minute
  • Detection: Psychic

You project thoughts and feelings to send a short message (that can be conveyed in a 6-second round) to a single creature in range. To transmit verbal information, you and your target must share a common language. You can also transmit intense emotion, such as danger or safety, allowing you to transmit a thought to a creature incapable of language.

When used on an unwilling creature, it must make a Wisdom saving throw. On a successful save, the target is unaffected and the power ends.

As long as this power is in effect, you can continue to transmit information with your target during your turn without using an action. You may take a bonus action to change the target of this power, ending the effect on the previous target.

1. You attempt to impose a thought or feeling on your target. On a failed saving throw, it immediately thinks the same thought or feels that feeling. The creature won’t take any action that could cause it harm, but can be impressed to take some innocuous action, such as visiting a location to do something. How the creature reacts to a projected thought or emotion is up to its normal pattern of behavior.

You can empower this augmentation to relieve a creature of a feeling, such as anger or grief, by spending 4 additional power points (5). This can suppress the frightened and unsettled conditions as well as the effects of a psychic impression. It has no effect on a barbarian’s Rage feature or spells such as heroism.

2. The target can transmit thoughts and feelings to you by using a bonus action as long as this power is in effect and you haven't used your bonus action to target a new creature. A target doesn’t have to respond to you.

3. You embed your thoughts on a topic within the target’s mind. As long as this power is in effect, you can take a bonus action to take the Help action to aid the creature with Intelligence, Wisdom, and Charisma ability checks, provided it is within range of this power.

6. You can send clear thoughts and concepts that the target understands even without sharing a common language.

7. You adjust a creature’s mood toward you or another known creature. On a failed save, the target can be made to be either friendly or hostile if it is indifferent or become indifferent if it is hostile or friendly.

If you change the mood of a creature toward you, you also gain advantage on Animal Handling, Deception, Insight,

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Intimidation, Performance, and Persuasion checks made against that creature.

8. The power's range increases to cross any distance to telepathically connect with a creature you know, provided it is on the same plane of existence. You can only use this augmentation to transmit messages, not to alter thoughts.

You can empower this augmentation to allow you to connect with a creature you know on another plane of existence by spending 4 additional power points (12).

9. Sending a compulsion of nonviolence and serenity, you calm one creature and prevent it from attacking or to cease attacking if it is already in combat. On a failed save, the target will take no offensive action, but will still defend itself. If an aggressive action is taken against the target or its allies, the effect immediately ends, and the creature acts normally.

This power will suppress features and effects such as Rage, Bardic Inspiration, and heroism, as well fear and confusion effects. When this power ends, such effects will resume unless their durations have expired in the meantime.

You can empower this augmentation to affect each creature within a 10-foot radius sphere by spending 2 additional power points.

Trauma Infusion

Clairsentience


  • Manifestation Time: 1 action
  • Range: 60 feet
  • Maintenance: Concentration up to 1 minute
  • Detection: Psychic, Visual (glow)

You force a creature to relive a past trauma, one suffered by you, or some trauma experienced within the Collective Conscious of the multiverse. Once each round, while this power is in effect, when the target takes damage from any source it must succeed on a Wisdom saving throw or relive the trauma. On a failed save, it takes 1d8 psychic damage. On a successful save, it takes no damage.

A target can only take psychic damage from this power once each round before the start of its next turn. If a creature is incapable of feeling pain, it is immune to this power.

0. The bonus damage from this power increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

1. Whenever a creature is damaged by this power, it loses its Dexterity bonus to AC and suffers a −2 penalty on attack rolls until the end of its next turn.

3. Whenever a creature is damaged by this power, it is at disadvantage on its next attack roll, ability check, or saving throw until the end of its next turn.

You can empower this augment to affect each attack roll, ability check, and saving throw until the end of the target’s next turn by spending 6 additional power points (9)

4. You can target one additional creature provided each target is within 30 feet of each other. You can take this augmentation multiple times.

5. A creature damaged by this power is frightened until the end of its next turn.

You can empower this augmentation by spending 6 additional power points (11). If a target is frightened (by any source) and takes damage from this power, it is paralyzed for 1 minute. At the end of each of its turns it makes a Wisdom

saving throw. On a successful save, the creature is no longer paralyzed.

7. When the target deals damage to another creature, it must succeed on a Wisdom saving throw or take psychic damage from this power.

9. The target can take damage from this power once each turn instead of once each round, but takes one less d8 of psychic damage.

You can empower this augmentation by spending 6 additional power points (15) to remove the restriction on when a target can be damaged by this power. Each time the target takes damage or triggers this power, it must succeed on a Wisdom saving throw or take psychic damage. The target takes two fewer d8 of psychic damage.

13. You force the target to relive the experience of death. Whenever the target takes damage from this power, it must make a Constitution saving throw. If this save is failed and it has 40 or fewer hit points remaining it is reduced to 0 hit points. If the creature has more than 40 hit points, it takes 4d6 necrotic damage on a failed saving throw. On a successful save, the creature takes no damage.

You can empower this augmentation, increasing the hit point threshold by 5 for every additional power point you spend to do so.

Tremor

Psychokinesis


  • Manifestation Time: 1 action
  • Range: Self
  • Maintenance: Concentration up to 1 minute
  • Detection: Psychic, Gesture

You create vibrations and shockwaves of psychokinetic force. Choose a 5-foot square on a surface within 30 feet of you. Each creature standing on that surface must succeed on a Dexterity saving throw or be knocked prone.

While this power remains in effect, you can use your action to repeat the shockwave.

0. A creature knocked prone by this power loses 5 feet of movement until the end of its next turn after it stands up when you reach 5th level (5 feet), 11th level (10 feet), and 17th level (15 feet).

1. You hit each target in a line that is 5-feet wide and up to 30 feet long which originates from you.

You can empower this augmentation to increase the length of your shockwave by 5 feet for every 2 additional power points spent.

You can also empower this augmentation to create an additional line by spending 4 additional power points. You can take this empowerment multiple times. A creature can only be affected by this power once each turn; overlapping lines have no additional effect.

3. Targets knocked prone by this power take 2d6 force damage.

You can empower this augmentation, increasing the damage by 1d6 per 2 additional power points you spend.

5. Each square space of a surface you hit with this power causes the earth to explode. Each target standing on the space takes 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one.

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 You can empower this augmentation to strike each target within 5 feet of this power's area by spending 6 additional power points (11).

You can also empower this augmentation to increase its bludgeoning damage by 1d6 for every 2 additional power points you spend.

9. The shockwave becomes a tremor the deals 50 bludgeoning damage to structures in contact with the ground within the power's area. Additionally, the ground within 10 feet of the power's area, including it, becomes difficult terrain.

If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure’s height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn’t fall prone or become buried.

You can empower this augmentation by spending 4 additional power points (13) to create a fissure along the power's area. The fissure is 50 feet deep. Each creature within the area must make a Dexterity saving throw. If the save fails, the creature falls into the fissure and takes fall damage. Each object that has at least half of its mass in the path also falls into the fissure.

Weather Manipulation

Psychokinesis


  • Manifestation Time: 1 action
  • Range: 600 feet
  • Maintenance: Concentration up to 10 minutes
  • Detection: Psychic, Gesture, Visual (glow)

You can control the wind and the rains, bending the weather to your will.

You call upon mists to cover a 20-foot radius cylinder that is 20 feet tall. The mist spreads around corners. You choose whether the area the mist occupies is lightly or heavily obscured. A wind of moderate or greater speed (at least 10 miles per hour) disperses the mist.

Once you cease maintaining this power, its effects will persist uncontrolled for 2 rounds.

0. For every 1 power point you spent to augment this power, you can increase the power's radius by 20 feet and the height by 10 feet.

1. You cause a light rain or snow to fall. Each creature within the area gains advantage on saving throws against fire and the rains will extinguish candles, torches, and similar unprotected flames.

You can empower the strength of the rain by spending 4 additional power points (5) to create heavy rains. A heavy rain will douse a 5-foot cube of flame on each source of fire at the start of each of your turns and each creature within the area gains damage resistance to fire.

1. You create an eye in the storm anywhere within the power's area. This eye is a 5-foot diameter.

 You can empower this augmentation, increasing the diameter of the eye by 5 feet per additional power point spent to do so.

3. You summon gusts of wind creating a line 60 feet long and 10 feet wide anywhere within the power's area that blasts from a direction you choose. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet in the direction of the wind. Any creature within the line must spend 2 feet of movement for every foot it moves while moving against the wind. The winds disperse gas or vapors, and extinguish candles, torches, and similar unprotected flames. Protected flames dance wildly and have a 50 percent chance to be extinguished.

You may take a bonus action to reposition one line of wind while this power remains in effect.

You can empower this augmentation, adding an additional line of wind for every power point spent this way. Overlapping wind works in each direction of the line of wind.

5. You create a sleet storm that affects a 20-foot tall cylinder with a 40-foot radius centered on a point within the power's area that you choose. The area is heavily obscured, and exposed flames in the area are doused. The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the cylinder for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone. If a creature starts its turn in the storm and is concentrating on a spell or power, it must succeed on a Constitution saving throw against your power save DC or lose concentration.

You can take a bonus action to move one storm’s point of origin to anywhere within the power's area as long as this power remains in effect. The area under a sleet storm remains difficult terrain for 2 rounds after you move it.

You can empower this augmentation, creating an additional cylinder of sleet for every 2 additional power points you spend.

You can also empower this augmentation to transform the sleet into a mix of snow and hail by spending 4 additional power points (9). Each creature that starts its turn within the hail storm must make a Dexterity saving throw. On a failed save, the target takes 2d8 bludgeoning damage, 4d6 cold damage, and is knocked prone. On a successful save, the target only takes half the damage.

5. You take control of the air with the power's area. During your turn, while this power remains in effect, you can change the intensity of the wind to calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that enter or leave the power's area or pass through it have disadvantage on their attack rolls. If the wind is strong, the entire area acts as a gust in one direction. Each creature that starts its turn within the power's area must succeed on a Strength saving throw or be pushed 15 feet in the direction of the wind. Any creature within the area must spend 2 feet of movement for every foot it moves while moving against the wind. The winds disperse gas or vapors, and extinguish candles, torches, and similar unprotected flames. Protected flames dance wildly and have a 50 percent chance to be extinguished.

5. You can create a downdraft or an updraft within the area.

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 A downdraft is a sustained blast of strong wind that blows down from the top of the area. Ranged weapon attacks that pass through the area or that are made against targets within it have disadvantage on their attack rolls. A creature must make a Strength saving throw if it flies into the area for the first time on a turn or starts its turn there while flying. On a failed save, the creature is knocked to the ground and is rendered prone.

An updraft is a sustained wind from the area’s bottom side. Creatures that end a fall within the area take only half damage from a fall. When a creature in the area makes a vertical jump, the creature can jump up to 10 feet higher than normal.

5. By taking a bonus action, you may call on one lightning bolt to strike any point within the power's area. Each creature within 5 feet of where a lightning bolt strikes must make a Dexterity saving throw. It takes 3d6 lightning damage on a failed save, or half as much damage on a successful one.

You can empower this augmentation, increasing the lightning damage by 1d6 per 2 additional power points spent.

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Chapter 3: Psychic Gameplay Options

Player Options

In this section you will find additional options for creating player characters.

Using Ability Scores

Lore and application of mental and psychic techniques can be covered by existing skills.

Intelligence Checks

An Intelligence check comes into play when process information and develop a plan of action. Certain skills have additional functions.

Arcana. Your Intelligence (Arcana) check measures your ability to recall lore about psionics, psychic phenomena, and esoteric rituals.

History. Your Intelligence (History) check measures your ability to recall lore and apply principles about and psychology.

Religion. Your Intelligence (Religion) check measures your ability to recall lore about hauntings and spirituality.

Tool Descriptions

Fortune telling tools is a new tool included in this supplement.

Fortune Telling Tools

Often used by charlatans and entertainers, fortune telling tools are said to be able to divine the future. Whether true or not, these can prove an amusing diversion for all parties involved.

Components. Fortune telling tools include a dowsing rod, a small crystal ball, a pack of tarot cards, and various small bones, often from a bird.

Arcana, Religion. When you study a magical or psychic phenomenon pertaining to omens or destiny, you can use your fortune telling tools to make a reading to better understand it.

Performance. You can entertain other by reading omens and interpreting tarot cards or bones.

Survival. When attempting to locate a source of water, your ability to use a dowsing rod helps point you in the right direction.

Divine the Future. Once per day you can grant one creature a reading. Once within the next 24 hours, when the target makes an ability check or saving throw with disadvantage, it can chose to disregard that disadvantage.

Fortune Telling Tools
Activity DC
Interpret an omen 10
Gain insight into a client’s personality 15
Gain the trust of a client by having it fill in the blanks 15

Psionic Feats

Following are new psychic-themed feats any character can add when it gains a new feat.

Boomerang

Using minor telekinesis, you are able to manipulate weapons and objects you throw. You gain the following benefits.

  • Increase your Dexterity score by 1, to a maximum of 20.
  • When you miss with a thrown weapon or object, or with ammunition no heavier than 3 lbs., you may use your reaction to return the item to your hand.
  • You may use your bonus action to telekinetically attune to a held weapon with the thrown property. So long as you maintain concentration, the weapon will automatically return to your hand after making an attack. You can maintain concentration up to 1 minute before being subject to psychic strain.

Combat Focus

You have learned to focus your ki in battle, gaining the following benefits:

  • Increase your Constitution, Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
  • By using a bonus action, you can designate one target you can see. You gain a +1 bonus on each attack roll made against this target and are under the psionic focus condition until the start of your next turn. You can choose to maintain this effect by concentrating, extending its benefits up to 1 minute before being subject to psychic strain.

Psychic Prodigy

Choose a discipline: clairsentience, psychokinesis, psychometabolism, psychoportation, or telepathy. You gain one power from this discipline of your choice.

In addition, using this feat, you have 2 power points which you can use to augment this power. You regain these power points when you finish a long rest.

You use Intelligence as your manifesting ability for this power.

Psychomental Adept

Prerequisite: The ability to manifest at least one power

When you take this feat, choose one of the following damage types: acid, cold, fire, lightning, poison, psychic, or thunder.

Powers and psychic features you manifest ignore resistance to damage of the chosen type. In addition, when you roll damage for a power you manifest that deals damage of that type, you can treat any 1 on a damage die as a 2.

You can select this feat multiple times. Each time you do so, you must choose a different damage type.

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War Manifester

Prerequisite: The ability to manifest at least one power

You have practiced manifesting powers in the midst of combat, learning techniques the grant you the following benefits:

  • You have advantage on Constitution saving throws to maintain your concentration on a power or psychic feature when you take damage.
  • When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to manifest or reactivate a power at the creature, rather than making an opportunity attack. The power must have a manifestation time or reactivation of 1 action and must only target that creature.
  • Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged power attack rolls.

Psychic Conditions

Psionic powers and features can apply several new conditions. These conditions are detailed below.

Psionic Focus

Whenever you concentrate to maintain a psionic power or certain class features, you gain the psionic focus condition. While you have this condition, you are shrouded with psionic energy.

Psychic Strain

While under the psychic strain condition, you take 2d6 damage at the start of each of your turns from stress while maintaining a power. You can elect to cease maintenance on a power before this damage is dealt.

If you manifest a new psionic power, you take 1d6 + 1 per power point spent damage from stress, and you must make a Constitution saving throw against a DC equal to this damage or 10, whichever is higher. If this save is failed, the power fails and you lose the power points spent. If the saving throw is successful, you manifest your power normally.

If you take damage from psychic strain on your turn, you can’t maintain any newly manifested power (but you can continue to maintain powers you manifested before suffering psychic strain). Damage dealt by stress doesn’t require a Constitution saving throw to maintain concentration.

The psychic strain condition is removed when you end your turn without taking damage from stress as a result of using your own powers.

Condition Immunity

Certain existing creatures should have immunity to some of these new conditions.
 Aberrations, constructs, and undead are generally immune to the unsettled condition, as would a creature that is immune to both horror and disgust.
 If a creature is unaffected by time stop, it is reasonable that it can't be affected by stasis. A creature that operates outside the bounds of time would likely have immunity to the stasis condition.
 In general, nothing should have immunity to psionic focus or psychic strain.


Stasis

A creature or object held in stasis is frozen in time and place. A creature can’t take physical action or move, and it automatically fails Strength and Dexterity saving throws. If a target is in the air when affected by stasis, it remains in place for the duration of the condition.

A creature can still observe its surroundings, but can’t move its eyes to change its perspective. It can still think and engage in purely mental actions, such as manifesting certain psionic powers. A creature affected by stasis can’t be moved in any way or transformed, and such attempts automatically fail. A target in stasis also can’t be moved by outside force, such as telekinesis, except through teleportation and related means.

Attacks made against a target affected by stasis automatically fail unless they explicitly target the subject’s mind or soul. While in stasis, targets don’t age, nor do creatures require sustenance or air.

Unsettled

An unsettled creature is overcome with feelings of immense discomfort and has trouble focusing. It suffers a -2 penalty on attack rolls and ability checks.

Psychic Traits

Psychic abilities and creatures can possess certain traits. These are described below.

Aurasight

You are able to see psychic energy as a soft glow. You can detect a spiritfont and know what type it is and what emotion it is if it’s a psychic impression. You can see if a creature has the psionic focus condition.

You can perceive an aura in normal and magical darkness. You can perceive each spirit within your field of vision through its aura.

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Magic and Psychic

When using psionics in your campaigns, you must resolve any interactions between psychic effects and magical effects.

Interaction

Psychic abilities aren’t magical. They are more akin to ki used by monks, being magic-like, but not magic in the sense of spells or magical items.

Spell Level and Power Level

Since psionic powers don’t have levels normally, when interacting with effects that use spell levels, you need to calculate the effective spell level for a power. To determine the effective level of a power, divide the power points used to augment it by two (round up). Power level can’t exceed 9th level (at 17 or more power points).

Powers manifest without power points are equivalent to cantrips.

Dispel

Features, spells, powers, and effects that can dispel either magic effects or psionic effects won’t work on the other. For example, dispel magic won’t remove the effects of a psionic power. If an effect expressly indicates it dispels any supernatural effects or both magic and psionic powers, then it affects both.

As a general guideline, if a dispel mechanic can dispel the effects of a monk’s ki abilities, it can disrupt psionic powers. For instance, the Antimagic Cone trait of a beholder can remove a monk’s Ki-Empowered Strikes effect, and could likewise counter the mind blade power as both effects are counted as magical.

Counters

In most cases, spells and powers can’t be used to counter each other.

Detection. Psychic abilities are invoked with the mind. Certain powers have noticeable visual effects that indicate a power is being used, while other powers only have a psychic sensation. See the Powers chapter for more information on which powers can be detected as they are manifested and maintained.

If a psychic creature is maintaining a power or psychic feature, it has the psionic focus condition and onlookers can determine that it is maintaining a psychic ability by succeeding a DC 12 Intelligence (Investigation) check. If the creature has psychic abilities of its own, it requires no action. Otherwise, a creature must take a bonus action to discern if a power or psychic feature is being maintained.

Antimagic

Most powers don’t count as spells or magic, unless stated so, and as such aren’t suppressed by antimagic fields and similar effects. Use the monk ki test to determine if a power is affected by antimagic effects. If a monk’s feature isn’t suppressed, then a psionic power isn’t either.


Concentration

Under normal circumstances, it is impossible to maintain a power and concentrate on a spell at the same time. If you cast a spell that requires concentration, each power you are maintaining immediately ends. Likewise, in order to maintain a psionic power, you must cease concentrating on a spell.

You can, however, use a psicrystal to maintain a power for you, allowing you to use your concentration on a spell.

There are cases where a power may have a period where they are in effect, but not maintained through concentration, such as the Way of Insight monk’s Lingering Powers feature. In this case, concentration can be used for a spell without ending the psionic power early.

Variant Rule: Psionics are Magic

If you use both spells and powers in your campaign, you can rule that whatever affects spells also effects powers and vice versa. In this case, disregard the above interaction rules. Instead, dispel and counter effects apply to both, and powers are unable to be manifest within and are cancelled by antimagic fields.

Variant Rule: Ki is Psychic

If you prefer to have ki effects operate using the same energies as psychic powers, you can rule that all monk ki abilities are psychic and interact as psychic abilities, subject to psychic static effects.

Spells

Spellcasters have access to several new spells connected to psychic abilities, spirits, and that are similar to psionic powers.

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Spells


Level Spell School Conc. Ritual Class
3rd Detect Aura Divination Yes No Cleric, Druid, Sorcerer, Warlock, Wizard
4th Detect Possession Divination No No Cleric, Druid, Paladin, Warlock
4th Energy Trap Abjuration No No Artificer, Wizard
4th Psychic Burst Evocation No No Warlock, Wizard
4th Spirit of the Wolf Transmutation No No Druid, Ranger, Wizard
5th Brain Melt Necromancy No No Bard, Sorcerer
5th Disrupting Smite Evocation Yes No Paladin
6th Disruption Evocation No No Cleric
6th Spirit Wrack Abjuration Yes No Cleric, Warlock
7th Illusory Trap Illusion Yes No Bard, Wizard
8th Wrench Conjuration No No Cleric

Spell Descriptions

The spells are presented in alphabetical order.

Brain Melt

5th-level necromancy


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

You fire a bolt of mental energy at a creature in range. It must make a Wisdom saving thing. If the save is failed, at the start of each of its turns while it is concentrating on a spell, power, feature, or trait, it takes 2d12 psychic damage and has its power and spell save DCs reduced by 4 until the end of its next turn. Once a creature has taken this damage five times, the effect ends.

Detect Aura

3rd-level divination


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

You gain aurasight up to 60 feet. When you sense a creature maintaining a psionic power, you can use your bonus action to determine exactly which powers the creature is maintaining and to which disciplines those powers belong.

Additionally, when a creature within 60 feet of you attempts to manifest a psionic power or use a psychic ability you are aware of its action and what discipline (if any) its power belongs to.

Detect Possession

4th-level divination


  • Casting Time: 1 minute
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

You can touch one creature, object, or structure and determine if it is possessed. A possessor creature must make a Charisma saving throw. If the save is failed, you know the creature possesses the target and the approximate power of the creature, its type, and what kind of possessing entity it is. If the save succeeds, you don’t detect the presence of a creature.

Disrupting Smite

5th-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

The next time you hit an undead creature with a melee weapon attack during the spell’s duration, you weapon bursts with spiritual energy, and the attack deals an additional 5d6 radiant damage on a successful attack roll. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful saving throw, the creature becomes frightened of you until the end of your next turn.

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Disruption

6th-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

You tear apart the necromantic energies of an undead creature. You must hit with a ranged spell attack, dealing 8d6 radiant damage on a successful attack roll. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful saving throw, the creature becomes frightened of you until the end of your next turn.

At Higher Levels. If you cast this spell using a spell slot of 7th level or higher, you deal an additional 2d8 radiant damage per each slot level above 6th.

Energy Trap

4th-level abjuration


  • Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you manifesting a power
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous

You attempt to interrupt a creature in the process of manifesting a power. If the creature is manifesting a power augmented with 6 power points or less, its power fails and has no effect. If it if manifesting a power augmented by 7 or more power points, make an ability check using your spellcasting ability. The DC equals 10 + half the power points spent to augment the power. On a success, the creature's power fails and has no effect.

Illusory Trap

7th-level illusion


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Concentration, up to 1 minute

You become invisible at the same time that an illusory double of you appears where you are standing. Both effects last for the duration or until the spell’s trigger is activated.

You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose. You can also use your action to have your double make a melee spell attack against a creature within 5 feet of it.

When your double is hit by a melee attack or hits with its melee attack, the spell triggers. You may move the creature which was struck by or struck your double to any unoccupied space within 5 feet of you, and, if you choose, more yourself to the space the creature occupied or with 5 feet of that space. Once this spell is triggered, you are no longer invisible and the image disappears.

Psychic Burst

4th-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a handful of fennel seeds)
  • Duration: Instantaneous

You cause the psychic energy of a creature with the psionic focus condition to burst. The creature must make a Wisdom saving throw. If the save is failed it takes 4d8 +12 psychic damage and makes its Constitution saving throw to maintain concentration on a psionic power at disadvantage. If the save is successful, the creature takes half the damage.

At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, you deal an additional 1d8 psychic damage per each slot level above 4th.

Spirit of the Wolf

4th-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (the fang of an aged wolf)
  • Duration: 1 minute

You assume the form of an ethereal wolf. Your movement speed is increase by 10 ft. and bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silvered weapons only deal half damage to you. You gain the stats of a dire wolf and the following traits: Ethereal Form, Incorporeal Movement. You retain your hit points, Intelligence, Wisdom, and Charisma.

Ethereal Form. Using your action, you can enter the Ethereal Plane. During this time you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything looks gray, and you can’t see more than 60 feet away.

While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren’t on the Ethereal Plane can’t perceive you and can’t interact with you, unless a special ability, spell, or power has given them the ability to do so.

You ignore all objects and effects that aren’t on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from.

When the spells ends or you use your action to end this effect, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same space as a solid object or creature when this happens, you are immediately moved to the nearest unoccupied space that you can occupy.

Incorporeal Movement. You can move through other creatures and objects as if they were difficult terrain. You take 5 (1d10) force damage if you end your turn inside an object.

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Spirit Wrack

6th-level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (powdered silver worth at least 50 gp)
  • Duration: Concentration, up to 1 hour

You create a shroud around you that causes each spirit within 30 feet of you immense discomfort. Each such creature you choose that starts its turn within your shroud must make a Charisma saving throw. If the save is failed, the creature is wracked by immense pain and is unable to take reactions, can't concentrate to maintain a spell or power, and has disadvantage on attack rolls and ability checks until the start of its next turn. If the save is successful, the creature is unharmed, but still feels spiritual pain like needles pricks.

Any creature affected by wracking pain from this spell will always be hostile toward you.

Wrench

8th-level conjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (phylactery worth at least 500 gp)
  • Duration: Instantaneous

You attempt to rip a creature in possession of another creature, object, or structure from its host. The creature must make a Charisma saving throw. If the save is failed, the creature is forced out of the host, taking 8d8 psychic damage, and is stunned until the end of its next turn. It can’t attempt to repossess its target or another target for 1 minute. If the save succeeds, the creature is unaffected and is immune to further attempts by you to remove it by this spell.

Spiritfont

Occasionally, psychic material lingers within an area on upon an object or creature, creating an environmental feature called a spiritfont. These features include psychic impressions, hauntings, and poltergeists. A spiritfont is most often formed from intense emotion felt within an area that builds up over time, but some creatures are capable of generating one. A curse can also create a spiritfont and even attach it to a creature or object.

Each spiritfont has an Intensity that ranges from 1 to 30 dependent upon how strong the emotion or spirit that created it is. A spiritfont created by a creature uses that creature’s manifesting or spellcasting ability score as its Intensity. Over time, Intensity will decrease if the spiritfont isn’t exposed to additional spiritual or emotional energy. In a similar way, exposure to additional sources of spiritual or emotion energy can increase its Intensity. Consult Spiritfont Intensity Table for details. A spiritfont only gains or loses 1 Intensity at a time. If a spiritfont ever has its Intensity reduced to 0, it is destroyed.

Spiritfont Intensity
Intensity Attack Modifier Save DC Time Period to Lose Intensity Energy to Increase Intensity
1 to 2 -4 6 1 day 5
3 to 4 -3 7 2 days 10
5 to 6 -2 8 4 days 15
7 to 8 -1 9 8 days 20
9 to 10 +0 10 15 days 20
11 to 12 +2 11 30 days 25
13 to 14 +3 12 60 days 25
15 to 16 +4 13 150 days 30
17 to 18 +6 14 300 days 30
19 to 20 +7 15 500 days 40
21 to 22 +8 16 1000 days 50
23 to 24 +10 17 1500 days 60
25 to 26 +11 18 2000 days 75
27 to 28 +12 19 2500 days 90
29 to 30 +14 20 3000 days 120
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 A spiritfont gains 1 point of energy for each living creature that experiences intense emotion or psychological trauma within 10 feet of it. Energy can only be collected from a given creature once per day. Some forms of spiritual energy can drain a living creature of energy or another source of energy such as electricity. A spiritfont created by a creature doesn’t increase in Intensity by consuming energy.

While not explicitly dangerous, a spiritfont can affect living creatures. When a living creature is within the area of the spiritfont, it is subject to its effects. If the spiritfont awakens and is hostile, it can directly harm a creature within its area. Consult the Spiritfont Intensity Table to determine the attack bonus and save DC for the spiritfont. It actions are considered psionic and its attack rolls are power attacks.

If the spiritfont is created by a creature, use its power or spell save DC and attack modifier instead of the spiritfont’s Intensity if the creature is within the spiritfont’s area.

A spiritfont’s effects and abilities affect both the plane it is on and the Ethereal Plane provided the plane it is on overlaps the Border Ethereal. A spiritfont without connection to the Ethereal Plane loses Intensity at twice the normal rate.

An uncontrolled spiritfont can make lair actions. A creature in control of a spiritfont can use the spiritfont’s lair actions as its own. A spiritfont may only take a lair action within the area it covers, treating the boundaries as the range for activating a psionic power. Once an effect or attack reaches the extent of this range, it vanishes harmlessly.

A spiritfont connected to a creature or object often covers a small area, typically no larger than a 30-foot radius sphere, and often with borders such as walls, containing the spiritfont. It is possible for a location to have detached spiritfonts, but it’s more likely that it has a spiritwell overseeing multiple spiritfonts.

It is possible for multiple spiritfonts to occupy the same area or overlap each other. Each spiritfont maintains its own Intensity and makes independent lair actions.

If a creature is capable of controlling a spiritfont, it can control a number equal to its possessor ability bonus. If a creature can create a spiritfont, it can usually only create one unless it can generate a spiritwell, described below.

Spiritwell

A spiritwell covers a large area and often has one or more spiritfonts connected to it. It has Intensity just like a normal spiritfont. A spiritwell can only be linked to a structure or location, never a creature or object. It can cover an area of any size, but often is contained by some kind of boundary, such as the walls of a room or building or the perimeter of a graveyard.

When a creature is capable of creating a spiritwell while possessing a creature or object, it must do so by selecting a space within a location and placing the spiritwell there. If the creature’s host leaves the area for at least one hour, the spiritwell’s Intensity reduces by 1 and for each additional hour that passes without the host returning to the area. Should the host return to its location before the spiritwell’s Intensity is reduced to 0, it will regain 1 point of Intensity per hour the host remains within the spiritwell’s area.

Any number of spiritfonts can be connected to a single spiritwell. Each spiritfont shares the same Intensity as the spiritwell it connects to. If a spiritfont develops within the spiritwell’s area, it automatically becomes attached to the spiritwell, unless that spiritfont was generated by a creature. If two or more spiritwells occupy the same space, the spiritwells will merge except for a spiritwell generated by a creature. A generated spiritwell can’t occupy the space of an existing spiritwell. In the case of a merging, the highest Intensity is used.

Each spiritfont connected to a spiritwell can make lair actions independently. The spiritwell can also make lair actions, using its own or the lair action of any connected spiritfont. If a creature controls a spiritwell, it also has control of each connected spiritfont, but can direct no more than one spiritfont per possessor ability bonus it possesses. Undirected spiritfonts behave normally, while a directed spiritfont can be made active or even hostile. A creature in control of one or more spiritfonts can only use one to make a lair action during a round, but awakened spiritfonts can act independently.

Each spiritfont connected to a spiritwell uses the spiritwell’s Intensity. If the spiritwell’s Intensity is reduced to 0, each connected spiritfont is reduced to 0 and destroyed as well.

Object and Creature Centered Spiritfonts

In unusual cases, a spiritfont can become attached to a creature or object. Object attachments are fairly common, while creature attachments are very rare.

An attached spiritfont can be dormant or active as usual. In many cases it remains dormant until the attached object is handled or a certain amount of time passes.

An attached spiritfont will usually affect a radius around the creature or object it is attached to, but it’s also possible that it is restricted to some other boundary, such as a room. Under most circumstance, the spiritfont acts independently, but in rare circumstance, an attached creature or a creature in possession of an attached object can choose which lair action to use.

Detecting a Spiritfont

A spiritfont is invisible, but a creature capable of seeing auras or psychic or spiritual energy can perceive the presence of an active spiritfont as a faint glow over its area. An active spiritfont often gives a creature within its area an odd feeling, such as being watched or being within the presence of a creature. This often causes animals to act oddly, such as a dog barking at empty space or a cat bolting in terror with no discernible cause.

An active spiritfont usually has a number of telltale signs that warn knowledgeable creatures of its presence, particularly in the case of hauntings.

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Dormancy

A spiritfont isn’t always active. Sometimes it enters a dormant state where it offers no hint to its presence and can’t be detected at all. For practical purposes, an area with a dormant spiritfont is a normal area.

A dormant spiritfont awakens when a trigger is met. The trigger is usually connected with an emotion or event connected to the creation of the spiritfont. If the spiritfont is caused by a curse, the curse will name the conditions for it to awaken. Triggers can be a time of day, on an anniversary to some event, or even the presence of certain creatures. Once awakened, a spiritfont may stay awake for a set period of time or remain awakened until made dormant by a spell or similar ability.

An awakened spiritfont isn’t necessary hostile. More often than not, the spiritfont only displays passive effects and takes no lair actions. Its various phenomena activate and deactivate possibly at random or at set intervals or sequences unless disturbed. If a phenomenon is disturbed in some way, the spiritfont may become hostile. Other triggers may also exist to turn an awakened spiritwell hostile. It is, however, impossible to benefit from a rest within the area of an awakened spiritfont.

Connected spiritfonts only awaken if the spiritwell is awakened. Each spiritfont connected to a spiritwell can be dormant or active and can have different triggers. If a spiritfont connected to a spiritwell, or the spiritwell itself, becomes hostile, each connected spiritfont becomes hostile. A hostile spiritwell will use lair actions each round. Each spiritfont makes independent lair actions, but can only trigger a lair action within its area. Depending on its nature, a hostile spiritfont may attempt to merely drive away creatures rather than attempt to kill them.

Psychic Impressions

A psychic impression is residual spiritual energy formed from powerful emotions, such as the expression of true love or horrifying terror.

As a spiritfont, a psychic impression is invisible to normal detection. However, a living creature which enters the area of an impression will be struck by the emotion that created the impression.

Normally, a psychic impression is harmless, but sometimes it can be too intense and compel a living creature in ways that cause distress or create danger. Benign impressions are fairly harmless, while traumatic and baleful impressions pose some measure of threat to living creatures.

A psychic impression can only be destroyed by wish. If its Intensity drops to 0, it is also destroyed. Dispel evil and good will suppress a psychic impression, making it dormant for 1 day per caster level. A psychic impression can’t form or awaken within an area that has been hallowed.

 Each living creature that starts its turn within the area of a psychic impression must make a Charisma saving throw. If the save is failed, the creature is subject to the effects of the psychic impression so long as it remains within the area. If a creature succeeds on its save, it is immune to the effects of the psychic impression for 1 hour. Calm emotions, dispel evil and good, and certain psionic powers will free a creature from the effects of a psychic impression, as will the Channel Divinity and Banish Spirits class features. Other features, powers, and spells with similar effects may also work at the discretion of the DM.

Benign Impressions

When an impression is benign, it’s mostly harmless. A creature that fails its Charisma save feels the emotion of the psychic impression, replacing any existing emotion it felt. This will remove the effects from any spell, power, or feature that alters emotions, such as Rage, Bardic Inspiration, heroism, trauma infusion, and similar effects.

A creature affected by a benign impression may smile, scowl, or shiver. Aside from replacing emotional states, no further effect is felt, however an emotional state can make interactions easier or difficult. The DM will decide if an impression should affect Charisma skill checks. In which case, the psychic impression either grants advantage or disadvantage.

Traumatic Impressions

Unlike a benign impression, a traumatic one will cause a creature to suffer detrimental effects. So intense is the feeling that a creature which fails its saving throw suffers an effect based on the emotion of the impression in additional to the benign effects. Negative effects from traumatic impressions persist until the end of the creature’s next turn once it’s free of the impression.

A creature that succumbs to a traumatic infusion increases the energy of the spiritfont by 1. A creature can only give energy this way once per 24 hours.

Love. The creature is unable to take hostile actions.

Joy. The creature can’t use reactions.

Jovial. The creature laughs and is restrained.

Grief. The creature uncontrollably sobs and is at disadvantage on ability checks and saving throws.

Terror. The creature is frightened and has its movement speed reduced by half.

Despair. The creature is at disadvantage on attack rolls and weapon damage rolls.

Hatred. The creature is overcome with rage and attacks the nearest creature with its strongest melee attack.

Baleful Impressions

A baleful psychic impression is particularly dangerous. It behaves identical to a traumatic impression so long as it isn’t hostile, but once it is, it can make a lair action each round.

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 As a lair action, the spiritfont targets a living creature within its area. The creature must make a Wisdom saving throw. If it fails its saving throw the creature is incapacitated. It enacts the actions of another creature whose emotions created or compounded the impression. The creature loses all sense of perception and perceives a fabricated reality by its own mind shaped by the psychic impression. This action can have severe effects, such as the affected creature throwing itself from a cliff or entering a fire.

At the end of each of its turns, it makes a new Wisdom saving throw. If the save is successful, the creature acts normally until the end of its next turn. If it remains within the area of the psychic impression, it must make a new Wisdom saving throw or again be incapacitated and lost in a false reality.

A spiritfont can only target one creature at a time. So long as a creature is under its influence, it can’t make a new lair action.

Whenever a creature succumbs to a baleful impression the spiritfont gains 2 energy, but this can only occur once in a 24-hour period. If the creature dies while under the effects of the impression, the spiritfont instead gains 5 energy.

Using Psychic Impressions

A psychic impression should be used infrequently in your campaign and is especially useful in horror campaigns, campaigns with a spiritual focus, and in conjunction with psychometry and other object reading effects. They are useful as hooks or clues for an adventure or to just add some background to a location. Psychic impressions pair well with hauntings as well as with lairs of powerful creatures, especially those capable of possession.

Player characters should be made aware of the presence of a psychic impression when they enter it as feelings of discomfort should accompany descriptions of an area where a psychic impression exists. Once a character enters the area and fails its saving throw, you’ll want to describe the overwhelming emotion.

Baleful impressions should have warnings attached to them. People in the area should relate tales of strange phenomena causing trespassers to behave oddly or about a haunted past of the area. On the scene of the impression, there may be other signs, such as corpses killed in particular ways, such as hanging from a specific tree.

Hauntings

A haunting is similar to a psychic impression and is often created in the same way. A psychic impression can also be corrupted into a haunting through dark rituals or immense suffering.

A haunting feels wrong, whether the area is abnormally warm or cold or gives the feeling of paranoia such as being watched or not alone. Each living creature that enters the area of a haunting or starts its turn within one must make a Charisma saving throw. If the save is failed, the creature is unsettled for as long as it remains within the area of the haunting. An afflicted creature can use its action to give itself a new saving throw to overcome this effect. Once it passes its saving throw, the creature is immune to being unsettled by the haunting for 1 hour.

For every hour an unsettled creature remains within a haunting it must make a new Charisma saving throw. If this save is failed, the creature is afflicted with a random Short-Term Madness (if not using Madness in your campaign the creature is frightened for 10 minutes). If a living creature experiences three such Madness events within a 24-hour period, it must make a DC 15 Wisdom check or adopt an Indefinite Madness from its experience (if not using Madness, the creature is aged 1d10 years instead).

Signs of a Haunting

At casual inspection, a haunting is unapparent, and can often be rationalized as normal events such as a draft or rotted wood. As a spiritfont, a haunting is invisible and can only be detected by means that perceive auras and spirits. Even when detected, a haunting is identical to a psychic impression (usually terror or despair). However, a haunting has other signs that betray its true nature. A haunting spiritfont can display any number of the signs below.

After Image. An after image is a reflection of the past embedded within a haunting. An after image is typically of a creature and can appear identical to an apparition. An after image can also appear as an object, such as a piece of furniture or handheld item. The after image isn’t a creature, it is an illusion with no physical form. If approached, an after image might disappear, especially if depicting a person, but it may also remain under inspection. An after image is cold to the touch and shimmers like thick mist.

An after image typically displays some significant event that happened in the location. However, this depiction is often only a fragment and may not show the whole story. This makes an after image unreliable, as it may reflect a feeling and not an actual memory, twisting the displayed image to the perception of the source of the haunting.

Air Spot. An air spot is a space where the air takes on a certain quality, such as being warmer or colder than normal or having moist or static properties. An air spot is nominally harmless and is illusory. However, it can give a creature the sensation of overheating or freezing. An air spot can also cause hair to stand on end or skin to itch or crawl.

Disembodied Sound. A disembodied sound is one with no discernible source. It can be peaceful like a short chord of music or unsettling like a blood-curdled scream. Longer lasting sounds of these sorts include footsteps or rustling sounds as if from the wind. A disembodied sound is an illusion. It will vanish when investigated, but often starts again when a creature is no longer within the vicinity.

A disembodied sound can also be localized to a smaller area. In this case, only a creature within the immediate area can hear it, even if it sounds more distant than it actually is.

Displaced Smell. A displaced smell is an illusion of sensation with no identifiable source. Smells can be pleasant or repugnant, and some start as one smell and transform into another smell.

Distortion. The air shimmers in a way that appears to compress open space or as if an invisible or camouflaged creature is passing by or appears and disappears from existence. This is often accompanied by a lowering of the air quality and an increase in air pressure. A distortion may also appear as vapor or a cloud or a brief absence of light in a small, localized area.

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Mote. A mote is a sphere of light. It follows a pattern and disappears upon completing the pattern. It will repeat this pattern after a certain amount of time has passed or it is triggered again. A mote does shed some light and while four or more motes are present in a space of darkness, the space will become dim light. If a creature attempts to touch a mote, it will disappear as if it completed its pattern.

Optical Illusion. An optical illusion is a static or briefly animate image that can appear and disappear seemingly at random. An optical illusion typically manifests in a reflection, when perceived from a certain angle, or from the corner of the eye. It is an illusion that will disappear if touched, studied, or investigated.

Orb. An orb is tiny floating point of light no larger than a pea. It sheds no light but is visible within darkness. An orb typically floats at random and can disappear at random. It can have any color and is completely harmless. If a creature enters the space where one or more orbs are present, each orb vanishes until the creature leaves the space.

Shadow Person. Some hauntings exhibit palpable shadows that vaguely resemble humanoids. A shadow person is usually harmless, however, but it can easily be mistaken for a shadow, and such creatures will hide amongst shadow people phenomena.

A shadow person will disappear if within 10 feet of a living creature. A shadow person often follows a routine and can be mistaken as a ghost. However, the shadow person isn’t a creature. A shadow person is the manifestation of memory attached to a haunting. When accompanied by a psychic impression, a shadow person likely enacts the events that caused the impression or mimic the behavior of someone who contributed to the impression.

Spectral Construction. An spectral construction is a formation of ectoplasm to create a palpable effect. These effects are harmless. It can appear briefly and disappear as if never there or linger for a period of time. Famous examples of an spectral construction include mysterious blood or hair, claws or maws appearing on surfaces, and grasping hands that disappear in a moment.

If an spectral construction is collected, it fades away after a short time.

Hostile Haunting

A haunting rarely causes damage, its unsettled effect its only threat. However, sometimes a haunting was created with malice toward the living or may be controlled by a creature (such as when a creature possesses a location or object).

An awakened haunted isn’t necessarily hostile. A haunting normally requires some form of trigger to become hostile, such as attempting to enter a specific location or interacting with a certain object. Once hostile, the haunting will generally remain hostile until the triggering event is undone (withdrawing to a certain distance, dropping an object, etc.). In some cases, a haunting will remain hostile for a certain period of time, even including up until it becomes dormant.

 A haunting can take one lair action per turn. Its target must be within its area. If multiple hostile hauntings occupy the same area, each haunting can target the same creature or space. Not all hauntings have access to all lair actions. Many lair actions are connected to a particular sign. Tie the lair actions to the story of the haunting.

Create Apparition. The haunting transforms a shadow person or after image of a creature into an apparition that remains for 1 minute. The apparition acts immediately after the haunting on each turn. It will not leave the area of the haunting, and if each living creature withdraws from the area, it will disperse. A haunting can only maintain one apparition at a time, and is unable to take this lair action again so long as the apparition remains in existence.

Deafen. Each creature within a 20-foot radius of a point within a haunting must make a Wisdom saving throw or be deafened for 1 minute. This is often manifested as a wail or a piercing sound like a siren.

Entangle. The haunting grabs a creature no larger than Huge by animating vines, wires, chains, spectral construction hair, or similar objects. The creature must make a Dexterity saving throw. If the save if failed, the creature is restrained until it is freed or the haunting is no longer hostile. It can use its action to make a Strength check to escape (escape DC is equal to the save DC of the spiritfont), or it can be freed by attacking the object restraining it. It has AC 13, hit points equal to twice its Intensity, and immunity to bludgeoning, cold, necrotic, and poison damage.

Flare. An air spot manifests as an environmental hazard for 1 minute. Each creature within the haunting’s area (to a maximum of a 30-foot cube) must make a Constitution saving throw. If the save is failed, the creature takes 3 (1d6) points of cold, fire, lightning, or poison damage. Each creature that starts its turn within the air spot must make a new save. A spiritfont can maintain one flare at a time, while a spiritwell can maintain up to three flares at a time, but each flare must occupy a different space. A flare persists until dismissed or replaced.

Grasping Hands. Spectral or skeletal arms reach out from a surface to attack a creature within 5 feet of the surface. It makes a melee power attack, and if it hits, the creature takes 3 (1d6) necrotic damage and is restrained. A creature can use its action to pull a creature or itself from the hands by succeeding a DC 14 Strength check.

When a creature is grasped, the haunting can use its lair action to pull the held creature into the surface. The creature must make a Strength saving throw. If the save is failed, it is moved 5 feet into the surface which takes on an ectoplasmic consistency and the creature is interred. Once interred, the creature takes 2d6 force damage at the start of each of its turns. If the surface is breached, the creature can be rescued. The use of teleportation or incorporeal effects can also rescue an interred creature.

Gust of Wind. The haunting manifests gust of wind within its area. If the Haunting has an Intensity of at least 20, it can create three gusts with one action. The gusts persist for up to 1 minute.

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Haunted Attack. The haunting creates an spectral construction which makes an attack against a living creature within its area. Make a melee or ranged power attack as appropriate against a creature. If it hits, the creature takes 4 (1d8) bludgeoning, cold, fire, lightning, necrotic, piercing, poison, or slashing damage as appropriate.

Invisible Force. The haunting creates a force that shuts or blocks one or more doors, windows, or other entry ways within its area or creates a force barricade in a 5-foot square. A creature must succeed on a Strength check against the spiritfont's save DC to force its way through such a barrier. If successful, the barrier fades for 1 round. An invisible force lasts until the haunting is no longer hostile.

Major Image. The haunting manifests major image. It can maintain up to three images at a time. Illusions created by this ability last up to 1 minute.

Noxious Odor. A displaced smell becomes sickening. Each creature within the haunting must make a Constitution saving throw. If failed, the creature is poisoned for 1 minute. Other effects may be triggered at the decision of the DM.

Siphon Life. The haunting spiritually attacks one living creature within it. It makes a ranged power attack. A creature hit takes 1d6 necrotic damage plus an additional 3d6 necrotic damage if it is frightened, poisoned, restrained, or unsettled. For every 3 points of damage inflicted. the spiritfont increases its energy by 1. This attack is not affected by cover short of a wall of force or similar effect. A creature can only be damaged by siphon life once per minute.

Supernatural Fright. A creature within the haunting must make a Charisma saving throw. If the save is failed, the creature is frightened for 1 minute. If the creature is already frightened and fails its save, it is also aged 1d4 years.

Combating a Haunting

A haunting isn’t a creature, and as such doesn’t have hit points and can’t be killed. This makes overcoming a haunting a difficult task.

There are means to confront a haunting, however. First, a haunting can’t attack through a barrier of salt. If a creature surrounds itself with a circle of salt, it can’t be targeted by the lair actions of a haunting (but is still subject to being unsettled). Furthermore, a handful of salt can be thrown against an active haunting’s illusion to disperse it. The haunting can’t reform that illusion for 1 minute when this is done. If the salt is blessed, this duration increases to 1 hour.

A creature with the Channel Divinity feature can use it to disrupt a haunting. The user must make a spell attack against the haunting’s DC. If successful, the haunting becomes dormant for a number of hours equal to the caster’s casting ability modifier (minimum of 1 hour).

A creature with the Banish Spirits feature can also disrupt hauntings in the same way, using its manifesting ability.

A number of spells can also disrupt a haunting:

  • Banishment can suppress a haunting for its duration. The haunting makes its saving throw using its attack modifier. A spiritwell is immune to banishment.
  • Dispel evil and good will suppress a haunting and make it dormant for 1 day per caster’s level. The haunting makes a saving throw using its attack modifier.
  • Hallow will prevent a dormant or suppressed haunting from awakening for the duration of the spell. If the haunting is larger than the hallowed area, the area of the haunting outside the hallowed area remains.
  • Forbiddance cast on the area of a suppressed haunting will suppress it for as long as its duration lasts.
  • Protection from evil and good will protect a creature in the same way that a circle of salt does.
  • Wish can destroy a haunting. The haunting makes a saving throw using its attack modifier with disadvantage.

Using Hauntings

A haunting can be a useful environmental story piece, and work well in horror themed adventures and locations. Like psychic impressions, you should use hauntings sparingly or else they lose their impact. When creating a haunting, spend time writing the back story behind the haunting. In locations, it is usually best to layer two or more hauntings to have more activity. When using a haunting as a main antagonist, consider using multiple hauntings and add a controlling entity (such as a ghost or shade). This gives the threat multiple lair actions and will prove a greater challenge for even seasoned adventurers. Be careful, as the presence of an awakened or hostile haunting will make an encounter significantly higher than its CR may indicate.

Poltergeists

A poltergeist is unrestrained psionic energy. A spiritfont poltergeist isn’t the same thing as the specter poltergeist variant. A specter is a creature; a spiritfont is an environmental phenomenon.

A poltergeist can be playful or hostile. In some rare cases a poltergeist might serve as a protective, friendly force, sometimes called a guardian angel.

A poltergeist is normally dormant, but aware of its surroundings. It awakens on a trigger which can be anything, from the presence of a creature or threat to an awakened spiritfont of another type.

Abilities and Powers

A poltergeist is invisible like any other spiritfont. However, it is harder to detect, as its aura and spiritual energy is only visible while it acts. A poltergeist can become dormant or active at will. It can go dormant and active multiple times during a single round (such as using a reaction and an action).

While most spiritfonts use only a single lair action, a poltergeist can make a lair action and a reaction each turn, provided it has enough power points and access to a power that manifests using a reaction.

A poltergeist has a power point reserve equal to twice its Intensity and a level equal to its Intensity. At the end of each round, the poltergeist regains 5 power points up to its maximum. It can spend up to one third its Intensity on its powers. A poltergeist can always use at will functions of its powers.

A poltergeist can have the following powers: animate electricity, control light, energy blast, energy storm, hydrokinesis, kinetic barrier, probability manipulation, puppetry, spectral armament, suspension, and tremor.

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 Not every poltergeist possesses all possible powers. It may be restricted to a smaller set of powers or may be restricted in how it can augment its powers. A poltergeist can use energy types to alter energy powers when there are environmental means to do so, such as using a lit torch to manifest a fire energy type or electrified water to manifest a lightning type. It can also substitute slashing damage in place of bludgeoning damage without environmental support.

Using Poltergeists

A poltergeist normally accompanies a haunting, but can be encountered alone, often attached to an object such as a doll. A poltergeist will act based on its behavior. Its behavior can change in response to circumstances. For instance, a poltergeist that is attached to a creature or object that is protective of a creature may be protective toward that creature, playful when alone with the creature, and hostile toward other creatures. A poltergeist attached to a location may be playful normally, but turn hostile if a creature approaches a certain space within the area.

Protective. A protective poltergeist will use its powers to prevent a creature from taking harm. It may catch a falling creature or object with suspension or redirect harmful lightning damage or water away from an object.

Playful. When playful, a poltergeist manipulates objects in some way, such as rearranging furniture or causing objects or creatures to hover. It may drop held targets, causing fall damage, but doesn’t tend to use its powers to cause direct harm.

Hostile. A hostile poltergeist seeks to cause damage to creatures and even objects. It may smash vases or pictures, throw or animate furniture, or attempt to manipulate a creature into a danger such as a furnace.

Combating a Poltergeist

Much like a haunting, a poltergeist isn’t a creature. It has no hit points and can’t take damage.

A poltergeist does have two points of vulnerability. First, it tends to go dormant between actions. While dormant, a poltergeist can be suppressed through spells like magic circle and hallow and the spirit ward power. So long as these spells or powers are in effect, the poltergeist can’t take lair actions or use reactions.

A poltergeist is also dependent on using psionic energy to manifest its powers. A psychic static effect will neutralize a poltergeist, such as from the psychic static power, as will any effect that prevents the manifestation of psionic powers. A poltergeist automatically fails its saving throw against these effects.

A poltergeist can also be suppressed by banishment and dispel evil and good. It makes a saving throw against the spell using its attack modifier. If it fails the save, it is suppressed and dormant for 1 hour per caster level.

Channel Divinity and Banish Spirit features will also suppress a poltergeist. If it fails its saving throw, it is made dormant for 1 day per level of the creature using the feature.

Wish can permanently destroy a poltergeist. If the poltergeist is attached to a creature or object, remove curse or greater restoration will also destroy the poltergeist if cast using a 9th level spell slot.

Possession

Possession is a serious condition that is performed by powerful creatures like fiends and celestials and some undead creatures and fey. A creature capable of possession might assume a spiritual form which is subsumed by its host or abandon its physical form while it possesses a target. A puppeteer possessor might cover or meld with its host. Certain spells and powers can also allow its user to possess a target, such as magic jar, but those instances should follow the guidelines presented in the description of the spell or power.

A creature with the ability to possess will have target conditions which allow it to possess. Many creatures are only capable of possessing another creature or only an object. A few creatures are capable of possessing a structure. In other cases a creature may be able to possess different targets. A possessed target is called a host.

Possession requires a target creature to make a Charisma saving throw against the save DC of the possessing creature’s possession save DC.

In cases where an object is possessed, merely holding the host object will subject a creature to the influence of the possessing entity.

About Possession

Possession is not a mechanic to use lightly. In many cases it will remove agency from a player character, and in some cases can permanently remove a player character from play.
 If you use possession in your campaign, it is recommended to restrict interactions with the player characters to rider, influencer, and puppeteer possessors. Controller and Transformer possessors are strong narrative tools, but bad for player characters. The Usurper can work with a lot of effort by both the DM and the players.

Detecting Possession

Under most circumstances, there is no way to know if a creature, object, or structure is possessed. Normally, detection occurs when a possessed creature behaves oddly or against its core values. A skilled possessor knows how to mimic its host to avert suspicion.

In some cases, a possessor creates a spiritfont which it has complete control over. This can help to identify if a host is possessed, but can easily be mistaken as a normal spiritfont likely attached to an object. Some classes have features to reveal possession, and some spells and powers can also reveal it.

When a possessor has been identified, it will use everything at its disposal to regain its hidden status, including removal of the creature which detected it, ideally without further revealing its presence.

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Removal

Once a possession has been identified a possessor can be removed through certain spells, powers, or class features. Attempting its removal will make the possessor hostile toward those attempting its removal.

  • Reducing a host to 0 hit points or destroying it will drive a possessor out. A possessor driven out this way may immediately act.
  • A wish spell can outright remove a possessor, returning it to its body or forcing it into its physical form. The creature must make a Charisma saving throw against the caster’s save DC. If it succeeds, its host remains possessed.
  • The Channel Divinity and Banish Spirits class features and dispel evil and good can be used to drive a possessor from a host. The caster or manifester becomes locked in a battle of wills with the possessor for up to 1 minute. Each round, the possessor must make a Wisdom saving throw against the caster or manifester’s save DC. If the possessor fails three saving throws, the creature is forcibly removed from host. The possessing creature is stunned for the next round and can’t attempt to repossess the target again for 24 hours. If the possessor fails less than three saves, it remains within its host and is immune to further attempts by the caster or manifester to remove it for 24 hours.
  • A remove curse spell applied to an object or structure that is affecting a creature holding it or within it, allows the host to make its saving throws to resist the possessor at advantage for 10 minutes.
  • If the ground around the possessed creature, object, or location is under the effect of forbiddance, hallow, magic circle, or a similar effect, the possessor makes its saving throw to resist being removed at disadvantage.

Advantages

While in possession, the possessor has some resistance to effects that normally can target it. In most cases, the host takes all damage directed at it and the possessor, except psychic damage that explicitly targets the possessing entity. A possessed object is considered magical for the purposes of taking damage. Possessed structures take damage as normal, but such damage has no effect on the possessor.

The possessor normally has access to its host’s memories (some creatures use physical means to possess a creature, and as such don’t have access to the host’s mind), and is able to recall anything its host knows as readily as the host. The host can make a Wisdom saving throw against the possessor’s possession save DC to prevent the creature from reading its memory or surface thoughts for 1 minute.

The possessor also has complete knowledge of the host’s capabilities, including proficiencies, spells, powers, and class features. It can use any of the possessed creature’s senses. When possessing an object, the possessor has blindsight up to 60 feet unless otherwise indicated. When possessing a structure, it has blindsight extending 60 feet around the location the structure rests and has full sensory knowledge within that area.

 Whenever a host must make an Intelligence, Wisdom, or Charisma saving throw, the possessing entity can substitute its own saving throws instead unless the possessor uses a physical means to possess its target, like the ragamuffyn (described in the bestiary).

When the possessor isn’t controlling its host, it can use any psionic power or psychic trait it has on its turn, and may have access to certain other traits, including innate spellcasting, as described in the creature’s description. If the possessing creature creates a spiritfont, it can take a lair action using the spiritfont’s actions. Later in this chapter are rules for possessor creatures found in the Monster Manual.

Types of Possession

A creature capable of possessing a target may have restrictions on what kind of targets it can possess and different possession types per target. For instance, a ghost can attempt to possess a creature and act as a controller, but can only act as a rider if it possesses an object or structure.

Rider

The most basic form of possession, the rider simply uses its host as a form of transport. A rider is still aware of its host’s perceptions or surroundings and can read its host’s mind, but is incapable of influencing the host short of psionic powers or other abilities it can use while possessing a target. If the rider has telepathic abilities it can communicate with its host.

A rider may be a spirit or creature simply looking to be transported to another location, or aiming to be delivered to a specific target. A rider can also serve as an effective spy or infiltrator.

Influencer

An influencer is a type of possessor that has means to convince a host to do its bidding. Often this is through threat or pain, or by using its abilities to cause harm to others close to its host. This type of entity will have spells, powers, or traits that allow it to manipulate its host. An influence may also use promises of power and other forms of temptation to compel its host.

When possessing an object, an influencer can attempt to influence a creature which carries or wears that object or a creature within 15 feet of the object. When possessing a structure, the possessor can target any creature within the area of that structure.

An influencer can communicate with its host or target creature when possessing an object or location. Whispers that only the host can hear are most common, but telepathy is preferred if the creature has the ability. A possessor may also need to rely on audible speech, but is cautious to do so when only the host is around.

Puppeteer

Rather than convince a host, the puppeteer uses telekinesis or directly controls the body of the host to perform its will. The puppeteer goes on the same initiative as its host, or the creature holding it.

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 A puppeteer can attempt to pilot the host at the start of its turn. The host creature must make a Strength (in the case of telekinesis) or Constitution (in the case of body control) saving throw against the possessor’s possession save DC. If the save is failed, the puppeteer can move and act using the creature’s actions. It uses the host’s movement speed and its weapons and physical abilities, but can’t use the host’s spells, powers, or mental abilities. It uses its melee or ranged power attack when attacking using its host’s weapons. If the creature doesn’t manifest psionic powers use its possessor’s ability to modify its attack rolls. While the puppeteer is in control, the host is incapacitated.

When possessing an object the puppeteer can either attempt to control a creature holding or wearing the object or animate the object as if under the animate object spell or puppetry power. It uses its power attack modifier and its manifesting ability bonus to determine hit and damage if these are higher than the object’s. It also grants the object the hover trait and a flight speed of 40 feet.

Usurper

A usurper acts like a rider until such time as it exerts control over its host. It acts on the same turn as its host or a creature carrying or wearing the object it possesses. When a usurper attempts control, it uses its action at the start of its target’s turn. The creature must make a Wisdom saving throw against the possessor’s possession save DC. If the save is failed, the creature is fully under the control of the possessor for the duration of the usurper’s possession trait. At the start of each of it turns, the creature makes a new saving throw, which, if successful, permits the creature to act normally until the start of its next turn. If the host succeeds three such saves in a row, the possessor loses control for 10 minutes for every Charisma bonus the host has (minimum 10 minutes).

The usurper can use any of the host’s abilities, including spells, powers, magical items, and class features. It can make any action the host could normally make as well as any of its own. If it has access to lair actions, it can also use them, including on turns when the host shakes its control.

Controller

Akin to the usurper, the controller takes direct control over a creature it possesses or which carries or wears the object it possesses. A controller which possesses a structure can take control over one creature which has been within the area for at least an hour.

Once a controller asserts control, the target creature must make a Charisma saving throw against the possessor’s possession save DC. If the save is failed, the creature is under the control of the controller until the possessor is removed from the host.

The host can attempt to reassert control its body. It makes a new Charisma saving throw at the start of its turn. If the save succeeds, the host regains control, but loses its action on that turn. At the start of each of its turns, it makes another Charisma saving throw. If this save succeeds, the creature acts normally until the start of its next turn. If the host fails a Charisma saving throw to regain control, it can’t attempt a new save for 10 minutes plus 10 minutes per possession ability modifier of the possessor (minimum 10 minutes).

A controller has full access to its own abilities and those of its hosts unless otherwise noted in the creature's description.

Transformer

The transformer is the most perilous possessor. It seeks not to control a host, but rather to turn its host into something else wholly under its influence.

Most often a transformer has an incubation period. During this time, the host needs to be freed of the creature. Upon completion of this time, the host must make a Constitution saving throw. If the save is failed, the host is killed and its body becomes a creature under the control of the transformer (or a new body for the transformer). Only wish or act of divine intervention can rescue a creature from a transformer.

Possessing

When a creature can possess a target it requires an action or a period of time of concentration to possess its target. Additionally, certain conditions may also be required for the possessor or target to meet, such as a hit point threshold or status condition. A possessor can abandon a host by using its action. When possessing a structure, some creatures are capable of possessing a section of land. How a creature possesses a target beyond the rules presented here will be detailed in the creature’s description.

A possessor might transform into a spirit form and disappear fully within its host when it possesses. If it is forced out or exits a creature or object, it will automatically reform its body in the nearest unoccupied space. When leaving a structure voluntarily, it will appear in an unoccupied space of its choice within or adjacent to the structure. If forced from a location, it will appear within an unoccupied space within the structure or a surface within 5 feet of the structure at the choice of the creature which expelled it.

A possessing creature might also project its consciousness into its host. Its normal body will enter a state of suspended animation. If its body is attacked, it is immediately aware and can use its reaction to eject itself from its host and return to its body. Such a possessor tends to go to lengths to protect its physical form. When expelled from its host or exiting it of its own will, a remote possessor instantly returns to its body, even if its body is on another plane of existence.

Possessor Actions

While possessing a host, a possessor might have the ability to create a spiritfont by using its action or spending time, and it may also have the ability to generate a spiritwell within a location. The creature’s stat block will describe if it can do so and with what range and area of effect. The spiritfont is centered on its host if it is a creature or object. It occupies a space within the area of the host location or within a generated spiritwell. A creature can typically only create a number of spiritfonts equal to its possession ability bonus.

A possessor may also have the ability to assume control of existing spiritfonts within a given area. If it gains control of a spiritwell, it also gains control of each connected spiritfont.

A possessor which has control of at least one spiritfont is capable of using any lair actions available to the spiritfont. It can also awaken or make dormant each spiritfont it chooses during its turn by taking a bonus action.

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 Certain traits are also available to a creature while possessing a host. These can be used as normal and are indicated in its stat block.

Existing Creatures

The following creatures have possession as a trait. The following section describes each creature’s ability to possess. When allowing a creature to use possession, you may need to adjust its Challenge Rating to account for its added traits and escape opportunities. In the case of a creature with a possession action, the creature’s description overrides conflicts with the systems presented in this sourcebook.

Angel, Deva. The deva’s possession ability is Charisma and its possession save DC is 17. It can possess an object within 30 feet of it by performing a 10 minute ritual. The deva acts as a rider. When the deva possesses a target, its body assumes a spiritual form and is subsumed by its host.

While the deva possesses an object, it can use its action to create a psychic impression with the emotion of joy or love occupying a 10-foot radius sphere centered on its host. The spiritfont has an Intensity of 20.

Angel, Planetar. The planetar’s possession ability is Charisma and its possession save DC is 20. It can possess a nonevil creature or an object within 30 feet of it by taking an action. A creature must be willing to be possessed by the planetar. The planetar acts as a usurper when it possesses a creature and as an influencer when it possesses an object. When the planetar possesses a target, its body assumes a spiritual form and is subsumed by its host.

When the planetar possesses a creature or object, it can use its action to create a poltergeist spiritfont occupying a 20-foot radius sphere centered on its host. The spiritfont has an Intensity of 25 and remains anchored to the host if the host is moved.

The planetar can use its Innate Spellcasting trait while is possesses a target.

Angel, Solar. The solar’s possession ability is Charisma and its possession save DC is 25. It can possess a creature or an object within 30 feet of it by taking an action. An unwilling creature must make a DC 25 Charisma saving throw. If the save succeeds, the creature isn’t possessed and can’t be possessed by the solar for 1 year. The solar acts as a controller. When the solar possesses a target, its body assumes a spiritual form and is subsumed by its host.

When the solar possesses a creature or object, it can use its action to create a haunting or poltergeist spiritfont occupying a 30-foot radius sphere centered on its host. The spiritfont has an Intensity of 30 and remains anchored to the host if the host is moved.

The solar can also concentrate for 1 hour to create a haunting spiritwell no larger than a 400-foot cube within an area that its host occupies. After doing so, it can spend an additional hour to create a haunting or poltergeist spiritfont that occupies a space no larger than a 30-foot radius sphere within the area. The solar can create no more than 10 spiritfonts and each one it creates has an Intensity of 30.

Alternately, the solar can take control of an existing spiritwell by spending 1 hour and making a Charisma check against the spiritwell’s DC. If the check succeeds, the solar takes control of the spiritwell and each spiritfont connected to it. The solar can also take control of an unconnected spiritfont within 30 feet of its host by taking an action without needing to make a check. The solar can control no more than 10 spiritfonts at once. If its host leaves the area of the spiritfont for more than 1 hour, the solar loses control over the spiritfont and it resumes its normal behavior.

The solar can use its Divine Awareness and Innate Spellcasting traits while it possesses a target. While it possesses a creature, the solar can take its normal legendary actions.

Demon, Balor. The balor’s possession ability is Charisma and its possession save DC is 20. It can possess a creature or an object within 30 feet of it by concentrating on it for 1 minute. A creature must make a DC 20 Charisma saving throw. If the save succeeds, the creature isn’t possessed. The balor acts as a usurper. When the balor possesses a target, its body assumes a spiritual form and is subsumed by its host.

When the balor possesses a creature or object, it can use its action to create a traumatic psychic impression (despair or terror) or a haunting spiritfont occupying a 15-foot radius sphere centered on its host. The spiritfont has an Intensity of 22 and remains anchored to the host if the host is moved.

The balor can also concentrate for 1 hour to create a haunting spiritwell no larger than a 200-foot cube within an area that its host occupies. After doing so, it can spend an additional hour to create a psychic impression (despair or terror) or haunting spiritfont that occupies a space no larger than a 20-foot radius sphere within the area. The balor can create no more than 6 spiritfonts and each one it creates has an Intensity of 22.

Alternately, the balor can take control of an existing spiritwell by spending 1 hour and making a Charisma check against the spiritwell’s DC. If the check succeeds, the balor takes control of the spiritwell and each spiritfont connected to it. The balor can also take control of an unconnected spiritfont within 30 feet of its host by taking an action and passing the Charisma check. The balor can control no more than 6 spiritfonts at once. If its host leaves the area of the spiritfont for more than 1 hour, the balor loses control over the spiritfont and it resumes its normal behavior.

Demon, Glabrezu. The glabrezu’s possession ability is Intelligence and its possession save DC is 16. It can possess an object within 30 feet of it or a creature in contact with it or its host by taking an action. A creature must make a DC 16 Charisma saving throw. If the save succeeds, the creature isn’t possessed and can’t be possessed by the glabrezu for 1 hour. The glabrezu acts as an influencer. When the glabrezu possesses a target, its body enters a state of suspended animation. The glabrezu will typically possess an object in a location where its body is safe, and use a minion or ally to relocate its host to where it can cause the most mayhem.

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 When the glabrezu possesses a creature or object, it can use its action to create a poltergeist spiritfont occupying a 15-foot radius sphere centered on its host. The spiritfont has an Intensity of 16 and remains anchored to the host if the host is moved.

The glabrezu can use its Innate Spellcasting trait while it possesses a target.

Demon, Goristro. The goristro’s possession ability is Charisma and its possession save DC is 16. It can possess a structure when a greater demon completes ritual which takes 10 minutes to bind the goristro to the structure. The location must be visible to the ritual master, but scrying and similar effects are sufficient. The goristro acts as a puppeteer. When the goristro possesses a target, its body enters a state of suspended animation.

While the goristro possesses a structure, it can concentrate for 1 hour to create a haunting spiritwell no larger than a 200-foot cube within an area that its host occupies. After doing so, it can spend an additional hour to create a psychic impression (grief or terror), haunting, or poltergeist spiritfont that occupies a space no larger than a 15-foot radius sphere within the area. The goristro can create no more than 2 spiritfonts and each one it creates has an Intensity of 14.

Alternately, the goristro can take control of an existing spiritwell by spending 1 hour and making a Charisma check against the spiritwell’s DC. If the check succeeds, the goristro takes control of the spiritwell and each spiritfont connected to it. The goristro can also take control of an unconnected spiritfont within 30 feet of its host by taking an action and succeeding a Charisma check. The goristro can control no more than 2 spiritfonts at once.

Demon, Hezrou. The hezrou’s possession ability is Charisma and its possession save DC is 12. It can possess a structure when a greater demon completes ritual which takes 10 minutes to bind the hezrou to the structure, which can be a section of land no larger than a 50-foot square. The structure must be visible to the ritual master, but scrying and similar effects are sufficient. The hezrou acts as an influencer. When the hezrou possesses a target, its body assumes a spiritual form and is subsumed by its host.

While the hezrou possesses a structure, it can concentrate for 1 hour to create a haunting spiritwell no larger than a 50-foot cube within an area that its host occupies. The hezrou’s spiritfont has an Intensity of 13.

Demon, Marilith. The marilith’s possession ability is Charisma and its possession save DC is 18. It can possess a creature or an object within 30 feet of it by concentrating on it for 1 minute. A creature must make a DC 18 Charisma saving throw. If the save succeeds, the creature isn’t possessed and can’t be possessed by the marilith for 10 minutes. The marilith acts as a puppeteer. When the marilith possesses a target, its body assumes a spiritual form and is subsumed by its host.

When the marilith possesses a creature or object it can use its action to create a traumatic psychic impression (despair, grief, or hatred) spiritfont occupying a 20-foot radius sphere centered on its host. The spiritfont has an Intensity of 20 and remains anchored to the host if the host is moved.

The marilith can also concentrate for 1 hour to take control of an existing spiritwell by spending 1 hour and making a Charisma check against the spiritwell’s DC. If the check succeeds, the marilith takes control of the spiritwell and each spiritfont connected to it. The marilith can also take control of an unconnected spiritfont within 30 feet of its host by taking an action and passing the Charisma check. The marilith can control no more than 5 spiritfonts at once. If its host leaves the area of the spiritfont for more than 1 hour, the marilith loses control over the spiritfont and it resumes its normal behavior.

Demon, Nalfeshnee. The nalfeshnee’s possession ability is Intelligence and its possession save DC is 17. It can possess a creature or an object within 30 feet of it by taking an action or a structure within 120 feet of it by concentrating for 1 minute. A creature must make a DC 17 Charisma saving throw. If the save succeeds, the creature isn’t possessed and can’t be possessed by the nalfeshnee for 24 hours. The nalfeshnee acts as an influencer. When the nalfeshnee possesses a target, its body assumes a spiritual form and is subsumed by its host.

When the nalfeshnee possesses a creature or object, it can use its action to create a haunting or poltergeist spiritfont occupying a 15-foot radius sphere centered on its host. The spiritfont has an Intensity of 19 and remains anchored to the host if the host is moved.

The nalfeshnee can also concentrate for 1 hour to create a haunting spiritwell no larger than a 200-foot cube within an area that its host occupies. After doing so, it can spend an additional hour to create a haunting or poltergeist spiritfont that occupies a space no larger than a 15-foot radius sphere within the area. The nalfeshnee can create no more than 4 spiritfonts and each one it creates has an Intensity of 19.

Alternately, the nalfeshnee can take control of an existing spiritwell by spending 1 hour and making an Intelligence check against the spiritwell’s DC. If the check succeeds, the nalfeshnee takes control of the spiritwell and each spiritfont connected to it. The nalfeshnee can also take control of an unconnected spiritfont within 30 feet of its host by taking an action and succeeding an Intelligence check. The nalfeshnee can control no more than 4 spiritfonts at once. If its host leaves the area of the spiritfont for more than 1 hour, the nalfeshnee loses control over the spiritfont and it resumes its normal behavior.

The nalfeshnee can use its Horror Nimbus trait while it possesses a target.

Demon, Shadow. The shadow demon’s possession ability is Charisma and its possession save DC is 12. It can possess an object or an unaware creature within 10 feet of it by taking an action. A creature must make a DC 12 Charisma saving throw. If the save succeeds, the creature isn’t possessed and can’t be possessed by the shadow demon for 24 hours. The shadow demon acts as a rider. When the shadow demon possesses a target, its body assumes a spiritual form and is subsumed by its host.

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Demon, Vrock. The vrock’s possession ability is Charisma and its possession save DC is 10. It can possess an object or structure when a greater demon completes ritual which takes 10 minutes to bind the vrock to the target. The target must be visible to the ritual master, but scrying and similar effects are sufficient. The vrock acts as a rider. When the vrock possesses a target, its body enters a state of suspended animation.

The vrock can use its Stunning Screech trait while it possesses a target.

Devil, Barbed. The barbed devil’s possession ability is Charisma and its possession save DC is 13. It can possess an object within 30 feet by concentrating for 1 minute. The barbed devil acts as a rider. When the barbed devil possesses a target, its body enters a state of suspended animation.

While the barbed devil possesses an object, it can concentrate for 1 hour to create a haunting spiritwell no larger than a 100-foot cube within an area that its host occupies. After doing so, it can spend an additional hour to create a haunting spiritfont that occupies a space no larger than a 15-foot radius sphere within the area. The barbed devil can create no more than 2 spiritfonts and each one it creates has an Intensity of 14.

Alternately, the barbed devil can take control of an existing spiritwell by spending 1 hour and making a Charisma check against the spiritwell’s DC. If the check succeeds, the barbed devil takes control of the spiritwell and each spiritfont connected to it. The barbed can also take control of an unconnected spiritfont within 30 feet of its host by taking an action and succeeding a Charisma check. The barbed devil can control no more than 2 spiritfonts at once.

Devil, Bone. The bone devil’s possession ability is Charisma and its possession save DC is 15. It can possess an object within 30 feet by concentrating for 1 minute. The bone devil acts as a rider. When the bone devil possesses a target, its body assumes a spiritual form and is subsumed by its host.

When the bone devil possesses an object it can use its action to create a baleful psychic impression (terror) spiritfont occupying a 15-foot radius sphere centered on its host. The impression will make an affected creature run 30 feet away from its host without regard for its own safety, and it can’t move within 30 feet of the host. If an affected creature ends its turn within 30 feet of the host, it takes 10 (3d6) psychic damage. The spiritfont has an Intensity of 16 and remains anchored to the host if the host is moved.

Alternately, the bone devil can take control of an existing spiritwell by spending 1 hour and making a Charisma check against the spiritwell’s DC. If the check succeeds, the bone devil takes control of the spiritwell and each spiritfont connected to it. The bone devil can also take control of an unconnected spiritfont within 30 feet of its host by taking an action and succeeding a Charisma check. The bone devil can control no more than 3 spiritfonts at once.

Devil, Erinyes. The erinyes’s possession ability is Charisma and its possession save DC is 16. It can possess a creature within 60 feet of it by concentrating for 1 minute. The creature must make a DC 16 Charisma saving throw. If the save succeeds, the creature isn’t possessed and can’t be possessed by the erinyes for 24 hours. The erinyes acts as an influencer. When the erinyes possesses a target, its body assumes a spiritual form and is subsumed by its host.

While possessing a host, the erinyes can use its action once per minute to harm its host into compliance. The host must make a DC 16 Charisma saving throw. If the save is failed, the host takes 13 (3d8) poison damage. If the save succeeds, the host takes half the damage.

Devil, Ice. The ice devil’s possession ability is Charisma and its possession save DC is 17. It can possess an object or structure, which can be a section of land no larger than a 100-foot square, within 30 feet of it by concentrating for 1 minute. The ice devil acts as an influencer. When the ice devil possesses a target, its body assumes a spiritual form and is subsumed by its host.

When the ice devil possesses an object, it can use its action to create a haunting or poltergeist spiritfont occupying a 20-foot radius sphere centered on its host. The spiritfont has an Intensity of 18 and remains anchored to the host if the host is moved.

The ice devil can also concentrate for 1 hour to create a haunting spiritwell no larger than a 100-foot cube within an area that its host occupies. After doing so, it can spend an additional hour to create a haunting or poltergeist spiritfont that occupies a space no larger than a 15-foot radius sphere within the area. The ice devil can create no more than 4 spiritfonts and each one it creates has an Intensity of 18.

Alternately, the ice devil can take control of an existing spiritwell by spending 1 hour and making a Charisma check against the spiritwell’s DC. If the check succeeds, the ice devil takes control of the spiritwell and each spiritfont connected to it. The ice devil can also take control of an unconnected spiritfont within 30 feet of its host by taking an action and passing the Charisma check. The ice devil can control no more than 4 spiritfonts at once. If its host leaves the area of the spiritfont for more than 1 hour, the ice devil loses control over the spiritfont and it resumes its normal behavior.

Devil, Pit Fiend. The pit fiend’s possession ability is Charisma and its possession save DC is 21. It can possess a creature with fewer than 25 hit points by using its action or an object within 60 feet of it by concentrating for 1 minute. A creature must make a DC 21 Charisma saving throw. If the save succeeds, the creature isn’t possessed and can’t be possessed by the pit fiend for 24 hours. The pit fiend acts as a usurper. When the pit fiend possesses a target, its body assumes a spiritual form and is subsumed by its host.

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 When the pit fiend possesses a creature or object, it can use its action to create a baleful psychic impression (despair, hatred, or terror), haunting, or poltergeist spiritfont occupying a 30-foot radius sphere centered on its host. The spiritfont has an Intensity of 24 and remains anchored to the host if the host is moved. A creature targeted by its baleful psychic impression must make a DC 21 Charisma saving throw. If the save is failed, the creature cowers in place and is paralyzed until the end of its next turn (despair), attacks its closest ally with its full might until the end of its next turn, using any reaction available against its ally until its next turn (hatred), or to flee in terror from its host for 1 minute, if it ends its turn within 60 feet of the host, the affected creature takes 18 (4d8) psychic damage (terror).

The pit fiend can also concentrate for 1 hour to create a haunting spiritwell no larger than a 200-foot cube within an area that its host occupies. After doing so, it can spend an additional hour to create a psychic impression (despair, hatred, or terror), haunting, or poltergeist spiritfont that occupies a space no larger than a 20-foot radius sphere within the area. The pit fiend can create no more than 7 spiritfonts and each one it creates has an Intensity of 24.

Alternately, the pit fiend can take control of an existing spiritwell by spending 1 hour and making a Charisma check against the spiritwell’s DC. If the check succeeds, the pit fiend takes control of the spiritwell and each spiritfont connected to it. The pit fiend can also take control of an unconnected spiritfont within 30 feet of its host by taking an action without needing to make a check. The pit fiend can control no more than 7 spiritfonts at once. If its host leaves the area of the spiritfont for more than 1 hour, the pit fiend loses control over the spiritfont and it resumes its normal behavior.

The pit fiend can use its Fear Aura and Innate Spellcasting traits while it possesses a target.

Ghost. The ghost’s possession ability is Charisma and its possession save DC is 13. It can possess a creature or an object within 5 feet of it by taking an action or a structure by concentrating within it for 10 minutes. A creature must make a DC 13 Charisma saving throw. If the save succeeds, the creature isn’t possessed and can’t be possessed by the ghost for 24 hours. The ghost acts as a controller with restrictions described in its entry when is possesses a creature, and as a rider when it possesses an object or structure. When the ghost possesses a target, its body assumes a spiritual form and is subsumed by its host.

When the ghost possesses a creature or object, it can use its action to create a haunting spiritfont occupying a 15-foot radius sphere centered on its host. The spiritfont has an Intensity of 17 and remains anchored to the host if the host is moved.

When the ghost possesses a structure it can concentrate for 1 hour to create a haunting spiritwell no larger than a 50-foot cube within an area that its host occupies. After doing so, it can spend an additional hour to create a haunting spiritfont that occupies a space no larger than a 10-foot radius sphere within the area. The ghost can create no more than 3 spiritfonts and each one it creates has an Intensity of 17.

Alternately, the ghost can take control of an existing spiritwell by spending 1 hour and making a Charisma check against the spiritwell’s DC. If the check succeeds, the ghost takes control of the spiritwell and each spiritfont connected to it. The ghost can also take control of an unconnected spiritfont within 30 feet of its host by taking an action and succeeding a Charisma check. The ghost can control no more than 3 spiritfonts at once. If its host leaves the area of the spiritfont for more than 1 hour, the ghost loses control over the spiritfont and it resumes its normal behavior.

Naga, Spirit. The spirit naga’s possession ability is Charisma and its possession save DC is 16. It can possess a creature with 0 hit points within 10 feet of it by concentrating for 1 minute. A creature must make a DC 16 Charisma saving throw. If the save succeeds, the creature isn’t possessed. The spirit naga acts as a rider. When the spirit naga possesses a target, its body assumes a spiritual form and is subsumed by its host.

The spirit naga can use its Innate Spellcasting trait while it possesses a target.

Oni. The oni’s possession ability is Charisma and its possession save DC is 15. It can possess an object within 5 feet of it or a structure it is within by concentrating for 1 minute. The oni acts as a rider. When the oni possesses a target, its body assumes a spiritual form and is subsumed by its host.

When the oni possesses an object, it can use its action to create a haunting spiritfont occupying a 15-foot radius sphere centered on its host. The spiritfont has an Intensity of 15 and remains anchored to the host if the host is moved.

When the oni possesses a structure, it can concentrate for 1 hour to create a haunting spiritwell no larger than a 50-foot cube within the location area. After doing so, it can spend an additional hour to create a haunting spiritfont that occupies a space no larger than a 10-foot radius sphere within the area. The oni can create no more than 2 spiritfonts and each one it creates has an Intensity of 15.

Rakshasa. The rakshasa’s possession ability is Charisma and its possession save DC is 18. It can possess a dead humanoid creature that was murdered that is in the Material Plane while the rakshasa is in the Nine Hells. The rakshasa acts as a transformer. When the rakshasa possesses a target, the target transforms into the creature described in the Monster Manual. The rakshasa’s true body remains within the Nine Hells, melded into the plane and safe from harm. A transformed host can never be revived through means that require part of its body.

Succubus. The succubus’s possession ability is Charisma and its possession save DC is 15. It can possess a sleeping creature within 5 feet of it or an object it touches by concentrating for 1 minute. A creature must make a DC 15 Charisma saving throw. If the save succeeds, the creature isn’t possessed and can’t be possessed by the succubus for 24 hours. The succubus acts as an influencer when it possesses a creature and a rider when it possesses an object. When the succubus possesses a target, its body assumes a spiritual form and is subsumed by its host.

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 While possessing a creature, the succubus can use its action once per round to grant it advantage or disadvantage on a d20 roll to compel it to compliance.

When the succubus possesses a target it can use its action to create a benign psychic impression (any) spiritfont occupying a 25-foot radius sphere centered on its host. The spiritfont has an Intensity of 15 and remains anchored to the host if the host is moved. It can use its action to change the emotion of the psychic impression.

Wraith. The wraith’s possession ability is Charisma and its possession save DC is 13. It can possess an object within 5 feet of it or a structure by concentrating for 1 minute. The wraith acts as a rider. When the wraith possesses a target, its body assumes a spiritual form and is subsumed by its host.

When the wraith possesses an object it can use its action to create a traumatic psychic impression (despair, hatred, or terror) spiritfont occupying a 15-foot radius sphere centered on its host. The spiritfont has an Intensity of 15 and remains anchored to the host if the host is moved.

When the wraith possesses a structure it can concentrate for 1 hour to create a psychic impression spiritwell no larger than a 50-foot cube within an area that its host occupies. After doing so, it can spend an additional hour to create a baleful psychic impression spiritfont that occupies a space no larger than a 10-foot radius sphere within the area of the same emotion as the spiritwell. A creature targeted by a baleful impression must make a DC 13 Wisdom saving throw. If the save is failed, the creature deals minimum weapon, power or spell damage for 1 minute (despair), attacks a random creature within 15 feet of it on its next turn (hatred), or flees from the location as fast as it can without regard for its own safety, if it ends it turn within the spiritwell, it takes 10 (3d6) psychic damage (terror). The wraith can create no more than 2 spiritfonts and each one it creates has an Intensity of 15.

Yugoloth, Arcanoloth. The arcanoloth’s possession ability is Intelligence and its possession save DC is 20. It can possess an object it touches it by taking an action. The arcanoloth acts as an influencer. When the arcanoloth possesses a target, its body assumes a spiritual form and is subsumed by its host.

While possessing a host, the arcanoloth can use its action once per minute to harm a creature in contact with the host into compliance. The creature must make a DC 20 Charisma saving throw. If the save is failed, it takes 15 (3d6 + 5) psychic damage. If the save succeeds, it takes half the damage.

The arcanoloth can use its Innate Spellcasting trait while it possesses a target.

Yugoloth, Ultroloth. The ultroloth’s possession ability is Charisma and its possession save DC is 17. It can possess a creature that meets its gaze it by taking an action. The ultroloth acts as a controller. When the ultroloth possesses a target, its body enters a state of suspended animation.

The ultroloth can use its Innate Spellcasting trait while it possesses a target.

The Dreamscape

Also called Dreamtime, the Dreaming, or the Plane of Dreams, the Dreamscape is a unification of memory and creation, fueled by the Collective Conscious of the multiverse. It is a distinct plane of existence with a fully malleable nature. When a creature dreams or exerts its will upon the plane, a space within the plane takes on form and substance. When this form becomes a near mirror to a space within another plane of existence, the planes overlap.

When a creature dreams, a part of its spirit is mirrored within the Dreamscape where it subconsciously taps into memories and experiences within the Collective Conscious that it witnesses as dreams. When a creature ceases dreaming, its mirror self simply melts back into the fabric of the Dreamscape.

Nature of Dreams

Dreams are fabrications of unreality. While these fabrications aren’t real in a conventional sense, they are the underlying current that creates perceptive reality. The Dreamscape is massive beyond understanding and malleable to an unsurpassable extreme. It contains all that was, is, and will be, and the myriad of possibilities in between, but these elements are only brought into being when a conscious mind taps into the Collective Conscious and creates the dream through imagination.

When a dream is formed, the substance of the Dreamscape shapes itself to create a space which accommodates the dream. This shaping creates logic and rules, fabricates objects and structures, and provides the theme of the dream.

A dream is fungible, its nature subject to evolving based on the needs of the theme and the turmoil of the dreamer. Some beings are able to directly alter the fabric of a dream, changing facets, introducing new elements or removing existing ones, and even altering the theme.

As the realm of unreality, anything is possible within the context of the dream, but confines are introduced by the limits of the collective minds of the dreamers. In order for something to exist within the Dreamscape it must not only be within the realm of imagination, it must also be plausible within the confine of the dreamer’s mind or those of intruding minds. When imagination exceeds plausibility, the Dreamscape creates the best possible version it can, but while this may be visually imaginative, it is functionally mundane.

For instance, while a medieval citizen might be able to envision a wand that shoots light beams, the effect of said light beams will be constrained to what that citizen’s mind is capable of logically processing, such that it may take the form of a sunbeam or shoot functional arrows in the form of light. Should a citizen of a space age future intrude upon the medieval citizen’s dream, however, it will contribute to the dream’s construction the knowledge of lasers, rendering the wand construct to function as a laser as the intruder understands it.

The DM will decide the confines of a given dream in the context of the campaign and the needs for the adventure.

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Dreams

A dream is a constructed environment of a dreamer. It is a contained location with features based on the theme and appearance of the dream. An appearance can be a pure fabrication, a copy of a real location, or often somewhere in between.

The edge of a dream’s boundary is a distorted barrier. A dreamer is unable to penetrate the edge, and it can’t even perceive that there is a boundary to its dream. When a dreamer encounters a boundary, it will unerringly find its way back into its dream.

Dream Themes

The Dreamscape is comprised of infinite dreams that give shape to the nebulous nature of the plane by the imagination of dreamers and the annals of the Collective Conscious. Each dream has a theme which determines how creatures interact with it, the rules of its unreality, and how logic can be applied to it.

When building a dream unreality, you need to determine its theme. The theme can be a simple mirror of reality or completely abstract and metaphoric. Normally, a dream is somewhere in between. Often dreams are formed because of stress or uncertainty that the dreamer is subconsciously attempting to process. This leads to the dream having some symbolic meaning to the underlying issue.

Creating a dream’s theme is not dissimilar from creating other content for the campaign. The dream occupies a space, the size of which you determine based on the needs of the dream. It can appear vast while being quite small. Some dreams are enormous with myriad of paths, and others are only a few feet in diameter surrounding a dreamer, changing appearance as the dreamer moves within it. A dream will have features and events. It will often contain objects and structures. It can also feature creatures, both real and dream-constructed.

When you create the dream, consider the dreamer and its state of mind. Decide if the dream is of a memory or a creation of fancy. If the dream is metaphorical, think about the ways to depict the metaphor. Is it grounded within the mundane or is it a fantastical display written in allegory and whim?

You’ll want to also consider the type of dream and its appearance. The type of dream heavily influences the level of trauma or threat, as well as what kind of dilemmas may be present. The appearance is where you can be creative in blending the ordinary with the extraordinary and symbolic. Don’t be afraid to completely embrace imagery beyond reason, such as flying clocks or disjointed floors connected by colored pools. Nearly anything is possible in the context of a dream. At the end of this section will be a selection of sample dream themes.

Once you construct the dream theme, you’ll want to incorporate the rules for dream logic. For instance, if black colored tiles of a floor are like acid, you’ll want to create environmental effects to support that, maybe even expanding the concept that the color black is acidic, including the gray-scale vision of a creature with darkvision.

Dream Types

The dream type is important to determine the nature of the dream. A dream has one type. The dream type might not be readily apparent, possibly misleading, and it will evolve to reveal its true state in time or through action. A skilled dream architect can also attempt to shift the dream type to another, but in order to do so, it will want to maintain the dream logic or risk rousing the dreamer from the Dreamscape.

Inspiration Dream. Sometimes a dreamer will have a dream that inspires it. An inspiration dream can be a heroic story, a memory of someone or something important to the dreamer, or even just an idea of invention or solution to a problem. When a dreamer exits its inspirational dream, it gains a bonus usage of Inspiration that it can use within the next 4d6 hours. The details of the dream remain for the same duration, but are often hazy and imprecise.

Nightmare. A nightmare is a type of dream that is usually disturbing to the dreamer, leaving it feeling lost or inadequate for the challenges ahead. A dreamer is almost never vacant in a nightmare. A nightmare isn’t always threatening; a nightmare can be embarrassing or it may bring to mind insecurities the dreamer has. When the dreamer of the nightmare exits its dream, it can’t benefit from a long rest and must make a DC15 Wisdom saving throw. If the save is failed, the dreamer is unsettled for 1d4 hours. A dreamer either quickly forgets its nightmare (80% 2d6-2 minutes) or the nightmare lingers (20% 3d6 hours).

Prophetic Dream. The rarest type of dream is the prophetic dream. Most common are enactments of scenes yet to come, but sometimes the dream will reveal some great truth or foretell more general events, often through allegory. Enactment scenes often lead to a sense of déjà vu, while revelations often spur the dreamer to action regarding what was revealed. Prophetic dreams are buried within the subconscious until such time as the event comes to pass. When that happens, the dreamer makes a DC15 Intelligence or Wisdom (whichever is higher) check. On a successful check, the dreamer understands what will transpire for the next 1d10 rounds. During this time, the dreamer has advantage on any roll made as part of a reaction and automatically passes any Intelligence check pertaining to the event. The dreamer also is never surprised by the arrival of the event.

Restless Dream. This dream type is the roughest on a dreamer. Often a restless dream is repetitive, such as a task repeating over and over again. It may have some variation, but the mundanity of the task remains constant. A vacant dreamer is most common in this type of dream, as a dream avatar might interrupt the repetitiveness. When the dreamer of a restless dream exits its dream, the dreamer gains one level of exhaustion and can’t benefit from a long rest. The details of a restless dream are forgotten by a dreamer within 1d10 minutes, but the sensation of the mundane activity can linger for weeks.

Serene Dream. The most common type of dream is the serene dream. A serene dream can be a faithful or unfaithful accounting of a memory, an imagining of possible events or encounters, or just a scene as if it is from a story brought to life. A serene dream can take many forms from literal to complete fantasy, and its appearance is most likely to change

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as the dream unfolds. A dreamer receives no benefit or detriment when it exits its serene dream. A serene dream is generally ephemeral, fading as the dreamer wakes up.

Appearance

The appearance of the dream is how the dream is perceived. It is the locations, structures, objects, and features of a world created within the dream. A dream almost always has a visual component of its appearance, and many also include sound. Smell and taste sensations are usually absent in a dream, but there are exceptions. Tactile sensation is also not always present, but imposes no detriment to its dreamer. A dream actor or architect is able to simulate tactile sensation within its mind when operating within a dream theme that lacks it.

A dream frequently adapts features and scenes of real locations within the multiverse. In some cases it will be a direct imagining of the location, but in others it will be jumbled. Design the appearance of a dream just like you would any other location within the campaign.

A dream’s appearance does have some discrepancies from reality. When close to the border of a dream space, the appearance will distort as the dream starts to give way to the emptiness of the Dreamscape beyond or the edge of another dream presses against the one the dreamer currently occupies. Certain parts of the dream also start to become jumbled or lack cohesion when scrutinized. Writing frequently displays this quality. For a dreamer, these seams in the dream fabric are dismissed by dream logic, but to a dream actor or architect, these seams betray the nature of the dream.

The appearance of the dream isn’t stable. As a dreamer continues to dream, the dream can take on a new shape. Such changes happen gradually over the course of several rounds or minutes, or suddenly through some form or transition, such as walking through a tunnel or after a flash of blinding light.

Dream Logic

Each dream has a set of rules that it abides. These rules often mirror or duplicate the normal rules of the campaign setting, but the rules aren't bound by convention. When you create a dream, you need to decide where the rules change and in what ways. These changes can be simple, such as every creature being able to breathe underwater or to survive in the vacuum of space. They can also be complex, such as an uttered word becoming a deafening scream or doorways that only open when a certain phrase is spoken.

These rules are the core of dream logic. Dream logic is intrinsically understood by the dreamer and considered normal. To a dream actor or architect, dream logic is how to persist the dream. Defying dream logic can cause the fabric of the dream to tear which can result in the dreamer exiting the dream and any intruder being tossed into the Gray Void of the Dreamscape. A creature which preys on dreamers, such as the dreamstalker, uses dream logic to render its victims vulnerable and entrapped.

The nature of the dream and its theme can also impose alterations to a dreamer. Typically this entails re-outfitting the creature or changing its form or even rendering it a vacant dreamer. You decide what the dream changes on a

creature when it becomes a dreamer. If a dreamer becomes aware as a dream actor, it can take action to restore itself.

Tapping into dream logic allows a dreamer, actor, or architect to surpass its mortal limits. Dream logic can allow a dreamer to leap hundreds of feet or reach across the cosmos. When crafting a dream, you want to spend the most time on defining the dream logic for the dream so that it is consistent and you can properly facilitate it. Often this can be done by giving dreamers and constructs traits or amending their statistics. You can also leverage mechanics like lair actions, spiritfonts, or surface effects.

Changing Theme

Certain dream architects can attempt to alter the theme of a dream. Changing a theme is a long process, as trying to change too much too fast can break dream logic and end the dream. Usually, only one facet of the theme is changed at a time, such as removing one rule of dream logic or changing the appearance of an object or limited space within the dream.

Changing the dream type is possible for certain creatures with a trait that allows it to do so, but any dream architect can transition a dream into a serene dream. Some dream architects, such as night hags, can change a dream type to a nightmare.

The Dream Avatar

Outside few cases, a creature encountered within the Plane of Dreams is a manifestation of the creature’s sense of its self. Mentally, a dreamer constructs an avatar of itself, or a representation of itself, from the fabric of the dream.

An avatar has statistics equal to dreamer’s except in cases where the avatar has been altered. When an avatar is a representation instead of a mirror of the dreamer, it can take on the statistics on another creature or animate object as if through a true polymorph spell, but its substance is subject to dream logic and features may be altered. The DM will be the arbitrator in what features and statistics a dream avatar possesses when the creature doesn’t possess a trait, feature, or a magical or psychic effect that determines the features of the dream avatar.

In all cases, the dream avatar uses its dreamer's hit points, regardless of whether it is enhanced or a representation. When a dream avatar is reduced to 0 hit points, the dreamer simply enters normal sleep or awakens unless a feature, spell, or power indicates otherwise. The dreamer will still suffer any benefit or affliction based on the type of dream. If the creature is capable of dreaming without sleeping, it simply ceases dreaming.

All damage, except psychic damage, suffered by a dream avatar is removed when the avatar exits the Dreamscape. Psychic damage remains, and if the creature is reduced to 0 hit points from psychic damage, it is rendered unconscious but stable, and it will incur one level of exhaustion. This exhaustion stacks with other sources of exhaustion, such as that from a restless dream. Also, any condition suffered on the Dreamscape ends when the dream avatar exits the Dreamscape. Dream avatars heal non-psychic damage first. You should track psychic damage separately when tracking hit points on the Dreamscape.

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 A creature within the Dreamscape may have no awareness that it is currently dreaming. Some creatures are aware of the nature of the Dreamscape, and become more resilient to dream themes and dream logic. Such creatures are able to consciously alter the fabric of the Dreamscape in a number of ways.

Dream Denizens

A native of the Dreamscape, such a creature is fully composed of the fabric of the plane. As such, it has no body it can awaken when its dream self is slain.

A dream denizen is aware of the nature of the dream, but not every denizen is empowered to exert its will upon the dream. A denizen can be a dreamer, a dream actor, or a dream architect. For instance, the storyteller is a dream denizen which can act as a dream architect. When a dream denizen is reduced to 0 hit points, its form melts into the fabric of the dream. It can’t be restored to life through any means short of an act of divinity or similar extreme action such as completely rewriting the fabric and theme of the dream.

Dreamer

Most creatures enter the Dreamscape as a dreamer. A dreamer is unaware it is within a dream and accepts the theme without question. It perceives the dream in vague terms, with its mind filling in the details. Under normal circumstances, the dreamer is helpless against the dream’s theme and simply acts as a willing participant and voyeur.

So long as actions and events are consistent with dream logic, the dreamer will continue to remain unaware and accepting of the effects of these actions and events. However, should it be affected by an action against dream logic, the dreamer must make a DC 15 Wisdom check. If the check succeeds, the dreamer gains awareness that it is dreaming. Upon doing so, the dream avatar will transform into a mirror of the creature’s true form and the creature will be able to act normally, becoming a dream actor. A dreamer which attempts to do something it should be able to do, but is constrained by an alteration to its dream avatar, also makes a DC 15 Wisdom check to gain awareness and become a dream actor.

Vacant Dreamer. In most cases, the dreamer is a character within the confines of the dream. However, in some cases, the dreamer exists as a voyeur only, having no substance within the dream. A vacant dreamer can’t be targeted by another creature. A dream actor or architect can take the Search action to find the presence of the vacant dreamer and must pass a DC 20 Intelligence (Investigation) check. Once the vacant dreamer has been located, the seeker can use its action to make a DC 15 Charisma check. If successful, the dreamer’s avatar takes form in accordance with the theme.

Intruder. An intruder is any creature that isn’t the dreamer of the dream space being occupied. If the space is shared by multiple dreamers, each dreamer isn’t an intruder, but if a creature is transplanted from one dream into another dream, it becomes an intruder. Mechanically, there is no difference between an intruder and the dreamer, but when the dream refers specifically to its dreamer, intruders are excluded. An intruder can also be a dream actor or architect.

Dream Actor

A dream actor is a creature aware of the dream and is in control of its dream avatar. While within the Dreamscape, a dream actor can use any action normally available to it as well as the Alter Self, Dream Logic Attack, Exert Will, and Manifest Reality actions (detailed under Interactions).

Oft times, when a dreamer becomes aware as a dream actor, it isn’t in possession of dream constructs of its belongings and must use the Manifest Reality action to gear itself.

A dream actor’s statistics are the same as its real self. It can choose to substitute its Charisma score in place of its Strength score, its Intelligence score in place of its Dexterity score, and its Wisdom score in place of its Constitution score. The dream actor chooses for each ability score, often creating a stronger dream self.

Additionally, a dream actor can employ dream logic to alter its actions. For instance, in a dream without gravity, a dream actor can move in any direction or walk upon any surface regardless of its orientation, or in a dream where voices are amplified to a dangerous level a dream actor could use its voice to make a ranged attack using its melee weapon’s statistics.

Dream Architect

Certain creatures possess more power within the Dreamscape than a dream actor, whether by its nature or through a spell, power, or ability. Such a creature is called a dream architect for its ability to weave the fabric of the Dreamscape to change the dream and its occupants.

A dream architect has all the features of a dream actor and can take the Alter Other, Awaken Dreamer, Fabricate Dream Construct, Shift Theme, and Weave Dream actions. It adds its proficiency bonus on ability checks to perform dream actions.

A divine creature or a cosmic horror is generally a dream architect, as is a creature with extreme supernatural awareness or intellect. A creature with a trait allowing it to affect another creature’s dream, such as a night hag, is also a dream architect. Psychics capable of entering the Dreamscape are also architects when using their powers to do so.

Dream Construct

A dream construct is a fabrication of the Dreamscape taking on some form. All surfaces and objects, including structures, are dream constructs. Certain creatures are also dream constructs, being made of the same fabric.

A dream construct is fully subservient to the dream logic of a dream, barring constructs created from the Manifest Reality power or part of the being of the avatar of a dream actor or architect. A dream construct’s nature is determined when it’s first created (by the dream or by an architect) and can be altered by the nature of the dream’s theme or an ability or action that can change it.

An object is normally identical to its real equivalency, but dream logic may alter this, such as making an apparent wood door as solid as a 10-foot cube of stone or a metal wall being completely intangible when approached from the west. A construct creature, however, is a less efficient imagining. It

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has only half the Hit Dice, hit points, and proficiency bonus of the creature it duplicates.

When a construct is destroyed or reduced to 0 hit points, it dissolves into the fabric of the dream. A construct always fails its saving throw against a dream architect’s spells, powers, and features, and it always succeeds on its saving throws against a dreamer’s spells, powers, and features unless dream logic dictates otherwise.

A construct’s appearance doesn’t have to be the same as its real world equivalent. An ancient red dragon could appear as a dog or a key could be a piece of fruit or a tangible song. In the Plane of Dreams normal is defined by the logic of the current dream.

Antithematic Construct. When a construct is made against the theme of the dream, it is aberrant and can defy dream logic. This can serve as an event to allow a dreamer to realize it is within a dream and can also disrupt the dream and cause it to dissolve.

Exiting the Dream

Exiting a dream is when a creature departs the Dreamscape. Transitioning to another dream is called dream shifting.

Typically a creature will exit a dream naturally when it cycles its sleep into deep sleep or awakens. It also exits the dream if its avatar is reduced to 0 hit points or slain. Certain spells and powers can also remove a creature from the dream, and in some cases will transport the creature to another plane or location based on the nature of the dream when it overlaps another plane.

In most cases a dreamer won’t recall events which transpired within the dream, see Dream Types for more information.

Normally, dream denizens and constructs can’t exit the dream, although the DM can certainly create a scenario where a dream can exist outside the Dreamscape if so desired. In these cases, either something within the Dreamscape is anchoring the creature or somehow the dream construct or denizen is being dreamed outside the Dreamscape. In this event, it is fully at the mercy of reality and can’t interact with dream logic.

Interactions

Interactions creatures and dream constructs can take within a dream are bounded by dream logic and any alteration made to the dreamer as part of the dream's theme.

Confines of Dream Logic

Dream logic defines the rules a dreamer must engage, and that actors and architects must abide in order to maintain the veracity of the dream. Dream logic also prevents a creature from exceeding its real self’s limits.

When using a weapon, feature, spell, or power, a creature is restricted to what it can normally do mechanically, even if the appearance might change. For instance, if a creature’s shortsword appears as a large mackerel, it still does the same weapon damage as a normal shortsword, even if the mackerel is flaming and shoots exploding skulls. The Dreamscape creates the image of the fantastic, but its dictum is grounded in rational reality.

 An exception occurs when dream logic explicitly enables a creature to surpass its limits or if the dream avatar is altered. This allows the DM a large amount of latitude and control in concocting the dream.

Breaking Dream Logic

It is possible to defy dream logic through certain actions. This can be as simple as calling into question the unreality of a dream’s theme to a dreamer or manipulating the dream fabric in a way that goes against the theme. For instance, if a dream’s theme has each creature move in reverse time, forcing a creature to move normally would create a break in the logic of the dream.

Breaking dream logic gives a dreamer a chance to become aware it’s within a dream. This can lead it to becoming a dream actor, or exiting the dream (see Dreamer). It also has a chance of undoing the weave of the dream fabric and ending the dream. Whenever an action or event defies dream logic, there is a cumulative 2% chance the dream unravels. Once a dream starts to unravel, it will collapse back into the fabric of the plane within 2d10 rounds, dumping all creatures except the dream’s dreamer into the Gray Void. The dreamer exits a collapsed dream instead.

Rewriting Dream Fabric

Creatures aware of the dangers of tearing a dream’s fabric know that it is better to alter the nature of the dream to allow actions and events outside the original dream’s theme. An architect can take the Shift Theme and Weave Dream actions to attempt to alter the nature of the dream. Doing so allows more leverage in how dream logic is applied and can be used to stabilize a dream.

When a dream starts to risk unraveling, successfully altering the dream logic to account for a transgression reduces the chance of unraveling by 2%. If a dream is already unraveling, it’s too late to fix it. Instead, an architect will attempt to transition part of the dream to overlap another dream and cross into the new dream.

Dream Actions

Within the Dreamscape, dream actors and dream architects can take several actions beyond those normally available to characters. Which actions you can take are described under Dream Actor and Dream Architect.

Alter Other. You attempt to change a facet of another creature. If the creature is unwilling, it must make a Charisma saving throw against a DC equal to 8 + your proficiency bonus + your Charisma modifier. You can add or remove equipment, a movement option, or a trait, you can change its movement speed by half, increase or reduce an ability score of your choice by 4, or change a creature’s size category by one. When you alter a creature, you must concentrate to maintain this alteration. You can maintain up to 3 alterations. If you cast a spell or manifest a power which requires concentration, you can only maintain 1 alteration.

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Alter Self. You attempt to change a facet of yourself by passing a DC 15 Charisma check. You can add equipment, a movement option, or a trait, you can change your movement speed by half, increase an ability score of your choice by 4, change your size category by one, or remove one condition affecting you. You must concentrate to maintain this alteration. You can maintain up to 3 alterations. If you cast a spell or manifest a power which requires concentration, you can only maintain 1 alteration. Trivial, cosmetic alterations which offer no mechanical benefit can be made at will and don’t require concentration.

Awaken Dreamer. You can make one dreamer exit the Dreamscape or allow it to become aware it is within a dream. In the latter case, the creature makes its DC 15 Wisdom check with advantage.

Exert Will. You attempt to interact with the dream in a meaningful way. You can attempt to alter the nature of a dream construct within the confines of dream logic by passing a DC 20 Charisma check. In cases where the dream construct is larger than a 5-foot cube, you can alter one 5-foot section each turn and so long as you continue to alter the object each turn, you don’t need to pass an additional Charisma check. You can also attempt to force yourself to awaken by passing a DC 10 Charisma check, unless the theme of the dream prohibits you.

Dream Logic Attack. You use dream logic to attack a target. The nature of the dream and its logic determines the range, while the attack roll, damage, and saving throw are dependent on your means such as equipment, powers, and spells. Whenever you deal damage with a dream logic attack, you can change the damage type to psychic.

Fabricate Dream Construct. You attempt to create a dream construct. You must pass a Charisma check with a DC dependent on what you are trying to fabricate. When creating an object larger than a 5-foot cube, you can repeat this action each turn to fabricate an additional 5-foot section without making a new Charisma check.

DC Fabrication
15 Duplicate the creation spell.
10 Create a simple handheld object.
15 Create an object occupying a space no larger than a 5-foot cube or a handheld intricate or complex object.
20 Create an intricate or complex object occupying a space no larger than a 5-foot cube.
10 + CR Fabricate a creature. A large creature takes 2 rounds to fabricate, a huge creature takes 3 rounds to fabricate, and a gargantuan creature requires 5 rounds to fabricate.
+5 Create a creature charmed by you.
+10 Create a creature under your control.
-1 For each minute spent to perform the action to a maximum of -10.

Manifest Reality. You bring into being any item you possess or restore any feature or trait stripped from you by a dream architect or the dream’s theme without an ability check. You can also counter any alteration from the Alter Other action by repeating the Charisma saving throw.

Shift Theme. You attempt to alter the theme of the dream. You can change the type of dream to serene by passing a DC 20 Charisma check, or you can attempt to rewrite the logic of the dream, replacing one of the logic’s rules with another by passing a DC 20 Charisma check if the new logic is consistent with the dream’s theme or a DC25 if it isn’t consistent. The DM will decide how much the dream logic can be shifted and whether it’s consistent or not.

Weave Dream. You attempt to alter the dream by changing structures or altering the appearance of the dream. You can also attempt to align adjacent dreams to allow passage between them. Alignment requires you to pass a DC 15 Charisma check. Altering the appearance or a structure within the confines of dream logic requires you to pass a DC 20 Charisma check. Attempting to alter the appearance or a structure contradictory to dream logic requires a DC 30 Charisma check. If you spend at least an uninterrupted 10 minutes performing this action, you gain a +10 bonus on your Charisma check.

Dream Shifting

Dream actors and architects are capable of transitioning between dreams. The most natural means of transitioning between dreams occurs when two or more dreams overlap in appearance. In this instance a dream avatar need only be aware of the dream and then move from the shared overlap to the new dream location. So long as the dreams continue to overlap, the passenger can continue to move between the dreams. Once the overlap is no longer identical, the dreams are no longer connected.

Perceiving Near Adjacent Dreams

When dreams are close to overlapping, a dream actor can attempt to perceive the nearby dream by making a DC 15 Intelligence check. If successful, the actor perceives the nearly adjacent dream as a shadowy overlay. A dream architect makes this check with advantage.

On its own, perceiving other dreams does little. However, a skilled dream architect can use this knowledge to attempt to reshape the current dream to more precisely match the adjacent dream and create an overlap to allow dream actors to transition between dreams. It can also be possible for actors to attempt to manipulate a dreamer into dreaming the current dream to better match the adjacent location. Such efforts depend on the dreamer and resolving any theme issues that could interfere.

Alternately, a dream architect could manipulate the dream to become more divergent, severing any hope of connection between dreams. Likewise, manipulating the dreamer to alter the dream’s landscape and theme can also sever any potential overlap.

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The Gray Void

One way of attempting to move between dreams involves breaching the boundaries of a dream and entering the very fabric of the Dreamscape. The area between dreams is called the Gray Void because it is exactly that – a featureless gray space that is seemingly endless.

When two or more dreams are close to overlapping, each dream can be perceived within the Gray Void as a shimmering, distorted image. When dreams aren’t close to overlapping, the Gray Void is a vast empty expanse.

The Gray Void is avoided by dream denizens and architects because it is a dangerous place due to its nature. Sometimes it is referred to as the Nothingness for it is nothing. Within the Gray Void there are no structures or surfaces or landmarks of any sort. It has no up or down and no sense of gravity.

Gray Void Encounters
2D10 Result Encounter
2 The creature encounters a hole to Limbo, a space comprised of 1d100 x 1d10 5-foot cubes that must be contiguous but can have any arrangement. Each minute, 10% of the cubes shift to an adjacent space, or a section of the hole changes position. Whenever a creature attempts to enter a space containing the hole, it must make a DC 25 Wisdom saving throw. If it succeeds, it returns to its previous space and has its movement speed set to 0 until the start of its next turn. If the save fails, the creature is dumped to a random spot in Limbo.
3-5 Over the horizon, a shimmering boundary of a dream can be seen. It is 300 + 3d10 x10 feet away. When any creature approaches within 200 feet of the boundary the dream and its boundary vanishes.
6-13 The creature enters the same place in the Gray Void it previously occupied within the last hour.
14-17 Over the horizon, a shimmering boundary of a dream can be seen. It is 300 + 3d10 x10 feet away. A creature can cross the boundary by using its action and passing a DC 10 Charisma check. If successful, the creature breaches the boundary and enters the dream. The dream boundary will persist for 5d6 minutes.
18-19 A shimmering dream boundary appears within 30 feet. A creature can cross the boundary by using its action and passing a DC 10 Charisma check. If successful, the creature breaches the boundary and enters the dream. The dream boundary will persist for 2d6 minutes.
20 1 (70%) or 1d6 (30%) creatures wandering the Gray Void are spotted 300 feet away. The creature is a dream actor (95%) or a storyteller* (5%). Only one storyteller is present, and if it is part of a group, the storyteller is escorting the other creatures. A storyteller can be persuaded to guide a lost group to a dream. In the presence of a storyteller, make a new encounter roll every 10 minutes and roll 5d4 instead of 2d10.

Two major dangers exist within the Gray Void. The first and foremost is that a creature within it can become lost, possibly forever. When a creature roams the Nothingness without a nearby dream, it has no guidepost. Within the void a creature also has no sense of direction. It is plausible to wander in a circle and never realize it. An object dropped within the void will persist for up to 1 minute before the object melts into the fabric of the plane. The other major threat is falling into a hole to the plane of Limbo. Such holes are undetectable. A creature may attempt a DC 25 Wisdom saving throw to realize it is falling into Limbo and pull back, but escape at this point is not guaranteed as the creature has no idea how large the hole is or where exactly it covers. Another misstep results in the creature making a new saving throw.

For a dreamer or a visitor to the Dreamscape, escape from the Gray Void only requires waking up. Doing so will result in the creature gaining one level of exhaustion. For a denizen of the Dreamscape, however, the only escape is to enter a dream. Since a denizen can’t awaken to escape, it will be forced to wander the void until it stumbles upon the boundary of a dream. A hole to Limbo is fatal to a dream denizen since under normal circumstance, a dream denizen can’t exist outside the Dreamscape.

Once each hour when a creature wanders the expanse of the Gray Void roll 2d20. On a 40, roll 2d10 and consult the Gray Void Encounters table.

Dream Features

Adventures in the Dreamscape can lead to all manner of fantastic encounters and unique environments. Following are several of the possible encounters that voyagers on the Plane of Dreams may encounter.

If a monster appears in bold, it is a creature from the Monster Manual unless it’s followed by an asterisk, in which case it’s a creature from this supplement found in the Bestiary (Chapter 5).

Dream Prison

A unique dream creates a deceptive prison for a creature. In most cases the trapped creature has no idea it is trapped, as the dream creates a compelling vision of reality, often satisfying the trapped creature’s every desire. Freeing a trapped dreamer is a difficult task. The dream needs to be collapsed, as reducing the dreamer’s hit points to 0 just results in the dreamer resurrecting within one round at full strength. The dream often has logic that creates one or more “keys” to unlock the prison. As a dream, such keys are likely tied to extreme allegory and completely counterintuitive. If intruders attempt to free the trapped soul, the dream logic also is likely to contain countermeasures with deadliness proportional to the value of the captured creature.

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Trapped Creatures
d100 Effect
01−10 A humanoid is trapped within the dream of its own volition. It had garnered the power to create its own dream world to escape from reality. So long as intruders don’t threaten its serenity, the trapped creature will remain friendly, but it will meet any threat to its false serenity with deadly force. The creature acts a dream architect within its dream prison and will have powers beyond what most mortals are capable. An especially sadistic soul may attempt to bind intruders to its dream prison to torment for eternity.
11−25 A creature which has been imprisoned by magic or psychic means haunts the dream. It has been forced into another form and may lack any recollection of who it was or why it was imprisoned. Its real body may have long since passed (40%), and its only salvation will mean its demise.
26−35 A creature imprisoned by spell or power roams the dream. It has been driven insane and seeks only to hunt intruders to bring a moment’s respite from its eternal boredom.
36−45 A humanoid has been placed under a power enchantment to slumber eternally. The dream changes every 2 to 4 hours as if the dreamer enters a new sleep. The dream prison is inescapable for the trapped creature as the means to free it lie in the enchantment that bound it here.
46−75 A powerful spirit which can be a celestial (15%), elemental (30%), fey (30%), or fiend (25%) resides in the prison. It will either attempt to use intruders to help free it (70%) or attack them to drive intruders away (30%). It acts as a dream actor.
76−95 The dream appears to be a serene dream, but is actually the domain of a dreamstalker* that has been confined to prevent it from doing further harm. It will seek to isolate and slay intruders using all manner of tricks at its disposal.
96−00 A divine power has been trapped in the dream. It may be long forgotten, and may have forgotten itself. Its dream’s nature often betrays its nature as a prison, as its boundaries are clearly defined. Whenever a creature intrudes upon this prison, there is a 20% chance that another god or its agents becomes aware of the intrusion. Should any attempt be made to liberate the trapped divinity, any divine power aware of the imprisonment becomes immediately aware is likely to dispatch its agents to thwart such attempts.

Revelation

Knowledge from the Collective Conscious takes shape as a dream revealing information.

Revelations
d12 Effect
1−2 A scene from the distant past is replayed. It acts as an illusion that completely ignores the presence of creatures as its dream constructs enact history as it exactly happened.
3−4 A scene from the recent past is displayed. A creature can interact with the dream, but any attempt to change it will lead to the dream correcting the course so what happened in memory happens again.
5−6 A scene from a nearby creature's memory is enacted. It is possible to interact with the dream, but after the interaction, the dream will reset to the point of variance and proceed as normal. It is possible to see content in the dream from outside the creature’s memory, allowing others to see things from different perspectives.
7−8 The dream shows a scene that is happening now somewhere in the multiverse. The dream ignores all attempts to interfere as it displays events exactly as they unfold. If a creature is capable of transitioning from the Dreamscape to another plane, it can attempt to cross over to the location of the event.
9−10 The Collect Conscious creates a display of a possible near future based on the course set into motion by current events. A creature can interact with the dream, and it’s unusually real in how it feels.
11−12 A distant future is enacted. It isn’t possible to interact with the dream, and it tends to be short, a portent on things to come.

Spirit Guides

A dream denizen that takes the form of a familiar creature appears in the distance. It stares at one particular creature. If any other creature approaches it, it dashes off and disappears. If the creature approaches it, it makes a friendly gesture and attempts to lead the creature into a dream.

Spirit Guides
d12 Effect
1−4 The spirit shows the creature the result of a possible choice it must make within the next day.
5−7 The spirit takes the creature to a reflecting pool. If the creature looks into the pool, it sees a reflection of its true self or one bearing an exaggeration of a character trait it possesses that it causing it conflict.
8−10 The spirit will answer 1d4 questions posed to it. It answers as if the creature cast divination.
11−12 The spirit rapidly leads the creature away from any allies. It is a dream form kelpie* (70%) or nightmare (30%) that seeks to harm the creature. If it reduces the dreamer to 0 hit points, the dreamer awakens with a level of exhaustion.
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Sample Dreams

The following section includes a number of dreams you can use directly or to inspire your own creations.

Furnace

The agony of the past always tortures the lost soul.

Type. Nightmare

Description. The burning ruins of a home and the surrounding property hold unbearable heat. The dreamer can be seen walking the halls in simple attire, always drifting into the flames. If interacted with, the dreamer only replies that this is what they deserve, and hints that maybe the intruders deserve the same, because why else would they be here.

Amidst the wreckage are unidentifiable heirlooms and personal objects which symbolize all the people the dreamer has failed.

Dream Logic. The flames are normal fire hazards that damage any target that enters them except the dreamer. When the dreamer enters a fire, it vanishes at the end of the round and will reappear in 1d6 rounds in another place within the property before wandering into the fires again.

The entire area has a spiritwell haunting which will automatically generate an additional spiritfont haunting for each intruder in the dream. The haunting is active and hostile. So long as the haunting remains active, the dreamer can’t exit the dream. It has air spots and uses the flames as spectral constructions. It will take the flare, grasping hands (fiery tendrils that attempt to pull targets into the flames), and haunting attack (animating the fire, creating back drafts or explosions) lair actions. If a spiritfont is rendered dormant, it will awaken within 1d6 rounds so long as the dreamer remains. While the haunting is dormant, the dreamer can be awakened normally, ending the dream.

Memories

A single wall of a homestead overlooks changing scenes of a young man performing worthy deeds.

Type. Inspiration

Description. The dreamer is a woman standing “inside” the home by a large window, looking fondly at the youth. As the dream sequence advances, she ages from middle aged to old, and the youth ages from teenage to a young man in his prime.

The youth is seen building homes, passing out food, dancing, holding up a fallen beam, pushing through flames, handing a small child through a window. The woman looks on with pride and tears of joy at the son who made her proud, even though his time was short.

The woman will happily answer any question about the boy except how he died. She prefers to remember the good times. She draws hope from them, and encourages onlookers to do the same.

Dream Logic. The woman’s home is only composed of part of a single wall and the immediate area of the floor. She doesn’t notice this oddity. Interaction with the youth is not possible, as he is just an illusion fabricated by the dream. The woman ages in accordance with her son, over the course of about 15 years.

Nexus of Worlds

A calming dream where people of many walks of life comingle.

Type. Serene

Description. The landscape is a mishmash of places from various environments and planes that seem on one hand to be in conflict, but on another hand to fit together. Amongst the landscape are beings of all kinds interacting and socializing.

Dream Logic. All creatures speak the same language, but no one can identify it. The dreamer is vacant, appearing as a random cloud in the sky. So long as intruders remain peaceful, the dream will continue and its creatures remain friendly. If an intruder takes a hostile action or draws out the dreamer, the dream’s landscapes begin to fracture and shatter as the world tumbles apart leaving only a dim gray light as the dream ends.

Running Out of Time

A dream foretelling of a kingdom in peril.

Type. Prophetic

Description. A silver fox carrying mistletoe in its mouth is chasing the sun as dark clouds pursue it on a verdant plain. The fox is clearly distressed, and every passing moment, the darkness gains ground on the fox and it’s apparent the fox will not outrun it. If the darkness catches the fox, it will consume it until there is nothing left but bone.

The fox represents a kingdom under peril, and that soon it will be plunged in darkness. What form that darkness takes is unclear, but for the fox it is an ultimate doom.

Rescuing the fox by impeding the darkness will set it free to run beyond the horizon at unnatural speed, representing an uncertain future is possible if the fox (or the kingdom it represents) is saved from being consumed by the darkness.

Dream Logic. Dreamers are transformed into a form that matches the symbology of its nation or people. The darkness only harms the silver fox. It isn’t possible to go beyond the horizon except for the fox.

The Doldrums

A repetitive dream where the dreamer is forced to repeat the same action endlessly.

Type. Restless

Description. In a nascent path alongside a cliff where flower blossoms dance in the air as trees loom overhead and shade the area. The dreamer is a lone swordsman who fights an opponent. The dreamer parries its attacker then counterattacks and runs its blade through the enemy’s chest. The enemy drops and fades away as a new opponent appears rushing down the path. The foes’ weapons and attire differ, but the dreamer’s actions are identical for each enemy it dispatches.

As long as the dreamer dreams, it is forced to repeat the battles endlessly. If a dream actor attempts to intercede, it finds the dreamer’s foe ignore damage unless they miss an attack against an opponent with a melee weapon, in which case they can be killed by a single attack on following round by the creature it missed.

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 If the dreamer is made aware of the dream, it realizes the only solution to escape the dream is to leave as the enemy will never change.

Dream Logic. Dream construct enemies have 1 hit point but can’t be damage unless they are parried with a melee weapon first. Spells and other nonweapon attacks simply register no damage.

The Collective Conscious

The unifying force of the Dreamscape is the Collective Conscious. It is the shared memories and experience of all creatures capable of dreaming or imagination.

Ordinarily, the Collective Conscious is the province of divine powers, as it is the knowledge of the multiverse, but even gods may be unable to fully tap it as it would take infinite lifetimes to learn all within the Collective Conscious. When a creature queries the Collective Conscious, it probes select portions to find the relevant memory or thought, a process that can take days or years depending on whether the creature has a direction on where to search.

Some creatures have tapped portions of the Collective Conscious to share their memories among each other and through the generations. The aboleth are known to have their own avenues within the Collective Conscious in which they share the pathways with their descendents.

Querying the Consciousness

A creature with the means to do so, can explore the Collective Conscious. Often, this means opening its perception to the Dreamscape and allowing dream logic to shape its investigation.

The knowledge within the Collective Conscious is connected through pathways, like fibers of the brain, intertwining and branching every which way. Memories are connected by temporal links, by the creatures that experience them, and by locations that they occurred upon. This is the fundamental principle behind psychometry, back-tracing the memories connected to a location or object.

In order to successfully probe the Collective Conscious, the information seeker needs a starting point, and then must find pathways that connect that point to the desired information. A skilled delver will see fleeting images as it rapidly bypasses irrelevant information, while an unskilled delver can spend hours, days, or more observing garbled images and half stories while navigating to the desired knowledge.

Unraveling the Mind

Delving within the Collective Conscious is not without risks. Prolong probing takes its toll on the mind of a creature. When attempting to seek information without normal means (spells, powers, etc.), such as using forbidden artifacts, reaching within the Far Realm, or twisting the Dreamscape to probe the Collective Conscious, many such delvers lose their minds.

Once each hour of tapping the Collective Conscious, the creature must make a DC 20 Intelligence saving throw. If the save is failed, the creature looses 1 point of Charisma. Every consecutive hour increases the save DC by 5. If the creature’s Charisma reaches 0, the creature becomes insane. An insane creature adopts a long-term madness permanently. This madness can’t be removed, even by wish or divine intervention. Finishing a long rest restores 1 points of Charisma lost from exploring the Collective Consciousness.

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Chapter 4: Psychic Items


Psychic items are like magical items, but are created through psionic or spiritual means. Except where noted, psychic items use the same rules as magical items. The DM can easily change a psychic item to a magical item or vice versa as desired.

A psychic item isn’t detected through means to detect magic, but is detected by means that reveal auras and psionic effects.

Attunement

Psychic items that require attunement are attuned in the same way a magical item is. A creature can be attuned to no more than three items, regardless of whether the items are psychic or magical.

If an item requires the character attuning the item be psychic, a character which has at least one class level in a class with the ability to manifest a power or use a psychic feature can attune the item. If attunement requires manifestation ability, only a character with the ability to manifest a psionic power can attune the object.

Psychic Items A to Z


Armor of Aversion

Armor (any), uncommon (requires attunement)


While you wear this psychic armor, you can use your action to activate its power. It has 3 charges. Each creature you choose within 10 feet of you must make a DC 13 Wisdom saving throw. If the save is failed, the creature will refuse to be within 30 feet of you for 1 minute. On its turn a creature less than 30 feet from you must use its movement to withdraw at least 30 feet from you before it can take its action. If its movement is insufficient, it must take the Dash action if able to escape at least 30 feet away from you. If the creature is incapable of withdrawing, it will act normally. The creature makes a new saving throw at the end of each of its turns. The armor regains all charges daily at dawn.

Arrow of Returning

Weapon (arrow), rare (requires attunement)


This +2 arrow, when fired, will return to its wielder’s hand at the end of its turn. Only one of these arrows can be attuned at a time.

Axe of Kinesis

Weapon (any axe), rare (requires attunement)


When you hit a target with this +1 axe, you can take a bonus action to deal an additional 1d8 (2d8 on a critical hit) bludgeoning damage to your target.


Band of Brothers

Ring, rare (requires attunement)


This ring always appears in a set of at least two but no more than five rings. When attuned by at least two creatures, each attuned creature has its mind linked to the others so long as they are on the same plane of existence. While linked, you and each linked creatures can send a telepathic message to each member of the link you choose by taking a bonus action. Members must share a common language to understand messages.

Each linked creature also gains the Hive Mind trait. Hive Mind grants each member of the link a +1 bonus on its first attack roll against a target another member has damaged until the start of its next turn.

Each day, each ring has 3 power points to spend to allow its user to manifest mindlink. Each creature wearing a ring from the same set receives the benefit and no other creature can be added. When augmented power effects end, the ring returns to granting its normal function. Each ring regains all its power points daily at dawn.

Barrier Shield

Armor (shield), very rare (requires attunement)


By taking s bonus action, this shield generates a psychokinetic field that gives you resistance to acid, bludgeoning, fire, piercing, slashing, and thunder damage. You can dismiss the force barrier using a bonus action. The barrier takes the same damage that you do and can prevent up to 100 points of damage before it falls. If the barrier is hit by disintegrate or similar effect, it loses all its hit points and falls. Once the barrier has fallen, it can’t be generated again until the next dawn.

Boots of Buoyancy

Wondrous item, uncommon (requires attunement)


While wearing these psychic boots, you can concentrate to allow you to walk on liquid surfaces as if they are solid ground. If you lose concentration while on a liquid surface, you will sink. These boots won’t protect you from hazards from the surfaces you walk, such as molten lava. You can safely maintain concentration for 10 minutes, after which you gain the psychic strain condition for at least 1 minute.

Boots of Stomping

Wondrous item, uncommon (attunement)


While wearing these psychic boots, you can stomp the ground with them once per day by using your action, causing a tremor that splits the ground. Each creature on a solid surface in a path 30 feet long that is 5 feet wide must make a DC 12 Dexterity saving throw. If the save is failed, the creature takes 2d6 bludgeoning damage and is knocked prone. If the save is successful, the creature only takes half damage. You must wait until the next dawn to use these boots again.

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Bounding Shield

Armor (shield), very rare (requires attunement)


While holding this shield you have a +1 bonus to AC. Once per round, when you make a melee weapon attack, you can, instead, throw the shield at a target within 30 feet of you by making a melee weapon attack. You are proficient with this attack and the shield counts as a magical weapon. The shield does 1d8+2 bludgeoning damage. If you make the attack on your turn, you can take a bonus action to have the shield bounce off your first target and attack another target within 30 feet of it. In any event, your shield returns to you immediately after making its last attack.

Cloak of Charisma

Wondrous item, uncommon (requires attunement)


Your Charisma score is 19 while you wear this cloak. It has no effect if your Charisma is 19 or higher without it.

Crystal Anchor

Wondrous item, very rare


When thrown, this crystalline anchor emits psychic residue within a 10-foot radius sphere. Power attack rolls made by and against a creature within this area are made with disadvantage. Saving throws against psychic powers made by creatures within the area are made with advantage. The anchor will continue emitting until removed from the ground. Once retrieved, the anchor won’t work again until the next dawn.

Demon-wrought Arrow

Weapon (arrow), rare (requires attunement)


This fiendish arrow functions as an arrow of returning. However, it is cursed to harm creatures loved by the wielder. Whenever it is fired and a creature close to its wielder is within range and has fewer hit points than its maximum damage, it will change its trajectory to strike that creature. The wielder’s attack roll is applied against the new target, and if the arrow hits, the creature takes normal weapon damage and must make a Constitution saving throw. If the save is failed, it takes an additional 6d10 weapon. On a successful saving throw it takes half the additional damage.

A creature slain by this arrow when its curse triggers can’t be revived except by true resurrection or wish. If more than one creature meets the criteria for the curse to apply, it always chooses the closest relationship.

Diadem of Object Reading

Wondrous item, uncommon (requires attunement)


While wearing this crown, you can discern the past of an object you can hold in your hands. For every minute you concentrate on the object, you perceive one hour into its past, starting with the most recent hour. You can concentrate up to 1 hour per Wisdom bonus you possess (minimum 1 hour).

While perceiving an object’s past, you can see and hear from the object’s perspective up to 60 feet. You are treated as having blindsight when doing so.

You can attempt to look into a specific timeframe of an object’s history by making an Intelligence (Investigation) check with a DC based on how far in the past the events occurred.

DC Timeframe
12 Up to 1 year ago
16 Up to 10 years ago
20 Up to 100 years ago
24 No limit

Dorje

Dorje, varies


A dorje is a slender crystal that contains a single power and a power point reserve. If the power is on your class list, it can be used to manifest its power. Otherwise, the dorje is beyond your understanding. Manifesting a power through a dorje requires the same manifestation time as the power does normally.

If you attempt to spend more power points than you can normally spend on your powers, you must make an ability check using your manifester ability to determine whether you can manifest it successfully. The DC equals 10 + one half the power point cost. On a failed check, the power points are deducted from the dorje’s reserve with no other effect.

Each power consumes 1 + augmentation cost power points from its reserve. Once a dorje’s power point reserve is reduced to 0, it crumbles to dust. Each dorje has a maximum amount it can spend to augment and empower its powers.

Dorje
Maximum Power Point Expenditure Power Point Reserve Rarity Save DC Attack Bonus
1 1d4 Common 13 +5
2 2d4 Common 13 +5
4 2 + 2d4 Uncommon 13 +5
6 4 + 2d4 Uncommon 15 +7
8 6 + 2d6 Rare 15 +7
10 8 + 2d6 Rare 17 +9
12 9 + 3d6 Very rare 17 +9
14 11 + 3d8 Very rare 18 +10
16 12 + 4d8 Very rare 18 +10
18 13 + 5d8 Legendary 19 +11

Flailing Flail

Weapon (any flail), rare (requires attunement)


You gain a +1 bonus on attack and damage rolls with this psychic weapon. Whenever you hit with this weapon, you may take a bonus action to make an extra attack. This extra attack is made with advantage, and if it hits deals an additional die of damage.

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Force Bolt

Weapon (bolt), uncommon


These are usually found in a batch of 2d4 bolts. This bolt deals an additional 1d6 (2d6 on a critical hit) force damage. Once it hits, the bolt is no longer psychic.

Force Shield

Shield, very rare (requires attunement)


This item appears as an ornate bracer that can be worn over a gauntlet. By using a bonus action and a mental command, you can cause a shield of force to emanate from the bracer, allowing you to wield it as a +1 shield. You can use your bonus action to dismiss the shield, and return it to a bracer.

Additionally, while wielding this shield when you are targeted by magic missile, you can use your reaction to negate the damage from the spell. If you are targeted by disintegrate or a similar effect, you can use your reaction to block the effect, but your shield will revert to a bracer and can’t be called upon again until the next dawn.

Gloves of Dexterity

Wondrous item, rare (requires attunement)


Your Dexterity score is 19 while you wear these gloves. It has no effect if your Dexterity is 19 or higher without it.

Haunted Doll

Wondrous item, rare


This item appears as a child’s doll made of cloth or porcelain. The doll is haunted by an Intensity 20 haunting that is dormant when first obtained. When carried for at least an hour by a creature, the creature must make a Charisma saving throw. If the save is failed, the creature becomes possessive of the doll and will not willingly part with it, except if it knows a child to which it can give the doll. Children make their Charisma saving throw with disadvantage.

Once the doll is placed in a location where a creature lives within 50 feet of it, it will awaken every night at midnight and remain awake until morning’s light. The haunting will become hostile if a creature attempts to remove the doll or attempts to suppress it.

Ioun Stone

Wondrous item, rarity varies (requires attunement)


The following are psychic Ioun stones. They behave like their magical counterparts.

Aura Sense (Very Rare). You can sense auras while concentrating to do so. You can perceive spiritfonts and the emotional state of each creature within 60 feet of you that you can see. A creature must make a DC 12 Charisma saving throw. If the save succeeds, you can’t determine its emotional state. While concentrating on this ability, you have the psionic focus condition.

Bladed (Very Rare). When you are attacked by a melee weapon attack, you can use your reaction to make a melee power attack against your attacker. If you don’t have a manifesting ability, Intelligence is your manifesting ability for this attack. You deal 1d8 slashing damage to your target and add half the damage to your AC against the attack which triggered your reaction.

Deflection (Legendary). When you are hit by a ranged weapon, power, or spell attack, you can use your reaction to reduce the damage dealt by 10 + 2d8.

Glowing (Rare). When you concentrate, this stone glows, illuminating up to 30 feet in bright light and an equal distance of dim light beyond that. While concentrating on this ability, you have the psionic focus condition.

Power Reserve (Legendary). This stone grants you an additional 7 power points. The power points refresh daily at dawn.

Lens of Revelation

Wondrous item, very rare (requires attunement)


When you wear these glasses, you can see in all directions. An attacker gains no benefit from having an ally within 5 feet of you and you have advantage on Wisdom (Perception) checks to see within 30 feet of you.

You can take a bonus action to concentrate to grant you blindsight up to 60 feet. While concentrating to do so you have the psionic focus condition.

Living Tattoo

Tattoo, rarity varies (requires attunement)


When etched into your skin, this psychic ink appears as a beast with a certain color. The tattoo will cover an arm, leg, or half your torso.

By using your action, you can awaken the creature inked on your skin, and the tattoo will come to life, sliding from your skin and transforming into a creature. It will appear in the nearest unoccupied space adjacent to you.

The creature acts on your turn, and is controlled by your will. So long as you aren’t incapacitated, it will act as you mentally command. It will continue to exist for 10 minutes, until you use an action to recall it, or it is reduced to 0 hit points. When the creature is reduced to 0 hit points, it immediately returns to you, appearing as a faded tattoo. The creature regains all lost hit points daily at dawn. While the creature is awake, you have the psionic focus condition, but don’t have to concentrate to maintain it.

A living tattoo is a construct that has resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons and immunity to poison and psychic damage, otherwise it has statistics identical to a normal creature. See the bestiary for statistics to run the creature.

Amber Hornets (Very Rare). This yellow tattoo is of a trio of hornets. When awakened, it transforms into three dire wasps.

Mauve Serpent (Rare). This violet tattoo is of a coiled serpent, ready to strike. When awakened it transforms into a dire viper.

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Ebony Turtle (Very Rare). This black tattoo is of a massive turtle. When awakened it transforms into a dire snapping turtle.

Emerald Mantis (Very Rare). This green tattoo is of a praying mantis. When awakened it transforms into a dire mantis.

Azure Long (Legendary). This blue tattoo is of a wingless dragon. When awakened, it transforms into a sacred serpent.

Russet Ape (Rare). This brown tattoo is of a great ape with its arms raised in anger. When awakened, it transforms into a dire ape.

Satin Tiger (Legendary). This white tattoo is of a regal tiger. When awakened it transforms into a sacred tiger.

Vermillion Hawk (Legendary). This red tattoo is of a fiery hawk swooping to grab it prey. When awakened it transforms into a sacred fire bird.

Martial Master Spear

Weapon (spear), very rare (requires attunement)


You gain a +2 bonus on attack and damage rolls while wielding this psychic weapon. When you hit a target with this weapon, you can choose to deal bludgeoning damage instead of piercing damage.

You gain three martial dice, which are a d8. The spear regains all martial dice daily at dawn. You can spend one die to perform one of the following maneuvers:

Demon Dive. You throw your spear at a foe up to 15 feet away, adding 1d8 to your attack roll. If you hit, your foe is pushed 5 feet and you automatically move into its former space. This movement doesn’t draw opportunity attacks. If the throw misses, the spear returns to you.

Exchange. When you are attacked by a melee weapon attack from a foe within 5 feet of you, you add 1d8 to your AC against that attack. If the attack misses, you swap places with the attacker.

Rapid Thrust. You attack with disadvantage, but if you hit you deal an additional 2d8 piercing damage.

Sweep. A creature hit by this weapon must make a Strength (Athletics) or Dexterity (Acrobatics) check against a DC equal to 8 + your Strength modifier + your proficiency bonus + 1d8. If the check is failed, the creature takes weapon damage + 1d8 bludgeoning damage and is knocked prone.

Vault Kick. When you hit, your target must make a Strength (Athletics) or Dexterity (Acrobatics) check against a DC equal to 8 + your Strength modifier + your proficiency bonus + 1d8. If the check is failed, the creature takes weapon damage + 1d8 bludgeoning damage and is pushed 10 feet away from you.

Mind Armor

Armor (padded), very rare (requires attunement)


While wearing this armor you gain a +5 bonus to AC against telepathic attacks and abilities that deal psychic damage. You also gain a +5 bonus on saving throws against telepathic powers and abilities and enchantment spells and abilities.


Mirror of Displacement

Wondrous item, rare (requires attunement)


You can use your action to hold this mirror up to another creature within 40 feet of you. The creature must make a DC 16 Dexterity saving throw or be relocated to another space within 40 feet of you. The new space must be on a solid surface.

Periapt of Wisdom

Wondrous item, rare (requires attunement)


Your Wisdom score is 19 while you wear this pendant. It has no effect if your Wisdom is 19 or higher without it.

Psicrown

Wondrous item, rare (requires attunement)


This crown can store psionic powers, holding an augmented power until the attuned wearer uses them. The crown can store up to 9 power points of powers at a time. When found, it contains 1d10 – 1 power points worth of stored powers chosen by the DM.

Any creature can manifest a power with 1 to 9 power points of augmentations into the crown by touching it as the power is manifest. The power has no effect except being stored in the crown. If the crown can’t hold the power, the power points are expended without effect. A power must be augmented to be stored in the crown.

While wearing this crown, you can manifest any power stored in it with the augmentations used in the original manifestation. The power uses the power save DC, power attack bonus, and manifesting ability of the original manifester, but otherwise treated as if you manifested the power. The manifested power used from the crown is no longer stored in it, freeing up space.

Psi-Leech

Weapon (dagger), very rare (requires attunement)


You gain a +1 on hit and damage rolls with this psychic weapon. When you hit a creature that has the psionic focus condition, you deal an additional 1d10 force damage. This force damage can’t be regained until the creature completes a long rest or benefits from lesser restoration or remove curse.

Psychoactive Skin

Wondrous item, rarity varies (requires attunement)


This appears as a fist-sized globule of ectoplasm until attuned to a creature of Medium size or smaller. Once attuned, it bonds with the flesh of its user. By using an action, the skin can be activated, and expands to cover the creature and its worn items as a second skin. By using another action, the skin can be retracted.

While active, the wearer can breathe and detect its surroundings as normal. The psychoactive skin rolls away from parts of the body when the wearer needs to access its inventory or perform normal functions such as eating. Only one skin can be attuned at a time.

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Chameleon Skin (Rare). While active, this skin changes in response to its environment giving its wearer nearly perfect camouflage. You have advantage on Dexterity (Stealth) checks to be hidden and treat each roll below 12 as a 12 when motionless.

Eldritch Skin (Legendary). While active, this skin reveals hundreds of eyes and tiny slithering tentacles. Each creature that is with 10 feet of you when you activate this skin or which ends its turn within 10 feet of you while it remains active must make a DC 15 Intelligence saving throw. If the save is failed the creature is frightened for 1 minute and is at disadvantage on attack rolls so long as it remains within 30 feet of you as long as it remains frightened.

While active, you can take a bonus action to use the eyes on the skin to see in all directions until the start of your next turn. When you do so, you have a +2 bonus on Wisdom (Perception) checks that rely on sight, and foes gain no benefit from having an ally within 5 feet of you.

Hardened Skin (Very Rare). When you activate this skin, it surrounds you in biomorphic armor taking on a unique style based on the skin, such as rock, steel, or wood. You have AC equal to 14 + your Constitution modifier if it is greater than your current AC.

Monstrous Skin (Legendary). While active, this skin enshrouds you in dark fibers. You have advantage on Strength checks and saving throws. You can lift three times your normal lift weight and jump five times your normal jump distance. You take half damage from falling and no damage from a fall less than 50 feet. When you take fall damage, including from psychokinetic slams, you make a Dexterity check against a DC 10. If successful, you don’t fall prone. If you take no fall damage, you are never knocked prone from falling.

When you make an unarmed attack, you deal 1d6 damage if you don’t already deal more. Whenever you deal enough damage to a creature within 5 feet of you to reduce it to fewer hit points than your Strength score, you can automatically grapple it if you choose. If you choose to throw a creature grappled in this manner, you push them twice the normal distance.

Proteus Skin (Very Rare). While active, you gain the ability to change your appearance. By using an action, you can change your appearance to another creature of the same size as you, including any worn attire and gear. The appearance is completely cosmetic, and any gear so created isn’t functional. You may also alter your voice to match the visual form. When used as a disguise, you have advantage on any check to deceive that relies on sight.

Ribbon of Severence

Wondrous item, legendary (requires attunement)

This red velvet ribbon is worn around the neck. When attuned and worn, its wearer must make a DC 18 Wisdom saving throw. If the save is failed, the wearer’s head is severed from its body, but the wearer isn’t slain.

Once its head has been removed, the wearer can place any head on its severed neck and affix it with the ribbon. The head must be from a creature of the same size as the attuned creature. On wearing another head, the user can use its action to probe the memories of the new head.

 Severed heads, including the creature’s own head, will rot and decay as normal when not attached to the body with the ribbon. While wearing the ribbon and a head, the creature can’t be beheaded by any means except untying the ribbon.

If the creature has no head, it is can continue to see and hear through the last head it possessed for up to one hour, after which time it is blinded and deafened until it attaches a new head.

Ringing Mace

Weapon (mace), very rare (requires attunement)

You gain a +2 bonus on attack and damage rolls with this psychic weapon. When you hit a creature, it must make a DC 12 Wisdom saving throw or be deafened until the end of its next turn. When you hit a creature concentrating on a spell, power, or other ability, its concentration DC is increased by 10 and it makes its Constitution save with disadvantage. If a psychic power or ability is disrupted, the creature gains the psychic strain condition until the end of its next turn, unless it manifests a psionic power, in which case it has psychic strain until the condition ends normally.

Rod of the Depths

Wondrous item, rare

This rod is topped with a writhing mass of tentacles. You can strike a creature with the rod by making a melee weapon attack. The rod counts as a club for proficiency but does no damage. Instead, a creature hit by the rod is ensnared as the tentacles detach and wrap around the target. An ensnared creature is restrained for 1 minute. Another creature can use its action to attempt to remove the tentacles, but must succeed a DC 15 Strength check.

If the ensnared creature is in water, it will sink 30 feet each round unless held aloft by magical or psychic means. Each round, it will suffocate unless it can breathe in water. Once used, the rod can’t be used again until the next dawn.

Sextant of Calming

Wondrous item, very rare

This navigation tool grants advantage on tool proficiency checks made with it while in the open sea.

Three times each day, when the user is within the area of a rain, sleet, snow, hail, or lightning storm, including spells and powers that duplicate a storm, it can take a reaction to create a cylinder with a 20-foot radius that is 20 feet tall centered on it that suppresses the storm and any effect of the storm. The cylinder lasts for 1 hour and requires concentration to maintain.

The user can expend additional uses during activation to double the size of the cylinder (40-foot radius and 40 feet tall for 2 uses or 80-foot radius and 80 feet tall for all 3 uses. The sextant regains all uses daily at dawn.

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Shadow Dust

Wondrous item, uncommon

When this dust is thrown against a surface, wall, or unattended object of Large size or smaller, it transforms the consistency of the target to shadow, allowing a creature to pass through it for 10 minutes. Only a 10-foot cube section of a wall or surface will be affected. Attended objects aren’t affected. When the effect ends, any creature or object within its space is safely moved to the nearest unoccupied space.

Shoes of Safefall

Wondrous item, uncommon

While wearing this pair of shoes, when you fall from a height greater than 30 feet, your decent slows and you safely land. When falling 30 feet or less, any damage from falling you take is halved.

Shroud of Flames

Wondrous item, very rare (requires attunement)

While wearing this cloak, you can use a bonus action to wreathe yourself in flames for 1 minute. Each creature with 5 feet of you at the start of its turn must make a Constitution saving throw. If the save is failed, it takes 2d8 fire damage. If the save succeeds the creature takes half damage.

While wreathed in the flames, you have resistance to cold and fire damage and are immune to the flames from the shroud. Additionally, each melee weapon attack you make while wreathed in flames deals an additional 1d8 fire damage. After using this item, it can’t be used again until the next dawn.

Spirit Sieve

Wondrous item, very rare

This item appears as a floating orb about one foot in diameter. When a psionic power is manifested targeting a creature within its space or an area including its space, the manifester must make an ability check using its manifesting ability against a DC of 15. If failed, the spirit sieve absorbs the psionic power, causing it to have no effect. Only three powers can be absorb until the next dawn. Each time it absorbs a power, it glows, increasing intensity with each additional power. For each power absorbed, it sheds dim light in a 5-foot radius. The light fades upon the next dawn.

Storm Glaive

Weapon (glaive), legendary (requires attunement)

You can use your bonus action to have this weapon cackle with electricity for 1 minute or until you use your bonus action to dismiss it. You deal an additional 1d12 lightning damage on a hit with it.

Once per hour, you can use your action to spin the glaive in a continuous circle, creating a tempest in a 5-foot radius. Each creature within the tempest must make a DC 16 Strength saving throw. If the save is failed, the creature is pushed 30 feet away from you and tossed in the air 10 feet. It will fall, taking 1d6 fall damage and is knocked prone. If a creature is flung into a wall or other solid obstruction, it takes 1d6 bludgeoning damage per 10 feet it can't be pushed.

The Bulwark

Armor (shield), legendary (requires attunement)

This massive shield grants you half cover. You can use your action to duck behind the shield, granting you full cover. When you are attacked by a melee weapon attack, you can use your reaction to create a psychokinetic thrust. The creature must make a DC 14 Strength saving throw. If the save is failed, the creature is pushed 10 feet and knocked prone and its attack deals no damage. When you use this function more than once each dawn, you suffer a level of exhaustion.

Third Eye

Wondrous item, very rare (requires attunement)

This circlet allows you to use your action to gain enhanced visual detection for 1 minute. It has three uses. You can see up to 120 feet in magical and nonmagical darkness, sense auras and spiritfonts, detect magical and psychic effects, perceive into the Ethereal Plane, and are aware of secret and concealed doors hidden by both mundane and supernatural means. You are also immune to blindness and gaze attacks while using this item. The circlet regains all uses daily at dawn.

Vial of Ectoplasm

Potion, uncommon

This metal decanter contains ectoplasm from the Astral Plane. When rubbed over a weapon or armor, it becomes a psychic item for 1 hour. Weapons gain a +1 bonus on attack and damage rolls. Armors and shield gain a +1 bonus to AC. If the item is already magical or psychic and has a bonus of +1 or better, the ectoplasm has no effect.

Chapter 5: Bestiary

Alp

An alp is a fey creature similar to a gnome, but often with animalistic features. It in mostly encountered while in the form of an animal and is an expert at behaving as if a common beast. If an alp is attacked, it will attempt to flee and hide.

Emotion Eater. An alp feeds on the emotions of humanoids. It prefers to feed on its targets at night when they sleep, often in the guise of a beast. Once it is upon its sleeping victim, the alp will siphon its spirit and emotions to sustain itself. This process often results in a nightmare and can leave the victim feeling drained. An alp rarely kills its victim, content to feed once and withdraw.


Alp

Small fey (shapechanger, spirit), chaotic neutral


  • Armor Class 11
  • Hit Points 24 (7d6)
  • Speed 25 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA
9 (-1) 12 (+1) 11 (+0) 13 (+1) 12 (+1) 15 (+2)

  • Skills Acrobatics +3, Perception +3, Stealth +3
  • Damage Resistances psychic, poison; bludgeoning, piercing, and slashing from nonmagical weapons
  • Condition Immunities poisoned
  • Senses truesight 120 feet, passive Perception 14
  • Languages Common, Sylvan
  • Challenge 1/4 (50 XP)

Psychic Attack. The alp uses its Charisma modifier on attack and damage rolls. Each creature hit by an alp must make a DC 12 Charisma saving throw or become unfeeling for 1 minute. Any effect that relies on emotion is suppressed for the duration, such as Rage, Bardic Inspiration, and trauma infusion.

Shapechanger. The alp can us its action to polymorph into a boar, cat, dog, or poisonous snake, or back to its true form. It takes on the statistics of the creature whose form it takes but retains its own Intelligence, Wisdom, and Charisma scores. It can use its Wisdom Drain trait while polymorphed. It can also assume the form of a white butterfly. While in butterfly form it maintains its own stats, but can’t use its other features. If it is reduced to 0 hit points while polymorphed, it reverts to its true form.


Sickness Gaze. When a creature that can see the alp’s eyes starts its turn within 30 feet of the alp, the alp can force it to make a DC 11 Constitution saving throw if the alp isn’t incapacitated and can see the creature. If the save is failed, the creature is poisoned for 1 minute.

Wisdom Drain. If an alp spends 1 minute within the same space as a sleeping, living creature, the target’s Wisdom is reduced by 1d4. The target dies if this reduces its Wisdom to 0. Otherwise the reduction lasts until the target finishes a long rest. The target doesn’t gain the benefit of a rest if the alp drains its Wisdom.


Actions

Siphon. Melee Power Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) psychic damage.

Invisibility. The alp becomes invisible for 1 minute or until it makes an attack. While it is invisible, it can’t use its Sickness Gaze and Wisdom Drain traits.

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Asura

Celestials that call the Astral Plane home, but predominately dwell on the Material Plane, asura are immortal vagabonds. Often, asura find themselves drawn to mortal societies, as they are dependent on inhabiting mortal bodies.

An asura is a spiritual entity that has no solid body. Often times, they are regarded as disembodied spirits and treated much the same as undead abominations or certain kinds of fiends. While an asura is in its spirit form it is incorporeal and nearly undetectable, even by magic. Whenever an asura is in its spirit form, it will seek to retreat to the Astral Plane until it can locate a suitable host body.

Possessors of the Dead. An asura can’t possess a living creature. Whether through lack of ability or some long held code, an asura can only possess a dead body, and it will be selective about what it picks, unless no option is available. Most commonly, an asura will possess a stillborn infant in the womb of a humanoid. In this way, an asura grows up with mortal parents and is disguised among mortals to develop skills and connections to serve it during its time on the Material Plane. An asura can possess any corpse, provided rot hasn’t set in, but any injuries or ailments the corpse sustained are still present, which may cause the body to die again.

Asura most commonly inhabit the bodies of humans, elves, and related races as they find these bodies most serviceable for their purpose, but can inhabit the body of any humanoid. Dwarven bodies are generally avoided since asura can’t consume alcohol.

Driving Purpose. Asura are celestials with a mission, the particulars of which depend on the individual asura. Many serve as emissaries between divine authorities and mortals, while others take the task of protecting mortals from threats greater than most can handle. Asura are fearless combatants on the battlefield and the debate forum. When an asura intervenes on the behalf of mortals, it attempts to keep a low profile as mortals can be unpredictable in their response to the revelation of an asura.

When an asura possesses a host, it gains access to the memories of that host. When an asura leaves its host, it also loses most of its memories during the time it was within the host. An asura only permanently remembers its purpose and the skills and knowledge connected to that purpose. When an asura is forced to change bodies, it can generally resume its goals without missing a beat, but at times where its purpose has become unclear it can drift through its new life without recollection of what it is until its purpose has been reawakened.

Fundamentally Eternal. An asura matures like a member of the race of its host body, but ages much slower. Asura host bodies never reach physical middle age always keeping the veneer or youth. Unless slain, an asura never dies from aging and is immune to magical or supernatural aging. When an asura’s possessed body is killed, the asura exits the corpse and assumes its spirit form. In such an event, an asura on a mission may attempt to inhabit another corpse or linger in the hopes its host body can be restored; otherwise it will be forced to flee to the Astral Plane to probe the Material Plane to find a new body. If an asura is slain in its spirit form, it is forever slain.

Creature of Spirit. An asura in spirit form can’t be polymorphed against its will. It also doesn’t need air, food, water, or sleep.

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Asura, Spirit Form

Medium celestial (spirit), any


  • Armor Class 15
  • Hit Points 90 (20d8)
  • Speed fly 120 ft. (hover)

STR DEX CON INT WIS CHA
1 (−5) 20 (+5) 10 (+0) 17 (+3) 22 (+6) 19 (+4)

  • Saving Throws Wis +11, Cha +9
  • Damage Resistances cold, fire, radiant
  • Damage Immunities acid, bludgeoning, lightning, necrotic, piercing, poison, slashing, thunder
  • Condition Immunities blinded, deafened, frightened, grappled, petrified, poisoned, prone, restrained, stunned, unconscious
  • Senses blindsense 300 ft., passive Perception 16
  • Languages can understand any language it knows but can’t speak
  • Challenge 3 (700 XP)

Incorporeal Existence. The asura can move through objects and surfaces as if they were difficult terrain. An asura can’t pass through wood, lead, or rotten organic material.

Intangible. Attack rolls made against the asura, except those that target the mind or soul, are made with disadvantage. The asura makes saving throws against damaging effects, except those targeting the mind or soul, with advantage.

Astral Probe (psionic). While on the Astral Plane, the asura can peer into the Material Plane at will using a sensor like clairvoyance.

Spirit Boundary. The spirit form asura can’t cross a barrier made from cherry wood or blessed ash.

Body Dependent. When the asura doesn’t possess a body it is unable to manifest psionic powers or cast spells.


Actions

Translocate (psionic). Enter the Astral Plane from any connected plane of existence or enter a connected plane from the Astral Plane.

Possess (psionic). The asura’s possession ability is Charisma and its possession save DC is 17. It can possess a dead humanoid creature within 10 feet of it. The asura acts as a controller. When the asura possesses a creature, its spiritual form is subsumed by its host. The host must be reasonably intact and not decayed. When a corpse is possessed, it regains 1 hit point. So long as the asura possesses the host, the original soul connected to the body can’t be raised without providing it a new body.

Fiend Slayer

The purpose of these asura is to protect the Material Plane and the upper planes from fiends and other unholy abominations. They take to training as warriors to hone the necessary skills and build fortitude. They often possess centuries of experience and expertise with all manner of arms and tactics, but many have preferred weapons and combat styles.

When engaging high profile dangers in battle, a fiend slayer will attempt to keep the strongest foe’s attention focused on itself while its allies flank the enemy. When possible, an asura will quickly dispatch or scatter weaker foes; otherwise it will attempt to disable the greatest threat.

Celestial Minister

Making up the halls of deities or serving as advisors to mortal kings, are the celestial ministers. Masters of debate and philosophy, the calling of these asura is learning and understanding. They attempt to preserve lore, sometimes running libraries, and sometimes serving as living memories of events long past.

Celestial ministers are fond of mortal kind, and tend to speak out on the behalf of mortals. They typically have a roster full of mortal and immortal contacts they can call upon when needed.

Infiltrator

This class of asura generally acts as undercover agents, but sometimes just likes to live among the mortal races. An infiltrator will go to lengths to develop a mortal persona so as to fit in mortal society, and when it reaches a point where its lack of growing old would betray its nature, it will move on and create a new identity. For this reason, infiltrators prefer the bodies of elves and other long lived races.

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Asura, Fiend Slayer

Medium celestial (humanoid, possessor), neutral good


  • Armor Class 19
  • Hit Points 190 (20d8 + 100)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 20 (+5) 17 (+3) 22 (+6) 19 (+4)

  • Saving Throws Str +9, Con +10, Wis +11, Cha +9
  • Skills Arcana +8, Athletics +9, Insight +11, Intimidation +9, Religion +8, Survival +11
  • Damage Resistances lightning, poison, radiant
  • Condition Immunities frightened
  • Senses passive Perception 16
  • Languages Abyssal, Celestial, Common, Infernal
  • Challenge 15 (13,000 XP)

Cherry Weakness. Damage from wooden weapons made of cherry wood is doubled.

Asura Toxin Susceptibility. Alcohol splashed on an asura deals 2d6 necrotic damage. If alcohol or cherries are consumed, the asura takes 2d6 necrotic damage and must make a Constitution save against DC 15 or be poisoned for 1 hour.

Spiritual Defense. The fiend slayer asura's AC is at least 11 + its Dexterity bonus + its Wisdom bonus.

Spiritual Strikes. The fiend hunter’s unarmed strikes and held weapons are treated as magical for the purpose of overcoming damage resistance and immunity. Once per turn, when the asura hits with a melee weapon attack, it deals an additional 4d8 (18) radiant damage to the target.

Persistent Powers. The fiend hunter’s psionic powers linger for one round if the fiend hunter cast a spell or becomes incapacitated. If the asura ceases concentration on a spell or is no longer incapacitated by the start if its next turn, it can resume maintenance of that power without interruption.

Innate Spellcasting. The fiend slayer’s spellcasting ability is Charisma (spell save DC 17). The fiend slayer can innately cast the following spells, requiring no material components:

At will: blade ward, detect evil and good, divine favor, shield

3/day: bless, compelled duel, heroism

1/day: banishing smite, wrathful smite


Innate Manifestation. The fiend slayer’s manifesting ability is Wisdom (power save DC 19). The fiend slayer can innately manifest the following powers:

At will: adaptability (up to 9 power points), body control (up to 7 power points)

3/day: accelerated healing (up to 7 power points), glimmer (up to 9 power points), speed of thought (up to 9 power points)

1/day: kinetic barrier (up to 5 power points)

Possessor. If the asura is reduced to 0 hit points or outright killed, it ejects from its host and assumes its spirit form. It can’t attempt to possess the same creature until at least 1 minute has passed.


Actions

Multiattack. The fiend slayer makes two longsword attacks and one unarmed attack.

Longsword +2. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 11 (1d10 + 6) slashing damage.

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d8 +4) bludgeoning damage.

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Asura, Celestial Minister

Medium celestial (humanoid, possessor), lawful neutral


  • Armor Class 18
  • Hit Points 90 (12d8 + 36)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 16 (+3) 17 (+3) 22 (+6) 19 (+4)

  • Saving Throws Int +7, Wis +10, Cha +8
  • Skills Arcana +7, Deception +8, Esoteric +7, History +7, Insight +14, Persuasion +12, Religion +7
  • Damage Resistances lightning, poison, radiant
  • Condition Immunities frightened
  • Senses passive Perception 16
  • Languages Abyssal, Celestial, Common, Infernal
  • Challenge 7 (2,900 XP)

Cherry Weakness. Damage from wooden weapons made of cherry wood is doubled.

Asura Toxin Susceptibility. Alcohol splashed on an asura deals 2d6 necrotic damage. If alcohol or cherries are consumed, the asura takes 2d6 necrotic damage and must make a Constitution save against DC 15 or be poisoned for 1 hour.

Spiritual Defense. The asura's AC is at least 10 + its Dexterity bonus + its Wisdom bonus.

Spiritual Strikes. The celestial minister’s unarmed strikes and held weapons are treated as magical for the purpose of overcoming damage resistance and immunity.

Knowledgeable. When making an Intelligence skill check to recall information, the celestial minister does so with advantage.

Innate Spellcasting. The celestial minister’s spellcasting ability is Wisdom (spell save DC 18). The celestial minister can innately cast the following spells, requiring no material components:

At will: alarm, animal messenger, detect evil and good, detect magic, divine favor, minor illusion, protection from evil and good (self only), thaumaturgy, unseen servant

3/day: augury, banish, bless, calm emotions, counterspell, guiding bolt, lightning bolt, sanctuary (self only), see invisibility

1/day: commune, contact other plane, flame strike, forbiddance, glibness, hold monster, nondetection, programmed illusion, suggestion

1/year: sequester


Innate Manifestation. The celestial minister’s manifesting ability is Wisdom (power save DC 18). The celestial minister can innately manifest the following powers:

At will: adaptability (up to 9 power points), deflection (up to 0 power points), mental barrier (up to 5 power points)

3/day: control light (up to 13 power points), ego whip (up to 9 power points), glimmer (up to 9 power points), hypercognition (up to 13 power points), remote sight (up to 9 power points)

1/day: extrasensory perception (up to 15 power points)

Possessor. If the asura is reduced to 0 hit points or outright killed, it ejects from its host and assumes its spirit form. It can’t attempt to possess the same creature until at least 1 minute has passed.


Actions

Rod. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 +2) bludgeoning damage.

Searing Bolt. Ranged Spell Attack: +10 to hit, range 60 ft., one target. Hit: 13 (3d8) radiant damage.

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Asura, Infiltrator

Medium celestial (humanoid, possessor), neutral


  • Armor Class 19
  • Hit Points 65 (10d8 + 20)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 17 (+3) 14 (+2) 17 (+3) 22 (+6) 19 (+4)

  • Saving Throws Dex +5, Con +4, Wis +8
  • Skills Athletics +3, Deception +6, Insight +8, Perception +8
  • Damage Resistances lightning, poison, radiant
  • Condition Immunities frightened
  • Senses passive Perception 18
  • Languages Celestial, Common
  • Challenge 5 (1,800 XP)

Cherry Weakness. Damage from wooden weapons made of cherry wood is doubled.

Asura Toxin Susceptibility. Alcohol splashed on an asura deals 2d6 necrotic damage. If alcohol or cherries are consumed, the asura takes 2d6 necrotic damage and must make a Constitution save against DC 15 or be poisoned for 1 hour.

Spiritual Defense. The asura's AC is at least 10 + its Dexterity bonus + its Wisdom bonus.

Spiritual Strikes. The infiltrator’s unarmed strikes and held weapons are treated as magical for the purpose of overcoming damage resistance and immunity.

Innate Spellcasting. The infiltrator’s spellcasting ability is Charisma (spell save DC 14). The infiltrator can innately cast the following spells, requiring no material components:

At will: bane, detect evil and good, disguise self, message

3/day: alter self, charm person, misty step

1/day: blindness/deafness, nondetection


Innate Manifestation. The infiltrator’s manifesting ability is Wisdom (power save DC 17). The infiltrator can innately manifest the following powers:

At will: adaptability (up to 5 power points), body control (up to 4 power points), suspension (up to 3 power points)

3/day: apopsi (up to 3 power points), control light (up to 3 power points), mislead (up to 3 power points)

1/day: chameleon (up to 5 power points)

Possessor. If the asura is reduced to 0 hit points or outright killed, it ejects from its host and assumes its spirit form. It can’t attempt to possess the same creature until at least 1 minute has passed.


Actions

Multiattack. The infiltrator makes one shortsword attack and one unarmed attack.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

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Brain Mole

A brain mole appears much like a normal mole. While it can maintain a similar diet to a normal mole, a brain mole prefers to eat psionic energy, and will attempt to ambush creatures with power points to sustain itself when able.

Burrowing Vermin. A brain mole will never allow itself to be encountered on a surface, instead preferring to only burrow close enough to the surface to target its prey with its powers. It will lie in wait, using its innate hypercognition to survey its surroundings. It prefers to avoid combat. Once it has located its prey, it will use its power leech attack to sustain itself before retreating. If threatened, it will use its innate psionic powers to discourage attackers and allow for it to escape.


Brain Mole

Tiny monstrosity, neutral


  • Armor Class 13
  • Hit Points 7 (3d4)
  • Speed 15 ft. burrow 15 ft.

STR DEX CON INT WIS CHA
2 (-4) 14 (+2) 11 (+0) 5 (-3) 17 (+3) 11 (+0)

  • Saving Throws Wis +5, Cha +2
  • Skills Stealth +6
  • Senses blindsight 60 ft., passive Perception 13
  • Languages
  • Challenge 1/4 (50 XP)

Cascade Flu. Each creature that takes damage from the brain mole’s bite must make a DC 10 Constitution saving throw or become diseased until the diseased is cured. Each time the diseased creature attempts to manifest a psychic ability or psionic power, it must make a DC 11 Wisdom saving throw. If the save is failed, during the creature’s next turn it will randomly manifest another power or use a psychic ability costing the same amount of power points as the triggering power. The creature is unable to take its action during this turn.

Power Conversion. For every power point the brain mole’s power leech attack drains, it regains 1 hit point.

Hidden Mind (psionic). The brain mole can’t be detected by clairsentient powers and divination magic.


Innate Manifestation. The brain mole’s manifesting ability is Wisdom (power save DC 13). The brain mole can innately manifest the following powers:

At will: hypercognition (up to 1 power point)

3/day: mind tap (up to 0 power points), psychic domination (aversion at 11 power points only)


Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Power Leech (psionic). The brain mole lashes with its mind at a creature with power points up to 30 ft. The creature must make a DC 13 Wisdom saving throw. If the save is failed, it loses 1d6 power points.

Demon

Creatures of chaos and misery, demons are frequent adversaries to creatures of all kinds.

Demonic Armament

Appearing as a magical weapon, when a foolish creature attunes to the demon, its horrifying nature is revealed. A demonic armament appears to be a +2 magical weapon, and fully functions as one. If uncovered, the demonic armament will attempt to seem like a sentient weapon. However, if this ploy fails, the demon will attempt to withdraw and find a new host.

Unholy Corruptor. Shortly after attuning the weapon, the demon will begin to contact its wearer through dreams aimed to inspire the creature to develop greater ambitions. Once coerced, it will begin to speak to its user through whispers, second guessing the creature’s better intentions and sowing paranoia and delusion. It will use its powers to convince its wielder that any who would separate it from the weapon is a threat and jealous of its wielder's power.

The demonic armament’s sole goal is to corrupt the soul of its wielder, by prodding it down dark paths to cause as much misery and death as possible before the wielder is killed, and the armament can escort it to the depths of the Abyss. If it can’t coerce its wielder, it will resort to directly controlling it and forcing it to perform evil acts, all the while goading it as if such acts are what its wielder truly desires.

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Kukudhi

Preferring to lurk in the most haunted locales, the kukudhi savors tormenting the living. It will possess a location and lie in wait for victims, relying on haunting and poltergeist abilities to destroy anyone unfortunate enough to enter its domain. A kukudhi appears like a ghastly specter with savage claws and a visage eternally twisted in torment.

Seeker of Misery. The kukudhi will seek out a location already haunted to make its domain, possessing the location, and seizing control of all spiritfonts within it. If it hasn’t found a location, it’s likely to possess an innocuous object likely to be carried by a traveler so it can find a suitable lair. Failing this, it will possess any location and convert it into a haunting.

Haunting and poltergeist phenomena are already dangerous on their own, but a kukudhi’s presence amplifies the threat to deadly levels. It will employ the features of any spiritfont it controls to terrify any creature that enters its domain. It will employ its poltergeist powers, innate spellcasting, and its slam legendary action to trap and isolate targets. Once contained, it will use its abilities to torment and torture the creature before eventually tiring of it and killing it.

Entrenched Horror. Knowing it is nearly unstoppable while possessing a host and leveraging controlled spiritfonts, the kukudhi will do everything in its power to continue to hide its true nature. It will set traps using its innate spells and spiritfonts to contain its victims and defend itself. It knows clerics, paladins, and mediums are a direct threat to it and will attack them with murderous intent, using every means at its disposal to cause physical harm. Failing that it will attempt to shut them out of its location.

Legendary Terror. There are rumors of especially powerful kukudhi that can usurp control of a creature it possesses. Such a fiend could easily turn friend into foe and sow chaos far and wide.


Demonic Armament

Tiny fiend (demon), chaotic evil


  • Armor Class 19
  • Hit Points 130 (20d4 + 80)
  • Speed 0 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 19 (+4) 13 (+1) 14 (+2) 17 (+3)

  • Saving Throws Con +8, Wis +6, Cha +7
  • Skills Deception +7
  • Damage Resistances acid
  • Damage Immunities cold, fire, lightning, necrotic, poison; bludgeoning, piercing, and slashing from nonmagical weapons
  • Condition Immunities poisoned
  • Senses blindsight 120 ft., passive Perception 12
  • Languages telepathy while held
  • Challenge 11 (7,200 XP)


Magic Weapon Mimicry. Until the demonic armament begins to influence its wielder, it appears identical to a magical weapon, and can’t be revealed by divination spells, clairsentient powers, and similar abilities.

Demonic Favor. At will, the demonic armament grants its host an extra 14 (4d6) necrotic damage with each attack it makes with it. When it has usurped its host, each attack it makes also gains this bonus damage.

Innate Manifestation. The demonic armament’s manifesting ability is Charisma (power save DC 15). The demon can innately manifest the following powers:

At will: apopsi (up to 5 power points, host only), harmonics (up to 1 power point)

3/day: control light (up to 1 power point, reduce light only), deflection (up to 0 power points, 3d8 reduction), mental barrier (up to 7 points), telempathic projection (up to 1 point, host only)

1/day: shadow shape (up to 3 power points)


Actions

Multiattack. The demonic armament can make two strike attacks.

Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) weapon damage plus 14 (4d6) necrotic damage.

Possess. The demonic armament’s possession ability is Wisdom. It can possess a creature which attunes it. A creature which attunes the demonic armament is possessed without a saving throw. The demonic armament prefers to acts like an influencer, choosing to coerce its host, but it is a capable usurper. At the start of its host’s turn, the demonic armament can use its action to usurp the host for 1 minute. The host must make a DC 15 Wisdom saving throw. If failed, the demon is in control of the host for the duration or until it relinquishes control.

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Kukudhi

Medium fiend (demon), chaotic evil


  • Armor Class 13
  • Hit Points 97 (15d8 + 30)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 17 (+3) 15 (+2) 18 (+4) 12 (+1) 21 (+5)

  • Saving Throws Int +7, Cha +8
  • Skills Stealth +6
  • Damage Vulnerabilities radiant
  • Damage Resistances cold, fire, lightning, psychic; bludgeoning, piercing, and slashing from nonmagical weapons
  • Condition Immunities poisoned, unsettled
  • Senses blindsight 400 ft., passive Perception 11
  • Languages telepathy 100 ft.
  • Challenge 10 (5,900 XP)

Spirit Rip. A creature hit by both claw attacks within a single round must make a DC 16 Charisma save or take 16 (3d10) force damage and be unsettled for 1 minute.

Lingering Death. Each creature killed by a kukudhi or a spiritfont it controls can’t be revived for 1 hour.

Haunting Presence. When the kukudhi possesses a structure it can concentrate for 1 hour to create a haunting spiritwell no larger than a 400-foot cube. After doing so, it can spend an additional hour to create a haunting or poltergeist spiritfont that occupies a space no larger than a 25-foot radius sphere within the area. The kukudhi can create no more than 5 spiritfonts and each one it creates has an Intensity of 21. Alternately, the kukudhi can take control of an existing spiritwell by spending 1 hour and making a Charisma check against the spiritwell’s DC. If the check succeeds, the kukudhi takes control of the spiritwell and each spiritfont connected to it. The kukudhi can also take control of an unconnected spiritfont within 30 feet of its host by taking an action and passing the Charisma check. The kukudhi can control no more than 5 spiritfonts at once. If the kukudhi leaves the area of the spiritfont for more than 1 hour, it loses control over the spiritfont and it resumes its normal behavior.


Innate Spellcasting. The kukudhi’s spellcasting ability is Charisma (spell save DC 16). It can cast its spells while possessing a creature, object, or structure. The kukudhi can innately cast the following spells, requiring no material components:

At will: bestow curse, compulsion, dancing lights

3/day: animate dead, darkness, dissonant whispers, invisibility

1/day: antipathy/sympathy, dream, modify memory, symbol


Actions

Multiattack. The kukudhi can make two claw attacks.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) necrotic damage. It can’t make a claw attack while it possesses a target.

Possess (psionic). The kukudhi’s possession ability is Charisma and its possession DC is 16. It can possess a creature, object, or structure within 5 feet of it. A creature must make a DC 16 Charisma saving throw. If the save is failed, it is possessed by the kukudhi. The kukudhi acts as a rider when it possesses a creature or object and as a controller when it possesses a structure. When the kukudhi possesses a target, its body assumes a spiritual form and is subsumed by its host.


Legendary Actions

The kukudhi can take 2 legendary actions, choosing from the options below. Only one legendary action can used at a time and only at the end of another creature’s turn. The kukudhi regains spent legendary actions at the start of its turn. It must possess a location and have control of at least one spiritfont to use lair actions.

Use Lair Action. The kukudhi uses a lair action from one of its controlled spiritfonts.

Demonic Gust. The kukudhi summons a strong wind that extinguishes all open flames within its possessed location. Shielded flames have a 50% chance to be extinguished.

Slam. The kukudhi shuts any door, shutter, chest, cabinet, or similar object within its possessed location. The shut object can only be opened by a creature using its action and succeeding a DC 20 Strength check. The kukudhi can release the shut object at will during its turn.

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Dire Animal

Dire animals are massive versions of common beasts. They tend to be more violent than other animals, and will attack humanoids without fear.


Dire Ape

Large beast, unaligned


  • Armor Class 12
  • Hit Points 76 (8d10 + 20)
  • Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 18 (+4) 6 (-2) 12 (+1) 7 (-2)

  • Skills Athletics +8, Perception +4
  • Senses passive Perception 14
  • Languages
  • Challenge 3 (700 XP)

Actions

Multiattack. The dire ape makes two fist attacks.

Fist. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.

Rock. Ranged Weapon Attack: +8 to hit, range 25/50 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage.


Dire Mantis

Large beast, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 52 (7d10 + 14)
  • Speed 40 ft., fly 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 14 (+2) 2 (-4) 11 (+0) 4 (-3)

  • Skills Acrobatics +5, Perception +3, Stealth +5
  • Senses passive Perception 13
  • Languages
  • Challenge 3 (700)

Actions

Multiattack. The dire mantis makes two claw attacks.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 15 (3d8 + 2) slashing damage.


Dire Snapping Turtle

Large beast, unaligned


  • Armor Class 18 (natural armor)
  • Hit Points 59 (7d10 + 21)
  • Speed 30 ft., Swim 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 16 (+3) 5 (-3) 11 (+0) 5 (-3)

  • Senses passive Perception 10
  • Languages
  • Challenge 4 (1,100)

Hold Breath. The dire snapping turtle can hold its breath for 1 hour.


Actions

Multiattack. The dire snapping turtle can make one bite and one claw attack.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.


Dire Viper

Large beast, unaligned


  • Armor Class 14
  • Hit Points 45 (6d10 + 12)
  • Speed 40 ft., swim 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 15 (+2) 2 (-4) 10 (+0) 3 (-4)

  • Skills Perception +3
  • Senses passive Perception 13
  • Languages
  • Challenge 3 (700 XP)

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much on a successful one.

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Dire Wasp

Medium beast, unaligned


  • Armor Class 13
  • Hit Points 27 (5d8 + 5)
  • Speed 10 ft., fly 50 ft.

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 12 (+1) 1 (-5) 10 (+0) 3 (-4)

  • Senses passive Perception 10
  • Languages
  • Challenge 2 (200 XP)

Actions

Sting. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 14 (4d6) poison damage on a failed save or half as much on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Dreamstalker

A creature of nightmare, the dreamstalker enters the dreams of humanoids to feed on their fear and life essence. At first its presence is represented by bad dreams and horrific nightmares, but culminates in a number of deaths from dreamers who die in their slumber with wounds that have no logical cause. This is followed by a period of quiet as the dreamstalker is content to slumber or leaves to seek a new hunting ground away from prying eyes.

Haunter of Dreams. The dreamstalker feeds on the fears generated by nightmares. While in the Ethereal Plane, it will search out communities to sate its hunger. Once it has located a suitable location, it enters the Material Plane, embedding itself within 2 miles of its targets and goes to sleep. While sleeping, the dreamstalker enters the Dreamscape and begins to hunt its prey while they dream.

Eater of Dreamers. While a creature is dreaming, the dreamstalker will enter its dream and transform it into a playground of the dreamstalker’s own desire to torment the dreamer. After days of causing stress and despair, it will eventually slay the dreamer. The dreamstalker will often visit a dozen or so potential victims, causing nightmares, before slaughtering a number of them one by one each night.

Lives within the Dream. The dreamstalker spends nearly all its time within the Dreamscape. Its real form is that of a putrescent maggot or grub. It will attempt to conceal itself near its hunting grounds in an animal burrow, beneath the floorboards of a house, or in the canopy of a tree. It exudes a smell that repels animals, preventing it from being disturbed.


Dreamstalker

Large aberration, chaotic evil


  • Armor Class 17
  • Hit Points 98 (15d10 + 15)
  • Speed 50 ft., climb 50 ft., swim 50ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 13 (+1) 14 (+2) 19 (+4) 21 (+5)

  • Saving Throws Int +6, Wis +8, Cha +9
  • Skills Deception +9, Insight, +8, Intimidation +9, Perception +8, Stealth +6
  • Damage Vulnerabilities radiant
  • Damage Resistances cold, fire, lightning, thunder
  • Damage Immunities necrotic, psychic; bludgeoning, piercing, slashing from nonmagical attacks
  • Condition Immunities charmed, frightened, paralyzed, poisoned, unsettled
  • Senses truesight 300 ft., passive Perception 18
  • Languages telepathy 300 ft.
  • Challenge 15 (13,000 XP)

Diminutive Frame. The dreamstalker can compact its true form to fit into spaces as a creature of Small size can.

Dream Existence. The dreamstalker usually is asleep, projecting its dream self into the Dreamscape. When its mortal body is discovered, it can use a reaction to cast etherealness. It remains in the Ethereal Plane until it uses its action to reenter the Material Plane. It can only exist in the Material Plane, Ethereal Plane, or Dreamscape. If the dreamstalker enters any other plane of existence, it dies at the start of its next turn. It uses its Charisma for Strength checks and Intelligence for Dexterity checks while in the Dreamscape.

Dream Meld. When it melds into the Dreamscape, it can’t be detected. Taking an action causes it to appear until it uses its fade away action. While melded, the dreamstalker regains 1 hit point per minute.

Surprise Attack. While the dreamstalker is melded into the Dreamscape, if the dreamstalker hits its target with its first dream logic attack, the attack is a critical hit.

Deadly Dream. A dreamer reduced to 0 hit points must make a Constitution saving throw against a DC 17. If the save is failed, the dreamer’s real body dies. The dead creature’s real body suffers the same injuries that the dreamstalker inflicted within the Dreamscape.

Whispering Mind. The dreamstalker’s telepathy is perceived as speech in a language its target can understand and it can use telepathy on any number of creatures within range, transmitting unique messages to each.

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Architect Immunity. The dreamstalker can’t be altered by a dream architect. It can still be attacked.

Unawakened Immunity. A dreamer that isn’t in control of its dream self can’t harm the dreamstalker.

Legendary Resilience. At the start of each of its turns within the Dreamscape, the dreamstalker removes all harmful conditions affecting it.

Powerful Dream Logic. Psychic damage critical hits from the dreamstalker deal an additional die of damage.


Actions

Multiattack. Within the Dreamscape, the dreamstalker can make two dream logic strike attacks.

Dream Logic Strike. Melee Power Attack: +9 to hit, reach 20 ft., one target. Hit: 18 (4d8) psychic damage. This manifests as a physical attack using dream logic.

Fade Away. The dreamstalker hides. If its stealth roll beats a dreamer’s perception, it vanishes from sight, melding into the Dreamscape.

Break Resolve. The dreamstalker taunts its prey, making a Charisma (Intimidation) check against its target’s Wisdom (Insight). If the check succeeds, its target is frightened for 1 minute. If used against a frightened creature, the creature is stunned until the start of its next turn.

Dreamshape. The dreamstalker assumes any form so long as it’s not larger than Large or smaller than Small. It retains is stats. It gains any movement options of the new form with a speed of 50 ft. It can meld with dream reality to appear to be a larger object or part of a surface, but it remains no larger than a Large creature.

Etherealness. The dreamstalker enters the Ethereal Plane, as if it cast the etherealness spell. This action can only be used while on the Material Plane, and is the only action the dreamstalker can use while on the Material Plane.


Legendary Actions

The dreamstalker can take 3 legendary actions, choosing from the options below. Only one legendary action can used at a time and only at the end of another creature’s turn. The dreamstalker regains spent legendary actions at the start of its turn. It can only use legendary actions while within the Dreamscape.

Dreamshape. The dreamstalker uses its dreamshape action.

Dreamshift. The dreamstalker teleports up to 50 ft.


Alter Dream Reality. The dreamstalker alters the dream or dreamer as an architect. It can also give itself knowledge of any spell or power and uses a 5th-level spell slot or 10 power points to cast or manifest it. Knowledge of this spell or power lasts until the end of its next turn. The spell or power takes on dream logic and any damage is converted to psychic damage.

Rend Dreamscape (Costs 2 actions). The dreamstalker alters the dream in way that defies dream logic, changing the theme of the dream instantly. When it does so it can immediately take an action.

Slay Dreamer (Costs 3 actions). The dreamstalker makes a dream logic attack. After taking this damage, a dreamer with less than 25 hit points is slain. The dreamer’s real body is slain as well.

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Glaistig

The glaistig is a solitary fey creature that feeds on blood. It appears as a beautiful woman, often with long blond hair, that has the lower body of a goat. The glaistig will conceal her goat nature with long, flowing robes.

While a glaistig may prefer to live near water, it isn’t bound to a body of water, and may prefer to live in a cottage. The glaistig will probably still choose to be close to a body of water simply as a means to escape should it be attacked by a strong foe.

Blood Drinker. The glaistig drinks blood, predominantly from mortals it lures with song, dance, and the promise of romantic liaison. It will attempt to isolate its prey before making its attack. Once disabled, it will slit the victim’s throat and drain it of all its blood.

Protector of Herds. The glaistig isn’t always malevolent, and can be benign when properly treated. It is protective of herded animals such as cattle, goats, and sheep, and the herders who tend them. The glaistig can be placated by a herder with an offering of milk each morning. So long as this arrangement is met, the fey will watch over the herd from afar.

Traveler’s Bane. At times, the glaistig is less deadly in its malevolence, opting to use its powers to misdirect and confuse travelers in its domain. The glaistig may simply aim to leave travelers lost in the wilderness, but might also lead the travelers to the domain of another creature.

The Green Maiden. Legends tell of a woman who met with a violent end and was abandoned who transformed into a glaistig known as the Green Maiden. Often she is depicted as benevolent, watching over mothers of newborn babies. The Green Maiden can be appealed to for mercy, and may even enter a pact with a prospective warlock.


Glaistig

Medium fey, chaotic neutral


  • Armor Class 12
  • Hit Points 27 (6d8)
  • Speed 30 ft., swim 50 ft.

STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 11 (+0) 13 (+1) 14 (+2) 19 (+4)

  • Saving Throws Wis +5, Cha +7
  • Skills Deception +7, Performance +7
  • Damage Resistances cold, poison; bludgeoning, piercing, and slashing from nonmagical weapons
  • Condition Immunities charmed, poisoned
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Common, Sylvan
  • Challenge 1 (200 XP)


Amphibious. The glaistig can breathe air and water.

Bloodsucker. Whenever the glaistig deals damage with its bite attack, it heals an amount equal to the damage dealt.

Innate Spellcasting. The glaistig’s spellcasting ability is Charisma (spell save DC 15). The glaistig can innately cast the following spells, requiring no material components:

At will: dancing lights, animal friendship, disguise self, fog cloud

3/day: enthrall, hypnotic pattern, major image, suggestion

1/day: bestow curse

Innate Manifestation. The glaistig is a 5th level manifester and its manifesting ability is Charisma (power save DC 15). The glaistig can innately manifest the following powers:

At will: hydrokinesis (up to 3 power points), puppetry (up to 0 power points; up to 400 lbs.)

3/day: dissonant destiny (up to 1 power point), mislead (up to 3 power points), remote sight (up to 5 power points), sap vitality (up to 3 power points)

1/day: dreamstate (up to 3 power points)


Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) damage from blood loss. Against a charmed target, the glaistig automatically hits with this attack and each hit is a critical hit.

Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Beguiling Performance. The glaistig sings or dances. Each creature within 120 feet must make a DC 15 Wisdom saving throw. If the save is failed, the creature is charmed by the glaistig for 1 hour. It will use its movement to move toward her each turn. While charmed, the creature will not defend itself from the glaistig’s attacks. At the end of each of its turns the creature makes a new saving throw. A creature which makes its saving throw is immune to further attempts by the glaistig to beguile it for 24 hours.

Calm. Each beast with Intelligence less than 5 within sight of the glaistig must make a DC 15 Wisdom saving throw or become calm and unaggressive for 1 hour. If the beast is attacked, the calm is broken.

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Kelpie

This malevolent fey feeds on the flesh of humanoids. The kelpie appears as a black horse with black eyes. It can also assume the form of a humanoid, often appearing as a disheveled man in need of assistance or a woman who bids its target to come close. Once its target is within range, the kelpie will drop its act and savagely attack.

Water Lurker. The kelpie prefers to live near a body of water, particularly a lake or pond. As it can breathe both air and water, the kelpie will spend its resting time underwater and out of sight. It rises when it senses prey or to hunt.

Malevolent Trickster. The kelpie targets lone travelers or unsuspecting victims such as children. It can appear as a horse or as a human, using its various abilities to deceive and lure prey as close to the water as possible.

If a creature enters the water, the kelpie will attempt to drown the creature. When possible, it will tempt a victim to try to ride it, plunging itself and the rider deep into the water when it complies.


Kelpie

Large fey (shapechanger), neutral evil


  • Armor Class 15
  • Hit Points 114 (12d10 + 48)
  • Speed 60 ft., swim 60 ft.

STR DEX CON INT WIS CHA
22 (+6) 14 (+2) 18 (+4) 13 (+1) 13 (+1) 14 (+2)

  • Saving Throws Str +10, Con +8, Cha +6
  • Skills Deception +6, Insight +5, Perception +5
  • Damage Resistances cold, fire; bludgeoning, piercing, and slashing from nonmagical weapons
  • Condition Immunities poisoned
  • Senses blindsight 60 ft., passive Perception 16
  • Languages Common, Sylvan
  • Challenge 8 (3,900)

Amphibious. The kelpie can breathe air and water.

Shapechanger. The kelpie can us its action to polymorph into a humanoid. Aside from size and attacks, it retains its own statistics. It can assume its true form by taking a bonus action.

Innate Spellcasting. The kelpie’s spellcasting ability is Charisma (spell save DC 14). The kelpie can innately cast the following spells, requiring no material components:

At will: dancing lights, silent image

3/day: control water, darkness


Innate Manifestation. The kelpie’s manifesting ability is Charisma (power save DC 14). The kelpie can innately manifest the following powers:

At will: body control (up to 6 power points), chameleon (up to 2 power points; in water only), mind probe (up to 3 power points), telempathic projection (up to 4 power points)

3/day: accelerated healing (up to 7 power points), decay (up to 4 power points), psychic domination (up to 8 power points)

Trapped Steed. A living creature that mounts a Kelpie must make a DC 16 Charisma saving throw to dismount it.

Mimicry. The kelpie can mimic the voice of a humanoid. If it has heard a specific voice, it can attempt to mimic it by succeeding a Charisma (Deception) check against the Wisdom (Insight) of a creature which can hear it and recognize the voice.


Actions

Multiattack. The kelpie makes two hoof and one bite attack.

Hoof. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) piercing damage.

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Ragamuffyn

Created by magical means, the ragamuffyn is a creature composed of animated rags. A ragamuffyn has no will of its own beyond seeking to wrap itself around a creature, only responding to commands from its creator. A ragamuffyn without a master will still perform its possession function, but afterwards will take no action until its host escapes or dies.

Cloth Construct. The ragamuffyn is composed of scraps of cloth, leather, and other worn materials. While at rest, it is completely undetectable as a creature without the use of magical or psychic detection. Once a creature comes within range, often when stepping on the ragamuffyn, it becomes active and attacks.

Enshrouding Possessor. The ragamuffyn isn’t interested in killing its foes. Rather, it attempts to wrap itself around the creature and possess it. Once it has successfully possessed a creature, it will use it to disable any allies it has until they too are possessed by a ragamuffyn or kill any remaining creatures that can’t be possessed. When all foes are possessed, the ragamuffyn will stand idle awaiting commands from its creator. It will defend itself if disturbed.

Constructed Nature. A ragamuffyn doesn’t require air, food, drink, or sleep.


Ragamuffyn

Small construct, unaligned


  • Armor Class 13
  • Hit Points 13 (3d6 + 3)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 13 (+1) 4 (-3) 11 (+0) 2 (-5)

  • Skills Stealth +5
  • Damage Vulnerabilities fire
  • Damage Resistances cold, lightning
  • Damage Immunities poison, psychic
  • Condition Immunities charmed, frightened, poisoned
  • Senses blindsight 60 ft., passive Perception 10
  • Languages
  • Challenge 1/2 (100 XP)

Enshroud. When a ragamuffyn possesses a host, it takes only half the damage dealt to it. The host also takes half the damage dealt (rounded up).


Actions

Swipe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.

Possess. The ragamuffyn’s possession ability is Strength and its possession save DC is 11. It can possess a creature within 5 feet of it. The creature must make a DC 11 Strength saving throw. If the save is failed the creature is possessed. The ragamuffyn acts as a puppeteer. When the ragamuffyn possesses a target, its body wraps around its host. At the start of its host’s turn, the ragamuffyn can use its action to puppet the host until the start of its next turn. The host must make a DC 11 Strength saving throw. If successful, the host can act normally. A ragamuffyn can only puppet a host of Medium size or smaller. If at least three ragamuffyns possess a Large size creature, the ragamuffyns can control it. It takes nine ragamuffyns to control a Huge size creature. A creature of Gargantuan size can’t be controlled by any number of ragamuffyn.

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Sacred Beast

A sacred beast is a creature blessed by the divine descended from the guardian beasts.

Blessed by Gods. Sacred beasts are often kept by gods and celestials as prized beasts. They are typically found in the upper planes, but some have been transported to the Material Plane.

Noble Spirit. Each sacred beast traces its ancestry to a divine creature and retains some measure of nobility. Unlike mortal beasts, sacred beasts are neither aggressive nor afraid of humanoids. They will tend to go about their business unless disturbed, while observing any intruders.

Sacred Fire Bird

These fiery red birds are found in sacred mountains or lost jungles. They tend to soar high in the sky, only flying low to catch prey such as pigs and lizards.

Sacred Serpent

These majestic creatures are more akin to a wingless dragon than a snake, but behave similar to their beast cousins. Sacred snakes are the more temperamental of the sacred beasts, often rising up when intruders are present, and making it clear the serpent is willing to strike if provoked.

Sacred White Tiger

The sacred white tigers are noble cats found roaming their plains and forests with their lesser kin. They are among the strongest of hunters, but tend to leave humanoids in peace unless threatened.


Sacred Fire Bird

Medium celestial, neutral


  • Armor Class 15 (natural armor)
  • Hit Points 52 (8d8 + 16)
  • Speed 20 ft., fly 60 ft.

STR DEX CON INT WIS CHA
15 (+2) 17 (+3) 14 (+2) 8 (-1) 13 (+1) 11 (+0)

  • Saving Throws Dex +6
  • Skills Perception +7
  • Damage Resistances fire
  • Senses darkvision 240 ft., passive Perception 17
  • Languages
  • Challenge 3 (700 XP)

Keen Sight. The sacred fire bird has advantage on Wisdom (Perception) checks that rely on sight.

Fiery Feathers. Whenever a creature within 5 feet of it makes a melee attack against the sacred fire bird, it must make a DC 13 Dexterity saving throw. If the save is failed, the creature takes 4 (1d8) fire damage.


Actions

Multiattack. The sacred fire bird makes two attacks: one with its beak and one with its talons.

Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) fire damage.

Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage, and if the target is smaller than the sacred fire bird, it is grappled (escape DC 13). Until the grapple ends, the target is restrained, and the sacred fire bird can’t use its talons attack.

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Sacred Serpent

Large celestial, neutral


  • Armor Class 15 (natural armor)
  • Hit Points 67 (9d10 + 18)
  • Speed 40 ft., climb 40 ft., swim 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 15 (+2) 7 (-2) 12 (+1) 10 (+0)

  • Saving Throws Str +7
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses blindsight 60 ft., passive Perception 11
  • Languages
  • Challenge 3 (700)

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) damage plus 14 (4d6) poison damage, and the target must make a DC 13 Constitution saving throw or be poisoned for 1 minute. If the target is grappled by the sacred serpent’s constrict attack, a hit with its bite will be a critical hit.

Constrict. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) damage, and if the target is the same size or smaller than the sacred serpent, it is grappled (escape DC 15). Until the grappled ends, the target is restrained and the sacred serpent can’t constrict another target.


Sacred White Tiger

Large celestial, neutral


  • Armor Class 13
  • Hit Points 95 (10d10 + 40)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
19 (+4) 17 (+3) 18 (+4) 8 (-1) 14 (+2) 10 (+0)

  • Saving Throws Str +7, Dex +6
  • Skills Perception +5, Stealth +6
  • Senses darkvision 60 ft., passive Perception 15
  • Languages
  • Challenge 3 (700 XP)

Keen Smell. The sacred white tiger has advantage on Wisdom (Perception) checks that rely on smell.

Pounce. If the scared white tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, the creature must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the sacred white tiger can make one bite attack against it as a bonus action.


Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) damage.

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Shade

A shade is an undead creature that is spawned by the remnants of corrupted memory or emotion. It is most often associated with a haunting, and a shade almost always is encountered while it possesses a target. A shade is very territorial, and it will use its host to assault the living when threatened.

Haunting Dweller. A shade typically possesses a haunted area which is normally dormant. When a shade is angered or threatened, its haunted environment will awaken and become hostile. A shade will always have control over a spiritwell or as many spiritfonts it can control in its abode. It may also be the source of a spiritwell.

Undead Nature. A shade doesn’t require air, food, drink, or sleep.

Creature of Spirit. A shade can’t be polymorphed against its will.



Apparition

An apparition is conscious ectoplasm that appears ghostlike with skeletal features. It is usually content to roam its haunt at night, but if a living creature gets close to it, it may lash out.

The Eerie Dead. An apparition will wander around its abode as if it were a living creature, hovering over the ground and following normal paths as a humanoid would. When a living creature is detected by the apparition, it will begin to observe the creature. As the creature nears the apparition, it will reposition itself to escape view of the creature and continue to observe it.

Ghostly Assailant. Once an apparition is angered, it will begin to move like the spirit it is, floating off the ground and passing through solid surfaces. The apparition will direct a controlled spiritfont against its weakest foe aiming to restrict its movement and isolate it. While the creature contends with the haunting, the apparition will circle behind or under the creature and attack from the surface and retreat afterwards.

Manifest Haunting. Certain hauntings can create apparitions. An apparition created by a haunting can’t possess.


Apparition

Medium undead (spirit), neutral


  • Armor Class 12
  • Hit Points 22 (5d8)
  • Speed 0 ft, fly 30 ft.

STR DEX CON INT WIS CHA
6 (-2) 15 (+2) 11 (+0) 10 (+0) 11 (+0) 15 (+2)


  • Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities cold, necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, unsettled
  • Senses darkvision 60 ft., passive Perception 10
  • Languages
  • Challenge 2 (450 XP)

Haunting Presence. When the apparition possesses a structure it can concentrate for 1 hour to create a haunting spiritwell no larger than a 50-foot cube. After doing so, it can spend an additional hour to create a haunting spiritfont that occupies a space no larger than a 15-foot radius sphere within the area. The apparition can create no more than 2 spiritfonts and each one it creates has an Intensity of 15. Alternately, the apparition can take control of an existing spiritwell by


spending 1 hour and making a Charisma check against the spiritwell’s DC. If the check succeeds, the apparition takes control of the spiritwell and each spiritfont connected to it. The apparition can also take control of an unconnected spiritfont within 30 feet of its host by taking an action and passing the Charisma check. The apparition can control no more than 2 spiritfonts at once. If the apparition leaves the area of the spiritfont for more than 1 hour, it loses control over the spiritfont and it resumes its normal behavior.

Spirit Boundary. The apparition can’t cross a barrier made from salt, powdered iron, or blessed ash.

Incorporeal Existence. The apparition can move through objects and surfaces as if they were difficult terrain.


Actions

Spectral Claw. Melee Power Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) necrotic damage.

Ghastly Stare. A nonundead creature which meets the apparition’s gaze must make a DC 12 Wisdom saving throw or be frightened for 1 minute and at disadvantage on attacks rolls made against a shade.

Possess (psionic). The apparition’s possession ability is Charisma and its possession DC is 12. It can possess a structure within 5 feet of it. The apparition acts as a rider. When the apparition possesses a target, its body assumes a spiritual form and is subsumed by its host.

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Composite Shade

The first warning a composite shade is present is the sound of a myriad of muffled screams. The area it dwells will always be haunted and frequently is a spiritwell with many connected spiritfonts of every kind. The creature itself is a horrible fusion of spirits, each trying in vain to escape the whole. Several long, skeletal ectoplasmic arms and limbs jut from its core.

Tormented Souls. An amalgamation of spirits that met a torturous end, the composite shade seeks to torment the living. It will use any spiritfont it controls to harass and harm the living. It will use hauntings and poltergeists, as well as any undead creatures in the vicinity, to funnel a creature into a corner or dead end. Once trapped, the composite shade will manifest itself from its haunt and savagely attack the creature.


Composite Shade

Large undead (spirit), neutral evil


  • Armor Class 11
  • Hit Points 147 (14d10 + 70)
  • Speed 0 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 21 (+5) 8 (-1) 14 (+2) 17 (+3)

  • Saving Throws Cha +7
  • Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities cold, necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, unsettled
  • Senses blindsight 60 ft., passive Perception 12
  • Languages any languages it knew in life
  • Challenge 14 (11,500 XP)

Chaotic Mind. The composite shade is immune to effects that contact or manipulate the mind such as telepathy and confusion.

Haunting Presence. When the composite shade possesses a structure it can concentrate for 1 hour to create a haunting spiritwell no larger than a 500-foot cube. After doing so, it can spend an additional hour to create a spiritfont of any kind that occupies a space no larger than a 20-foot radius sphere within the area. The composite shade can create no more than 9 spiritfonts and each one it creates has an Intensity of 17. Alternately, the composite shade can take control of an existing spiritwell by spending 1 hour and making a Charisma check against the


spiritwell’s DC. If the check succeeds, the composite shade takes control of the spiritwell and each spiritfont connected to it. The composite shade can also take control of an unconnected spiritfont within 30 feet of its host by taking an action without making a check. The composite shade can control no more than 9 spiritfonts at once. If the composite shade leaves the area of the spiritfont for more than 1 hour, it loses control over the spiritfont and it resumes its normal behavior.

Spirit Boundary. The composite shade can’t cross a barrier made from salt, powdered iron, or blessed ash.

Incorporeal Existence. The composite shade can move through objects and surfaces as if they were difficult terrain.

Cacophonic Wailing. Each living creature which starts its turn within 20 feet of the composite shade must make a DC 15 Wisdom saving throw. If the save is failed, it is at disadvantage on attack rolls made against the composite shade and is at disadvantage on Intelligence saving throws until the end of its next turn.


Actions

Multiattack. The composite shade makes four spectral claw attacks.

Spectral Claw. Melee Power Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic damage.

Maddening Cacophony. One creature within 20 feet of the composite shade must make an Intelligence saving throw. If the save is failed, the creature takes 28 (8d6) psychic damage and is confused as if under the effects of the confusion spell for 1 minute.

Possess (psionic). The composite shade’s possession ability is Charisma and its possession DC is 15. It can possess a structure within 5 feet of it. The composite shade acts as a puppeteer. When the composite shade possesses a target, its body assumes a spiritual form and is subsumed by its host.

Soul Absorption (Recharge 6). One creature with 0 hit points within 5 feet of the composite shade must make a Charisma saving throw. If the save is failed, the creature is killed and its spirit is absorbed into the composite shade. The composite shade regains hit points equal to four times the absorbed creature’s hit dice and may take another action this turn. An absorbed creature can’t be restored to life until the composite shade is slain.

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Haunt

A haunt is an undead creature created at the same time as a haunting. The event requires the death of a living creature, whose soul becomes the haunt. The haunt isn’t necessarily violent. It bears an emotion from a psychic impression. A haunt is usually formed from despair, grief, or hatred, but terror and joy haunts aren’t unusual. A haunt spawned from love or jovialness is exceptionally rare. When a haunt is encountered, it will already possess an object or a structure and have set up a spiritwell and connected spiritfonts.

Unresolved Issues. A haunt exists because of some attachment that remains in the world which denies the haunt rest. It may seek justice for a passed transgression or simply wants to know the whereabouts of someone or something it cherished in life. Resolving the issue of the haunt’s past will allow it to finally rest.

Mischievous Ghost. Normally, a haunt isn’t violent to an unknown creature, but its haunting is frequently awake, and could pose a threat to the living. A haunt will use its controlled spiritfonts to either drive away creatures from its abode or to amuse itself.

Deadly When Angered. A haunt will drop its playful demeanor in an instant when a living creature takes some action that sets it off. This could be picking up some object or attempting to enter a certain room. Once angered, a haunt will try and slaughter any living creature within its haunting, only resting its efforts when no living creature remains in the vicinity of the haunting.

Mobile Shade. A haunt usually possesses an object, such as a locket or a statue. If the object is moved, the haunt and its haunting will move with it. A haunt is reluctant to haunt a new object or location, preferring to retain one connected to its original creation.


Haunt

Medium undead (spirit), neutral evil


  • Armor Class 12
  • Hit Points 54 (12d8)
  • Speed 30 ft., fly 30 ft (hover)

STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 10 (+0) 13 (+1) 15 (+2) 18 (+4)

  • Saving Throws Wis +5, Cha +7
  • Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities cold, necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, unsettled
  • Senses darkvision 60 ft., passive Perception 12
  • Languages any languages it knew in life
  • Challenge 6 (2,300 XP)


Haunting Presence. When the haunt possesses an object or structure it can concentrate for 1 hour to create a haunting spiritwell no larger than a 100-foot cube. After doing so, it can spend an additional hour to create a haunting or poltergeist spiritfont that occupies a space no larger than a 15-foot radius sphere within the area. The haunt can create no more than 4 spiritfonts and each one it creates has an Intensity of 18. If the haunt possesses an object, its spiritwell and each connected spiritfont moves with it. If the haunt possesses a location, the spiritwell behaves like an uncontrolled spiritwell when the haunt is absent until the haunt returns. Once a haunt is destroyed or moves on, its spiritwell becomes an uncontrolled phenomenon.

Living Impression. The haunt is the point of origin of a traumatic psychic impression spiritfont with a radius of 10 feet. Its emotion is determined by the haunt’s origin. It is dormant when the haunt’s controlled spiritwell is dormant.

Spirit Boundary. The haunt can’t cross a barrier made from salt, powdered iron, or blessed ash.

Incorporeal Existence. The haunt can move through objects and surfaces as if they were difficult terrain.

Immortal. When a haunt is reduced to 0 hit points, its essence fades away. Within 24 hours the haunt will reform within its spiritwell at full hit points. If its spiritwell is suppressed, the haunt will not reform until the spiritwell is no longer suppressed. If the spiritwell is destroyed, the haunt is destroyed and its soul is trapped in the lower planes.


Actions

Multiattack. The haunt makes two necrotic touch attacks.

Necrotic Touch. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) necrotic damage.

Possess (psionic). The haunt’s possession ability is Charisma and its possession DC is 15. It can possess an object or structure within 5 feet of it. The haunt acts as a puppeteer. When the haunt possesses a target, its body assumes a spiritual form and is subsumed by its host.

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Lurker

The lurker is a ghost which haunts an object that can reflect an image, most often a mirror. At times it may briefly manifest its form or a twisted version of the reflected onlooker, but normally keeps quiet until riled. Its true appearance is a humanoid with darkened features and bleeding eyes.

Summoned Spirit. Normally docile, the lurker can be agitated by summoning its attention. Often this is done by repeating its name or reciting a chant, but some lurkers are agitated by touching certain objects or the presence of fire.

Relentless Killer. Once summoned, the lurker will seek to kill any who summoned it. It will rapidly transfer itself to any object in range until close to its victim and then lash out, hoping to blind or disorient its target so as to trap it and finish it off.


Lurker

Medium undead (spirit), chaotic evil


  • Armor Class 17
  • Hit Points 72 (16d8)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
17 (+3) 18 (+4) 11 (+0) 13 (+1) 15 (+2) 17 (+3)

  • Saving Throws Cha +7
  • Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities cold, necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, unsettled
  • Senses truesight 60 ft., passive Perception 11
  • Languages any languages it knew in life
  • Challenge 9 (5,000 XP)

Haunting Presence. When the lurker possesses an object it can concentrate for 1 hour to create a haunting spiritwell no larger than a 100-foot cube. After doing so, it can spend an additional hour to create a haunting spiritfont that occupies a space no larger than a 15-foot radius sphere within the area. The lurker can create no more than 3 spiritfonts and each one it creates has an Intensity of 17. If the lurker possesses an object, its spiritwell and each connected spiritfont moves with it.


Lurking Strike. While the lurker possesses an object and a creature is within 5 feet of it, the lurker can make an attack against that creature. If the first attack it makes against the creature hits, it is automatically a critical hit. The lurker must immediately manifest itself within the closest unoccupied space after making the attack.

Agony. A creature responsible for summoning or angering the lurker which takes damage from its Lurking Strike trait must make a DC 15 Charisma saving thrown. If failed, it takes an additional 21 (6d6) psychic damage and is frightened while it can see the lurker for 1 minute. If the save succeeds, the creature only takes half the damage.


Actions

Multiattack. The lurker makes two claw attacks or two dagger attacks. It can only make a dagger attack if it’s armed.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) necrotic damage.

Dagger. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage plus 9 (2d8) necrotic damage.

Possess. The lurker’s possession ability is Charisma and its possession DC is 15. It can possess an unattended object within 10 feet of it. The lurker acts as a rider. When the lurker possesses a target, its body assumes a spiritual form and is subsumed by its host.

Nightshade

The nightshade is an unusual undead creature created from intense emotions from creatures, often animals, which have died horrible deaths. It possesses plants in a location and animates them to capture the living and drain their blood. When in its true spirit form, it is an amorphous blob of ectoplasm filled with gapping jaws.

Nocturnal Predator. So long as the sun shines on the nightshade’s possessed plants, it sleeps. Once the sun has set the nightshade awakens and attacks any living creature in its presence. It will focus on one target at a time, sending vines and undergrowth to restrain its movements so its branches and tendrils can tear it apart and bathe the ground in its blood.

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Nightshade

Large undead (spirit), neutral evil


  • Armor Class 16
  • Hit Points 176 (32d10)
  • Speed 0 ft., fly 20 ft. (hover)

STR DEX CON INT WIS CHA
12 (+1) 19 (+4) 11 (+0) 10 (+0) 12 (+1) 16 (+3)

  • Saving Throws Con +4, Wis +5, Cha +7
  • Damage Vulnerabilities fire
  • Damage Resistances cold, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities acid, necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, unsettled
  • Senses blindsight 120 ft., passive Perception 11
  • Languages
  • Challenge 15 (13,000 XP)

Haunting Presence. When the nightshade possesses a structure it can concentrate for 1 hour to create a haunting spiritwell no larger than a 500-foot cube. After doing so, it can spend an additional hour to create a haunting spiritfont that occupies a space no larger than a 30-foot radius sphere within the area. The nightshade can create no more than 6 spiritfonts and each one it creates has an Intensity of 16. The nightshade can use its Innate Spellcasting feature while it possesses a target.

Animate Plants. The nightshade has control of every plant rooted within its haunting and can animate one of them at will in place of a spiritfont lair action. An animated plant is treated as an animated object but is unable to move from its space. It uses the nightshade’s Charisma bonus on attack and damage rolls and AC if the object’s Strength or Dexterity scores are less than 16.

Restore Essence. At the start of each of its turns while within its haunting, the nightshade regains 10 hit points provided any plant life remains within the haunting.

Plant Dependency. If each plant within its haunting is destroyed, the nightshade is forced from its possession and can’t use its possess action until 24 hours have passed.

Putrefy. Within the nightshade’s spiritwell, all food rots and all water becomes befouled. A living creature which consumes putrefied food and water must make a DC 13 Constitution saving throw or be poisoned for 24 hours and gains no benefit from consuming the food or water.


Innate Spellcasting. The nightshade’s spellcasting ability is Charisma (spell save DC 15). It can cast its spells while possessing a location. The nightshade can innately cast the following spells, requiring no components:

At will: create or destroy water, druidcraft, fog cloud, ray of sickness, thorn whip

3/day: arms of hadar, blight, darkness, entangle, grasping vine, spike growth, wall of thorns

1/day: awaken (plants only), plant growth

Sunlight Vulnerability. The nightshade takes 20 radiant damage when it starts its turn in sunlight and must make a DC 15 Charisma saving throw or be stunned until the start of its next turn.


Actions

Withering Touch. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic damage. The nightshade can’t use this attack while it possesses.

Direct Plants. The nightshade can make four attacks using controlled plants while it possesses a target. It must have plants under its control capable of making the attack.

Branch Rake. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) slashing damage.

Root Trip. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage, and the creature is knocked prone.

Vine Grasp. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 5 (1d4 + 3) poison damage, and the creature is grappled (escape DC 15). On its next turn, the nightshade can make an attack roll to strangle its target, dealing 10 (2d6 + 3) bludgeoning damage.

Limb Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (3d8 + 3) bludgeoning damage.

Possess. The nightshade’s possession ability is Charisma and its possession DC is 15. It can possess a structure, which must be an area of land with plant life, nesting within the roots of the plants, within 50 feet of it provided there is at least one plant rooted within the location. The nightshade acts as a puppeteer. When the nightshade possesses a target, its body assumes a spiritual form and is subsumed by its host.

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Phantom

A phantom is an undead spirit that seeks to regain its life by possessing a living humanoid. Since it can’t easily possess a creature, it possesses an object in the hopes of getting close to its target.

Haunting Killer. A phantom will seek to isolate one humanoid creature to reduce it to 0 hit points so it can possess it, and in the process regain its former life. It prefers to target the unsuspecting, particularly children, often possessing a toy or a doll. Once in is in a stable location, it will create a spiritwell in order to trap and subdue its target while keeping intruders away.

Cursed and Damned. At some point in its life, the phantom made a pact with an evil creature. Whether its fate as a phantom was the fulfillment of that pact or because it betrayed it, the phantom is a creature of pure hate.

Cowardly Spirit. The phantom will only attack while it possesses an object, relying on the object’s attacks and its haunting abilities. If it is driven from its host, it will attempt to flee. If it can hide in a new object, it will do so, but if it is pursued by a creature capable of revealing it, it will withdraw as far as possible.


Phantom

Medium undead (possessor, spirit), chaotic evil


  • Armor Class 13
  • Hit Points 75 (10d8 + 30)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 16 (+3) 14 (+2) 11 (+0) 18 (+4)

  • Saving Throws Wis +3, Cha +7
  • Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities cold, necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, unsettled
  • Senses darkvision 60 ft., passive Perception 10
  • Languages any languages it knew in life
  • Challenge 7 (2,900 XP)

Haunting Presence. When the phantom possesses an object it can concentrate for 1 hour to create a haunting spiritwell no larger than a 50-foot cube. After doing so, it can spend an additional hour to create a haunting or poltergeist spiritfont that occupies a space no larger than a 10-foot radius sphere within the area. The phantom can create no more than 4 spiritfonts and each one it creates has an Intensity of 18.


Controlled Object. While the phantom possesses an object, it acts like an animated object, using the animated object’s Strength and Dexterity scores and AC in place of its own. It uses the object’s hit points in place of its own. The phantom retains its movement, traits, and Intelligence, Wisdom, and Charisma scores. When the object is reduced to 0 hit points, the phantom is forcibly removed from possessing it and the object is destroyed.


Actions

Multiattack. The phantom makes two slam attacks when possessing an object.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning, piercing, or slashing damage as appropriate to the host.

Uncontrollable Dread. One creature within 30 feet of the phantom must make a DC 15 Wisdom saving throw. If failed, the creature is incapacitated for 1 minute. So long as the creature has at least 1 hit point, at the end of each of its turn it makes a new saving throw.

Possess. The phantom’s possession ability is Charisma and its possession DC is 15. It can possess an object within 15 feet of it by using its action or a living creature at 0 hit points by concentrating for 1 hour. The phantom acts as a controller. When the phantom possesses a target, its body assumes a spiritual form and is subsumed by its host. The phantom can use its Uncontrollable Dread action while possessing an object. If the phantom successfully possesses a creature, the phantom becomes that creature with the phantom’s Intelligence, Wisdom, and Charisma until it is slain, after which time it reverts to being a phantom. A phantom’s spiritfonts are destroyed when it possesses a creature.

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Spirit of the Land

Spirits of the land inhabit regions throughout the world, acting as caretakers of their environment. They are often held in regard by druidic circles and sometimes worshipped by nature priests. Spirits of the land in their true forms appear as translucent fog that it can shape to its will, sometimes taking on humanoid or beast shapes.

Environmental Possessor. Spirits of nature possess the very land, water, and sky. As possessors, spirits of the land can be forced out of their hosts, forcing them into their true forms. When in their true form, spirits of the land reduced to 0 hit points are killed. When possessing a host, spirits of the land can animate their host to create a elemental-like form.

Spirits in All Things. In certain worlds, spirits of the land inhabit every location and natural feature from glaciers and riverbeds to standing stones and volcanoes. In other worlds they are rare icons of nature, often staunchly protected by those who revere them. The spirits of the land detailed below aren’t the only kinds that exist, spirits of the forests, oceans, fields, tundra, swamps, and more can be encountered.

Spirit Nature. The spirit of the land doesn’t require air, food, drink, or sleep.

Creature of Spirit. A spirit of the land can’t be polymorphed against its will.

Mountain

Mountain spirits tend to solemn and patient. They are slow to judge and slower to act, but once they are determined, they are decisive and powerful in their response. They prefer to drive intruders away, reserving the force of their mountains for only the most dire of threats.

Mountain spirits create massive titans of earth and stone from their hosts when dealing with creatures. If angered, these forms make powerful war machines.

River

Always seeking to be in motion, river spirits are temperamental. They tend to become aggressive with little prodding, and equally quick to calm down when their anger has been stilled. River spirits frequently establish relationships with humanoids which live near its riverbed, and when on good terms can grant boons in fish and clean water. When angered, their waters become inhospitable rapids that drown those foolish enough to approach.

When a river spirit takes on a shape, it transforms the water into a shape, often serpentine in nature. While in the water, they are exceptionally hard to detect.

Sky

Sky spirits are oppressive spirits when roused from their slumbers. Normally, a sky spirit will be dormant, content to contemplate the currents of the air and the traffic of birds. However, when disturbed by creatures, often through psychic or magical means, they are swift to scatter and strike their transgressors. Placated sky spirits can be boons to seafarers.

An angered sky spirit summons forth thunder clouds and high wind, appearing as a dark tornado pulsing with electricity.


True Form, Spirit of the Land

Gargantuan fey (spirit), neutral


  • Armor Class 13
  • Hit Points 210 (20d20)
  • Speed 0 ft., fly 40 ft. (hover), swim 40 ft.

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 11 (+0) 20 (+5) 23 (+6) 19 (+4)

  • Saving Throws Dex +8, Wis +11
  • Skills Perception +11
  • Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses aurasight 300 ft. blindsight 300 ft., passive Perception 21
  • Languages telepathy 300 ft.
  • Challenge 14 (11,500 XP)

Incorporeal Existence. The spirit of the land can move through objects and surfaces as if they were difficult terrain.

Intangible. Attack rolls made against the spirit of the land, except those that target the mind or soul, are made with disadvantage. The spirit of the land makes saving throws against damaging effects, except those targeting the mind or soul, with advantage.


Actions

Spirit Blast. Ranged Power Attack: +11to hit, range 100/400 ft., one target. Hit: 20 (4d6 + 6) force damage. This attack ignores cover.

Possess. The spirit of the land’s possession ability is Intelligence and its possession DC is 18. It can possess a structure, which must be an area of land, water, or sky, within 5 feet of it occupying a space of no larger than a 5,000-foot cube. The spirit of the land acts as a puppeteer. When the spirit of the land possesses a target, its body assumes a spiritual form and is subsumed by its host. A spirit of the land can only possess a host once in a 24 hour period. If it exits its host, it must wait until this time has passed to possess again.

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Mountain Spirit of the Land

Gargantuan fey (possessor, shapechanger, spirit), neutral


  • Armor Class 22 (natural armor)
  • Hit Points 330 (20d20 + 120)
  • Speed 40 ft., burrow 40 ft.

STR DEX CON INT WIS CHA
30 (+10) 10 (+0) 23 (+6) 20 (+5) 23 (+6) 19 (+4)

  • Saving Throws Dex +5, Wis +11
  • Skills Perception +11
  • Damage Resistances acid, cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities lightning, necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses aurasight 300 ft. blindsight 300 ft., passive Perception 24
  • Languages telepathy 300 ft.
  • Challenge 21 (33,000 XP)

Shapechanger. The mountain spirit can shape its host into a massive form up to 100 feet tall or long. It typically fashions a humanoid form, but can take any shape so long as it’s a singular mass. It can use its action to create or alter this shape or return it to normal rock and dirt.

Manifesting. The mountain spirit is a 15th-level manifester. Its manifesting ability is Wisdom (power save DC 19, +11 to hit with power attacks). It has 345 power points to spend on the following powers: chameleon, energy storm, kinetic barrier, telekinetic grasp, tremor.

Greater Telekinesis. Psychokinetic powers deal an additional die of damage and have their save DCs increased by 1.

Force of the Mountain. The mountain spirit scores a critical hit with melee weapon attacks on an 18-20.



Actions

Slam. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 37 (6d8 + 10) bludgeoning damage.

Boulder. Ranged Weapon Attack: +15 to hit, range 200/800 ft., one target. Hit: 31 (6d6 + 10) bludgeoning damage.

Land Slide (Recharge 5-6). The mountain spirit temporarily becomes a mass of rock and mud and attacks a space within 50 feet of it. Each creature on the ground within a 50-foot cube it chooses must make a DC 19 Dexterity saving throw. If the save is failed, the creature takes 33 (6d10) bludgeoning damage and is knocked prone and grappled (escape DC 18) by the mountain spirit. On a successful saving throw, the creature’s movement is reduced by half until the end of its next turn.

Transmute Rock (Recharge 6). The mountain spirit chooses a space up to 100 feet from it and transmutes up to a 50-foot cube of rock into mud. Each creature standing within the transmuted sinks into it. Each foot of movement through the mud costs 4 feet of movement. A creature that starts its turn within the mud must make a DC 17 Strength saving throw. If the save is failed, the creature is restrained until the start if its next turn. The mountain spirit can use a bonus action at any time after this ability to restore the earth to normal. Trapped creatures are expelled safely from the transmuted mud.

Legendary Actions

The mountain spirit can take 3 legendary actions, choosing from the options below. Only one legendary action can used at a time and only at the end of another creature’s turn. The mountain spirit regains spent legendary actions at the start of its turn.

Attack. The mountain spirit makes one slam or one boulder attack.

Manifestation. The mountain spirit manifests tremor. If it is already maintaining a power, it won’t maintain tremor.

Ground Slam (Costs 2 Actions). The mountain spirit leaps in the air and crashes down to the earth. Each creature on the ground within 50 feet of the mountain spirit must make a DC 23 Dexterity saving throw. If the save is failed, the creature is knocked prone and restrained until the end of the mountain spirit’s next turn.

Rumble (Costs 3 Actions). The mountain spirit causes an earthquake as the spell. Its save DC is 17. The earthquake lasts for 1 minute or until the mountain spirit dismisses it and doesn’t require concentration. It is centered on the mountain spirit, and the mountain spirit is immune to its effects.

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River Spirit of the Land

Gargantuan fey (possessor, shapechanger, spirit), neutral


  • Armor Class 18 (natural armor)
  • Hit Points 350 (20d20 + 140)
  • Speed 30 ft., swim 90 ft.

STR DEX CON INT WIS CHA
20 (+5) 20 (+5) 25 (+7) 20 (+5) 23 (+6) 19 (+4)

  • Saving Throws Dex +10, Wis +11
  • Skills Perception +11
  • Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses aurasight 300 ft. blindsight 300 ft., passive Perception 21
  • Languages telepathy 300 ft.
  • Challenge 21 (33,000 XP)

Shapechanger. The river spirit can shape its host into a massive form up to 100 feet tall or long. It typically fashions a serpentine form, but can take any shape so long as it’s a singular mass. It can use its action to create or alter this shape or return it to normal water.

Manifesting. The river spirit is a 15th-level manifester. Its manifesting ability is Wisdom (power save DC 19, +11 to hit with power attacks). It has 345 power points to spend on the following powers: elastic body, energy cloak, energy storm, hydrokinesis, telekinetic grasp.

Cold Energy Type. The river spirit can imbue telekinetic powers with the cold subtype, dealing an additional 2d8 cold damage. If the power is an energy power, it can change the damage type to cold and increase the damage by one die. Each creature that takes cold damage from an imbued power or fails its saving throw against it has a -2 penalty on weapon attack rolls, ability checks, and AC until the end of its next turn.

Restore Volume. At the start of each of its turns while in water, the river spirit regains 2d10 + 7 hit points.

Freeze. If the river spirit takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn.



Actions

Slam. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 23 (4d8 +5) bludgeoning damage.

Control Water. The river spirit moves water as control water. It lasts for 1 minute and doesn’t require concentration.

Deluge (Recharge 6). The river spirit becomes a crashing wave and covers a 50-foot square surface adjacent to the river spirit. Each creature within the area must make a DC 18 Constitution saving throw. If the save is failed, the creature takes 21 (6d6) bludgeoning damage and 21 (6d6) cold damage, is knocked prone, and has its movement speed reduced by half until the end of its next turn. If successful, the creature only takes half the damage. The river spirit can choose any adjacent space to the affected area to reform within.

Water Breath (Recharge 6). Each creature within a 60-foot cone originating from the river spirit must make a DC 19 Dexterity saving throw. On a failed save the creature takes 21 (6d6) bludgeoning damage plus 21 (6d6) cold damage and is pushed 20 feet. On a successful save, the creature takes only have the damage and is pushed 10 feet.

Legendary Actions

The river spirit can take 3 legendary actions, choosing from the options below. Only one legendary action can used at a time and only at the end of another creature’s turn. The river spirit regains spent legendary actions at the start of its turn.

Attack. The river spirit makes one slam attack or can use its water breath attack if available.

Manifestation. The river spirit manifests hydrokinesis.

Envelop. The river spirit targets one creature within 10 feet of it. The creature must make a DC 18 Strength saving throw or be grappled and restrained. It may use its action to attempt the Strength saving throw again. If successful, the river spirit must choose a space within 10 feet of it to deposit the escaped creature.

Drown (Costs 2 Actions). The river spirit causes a creature it grapples to drown. So long as the creature remains grappled, it must hold its breath.

Restore Volume (Costs 2 Actions). The river spirit regains 2d10 + 7 hit points. It must be within 20 feet of a source of water.

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Sky Spirit of the Land

Gargantuan fey (possessor, shapechanger, spirit), neutral


  • Armor Class 19
  • Hit Points 250 (20d20 + 40)
  • Speed 0 ft., fly 60 ft. (hover)

STR DEX CON INT WIS CHA
21 (+5) 28 (+9) 14 (+2) 20 (+5) 23 (+6) 19 (+4)

  • Saving Throws Dex +14, Wis +11
  • Skills Perception +11
  • Damage Resistances acid, cold, fire
  • Damage Immunities lightning, necrotic, poison, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
  • Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses aurasight 300 ft. blindsight 300 ft., passive Perception 21
  • Languages telepathy 300 ft.
  • Challenge 21 (33,000 XP)

Shapechanger. The sky spirit can shape its host into a massive form up to 100 feet tall or long. It typically fashions a funnel form, but can take any shape so long as it’s a singular mass. It can use its action to create or alter this shape or return it to normal wind and air.

Manifesting. The sky spirit is a 15th-level manifester. Its manifesting ability is Wisdom (power save DC 19, +11 to hit with power attacks). It has 345 power points to spend on the following powers: energy cloak, energy storm, harmonics, telekinetic grasp, weather manipulation.

Storm Energy Type. The sky spirit can imbue telekinetic powers with the storm subtype, dealing an additional 1d8 lightning damage and 1d8 thunder damage. If the power is an energy power, it can change the damage type to lightning or thunder and deals an additional 1d8 damage of the other type.

Perpetual Gale. Each creature that starts its turn within 5 feet of the sky spirit must make a DC 15 Strength saving throw or become restrained and carried by the sky spirit. The creature or another creature that can reach it can use its action to repeat the saving throw to escape. The sky spirit can move without penalty when carrying such a creature. During its turn, the sky spirit can release any creature restrained this way.



Actions

Electric Bolt. Ranged Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 41 (5d12 + 9) lightning damage.

Thunder Bolt. Ranged Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 30 (6d6 + 9) thunder damage and the creature must make a DC 19 Constitution saving throw or be deafened until the end of its next turn.

Windsnap. Each creature within a path that is 5 feet wide and 20 feet long must make a DC 19 Strength saving throw. If the save is failed, the creature is pushed 20 feet and knocked prone. If the save succeeds, the creature is pushed 10 feet.

Transfer (Recharge 5-6). The sky spirit moves in a straight line up to 50 feet in a 20-foot wide path. Each creature within the area must make a DC 19 Constitution saving throw. If the save is failed, the creature takes 10 (3d6) bludgeoning damage, 21 (6d6) lightning damage, and 21 (6d6) thunder damage, and is deafened for 1 minute. If the save succeeds, the creature only takes the bludgeoning damage.

Legendary Actions

The sky spirit can take 3 legendary actions, choosing from the options below. Only one legendary action can used at a time and only at the end of another creature’s turn. The sky spirit regains spent legendary actions at the start of its turn.

Attack. The sky spirit makes one electric bolt or one thunder bolt attack.

Manifestation. The sky spirit manifests harmonics.

Gust. The sky spirit creates a gust of wind within 120 feet of it. It lasts 10 minutes and doesn’t require concentration. Its save DC is 19.

Surge (Costs 2 Actions). The sky spirit can move using its flying speed. This movement doesn’t trigger opportunity attacks.

Hurricane (Costs 3 Actions). Each creature within a 50-foot cube adjacent to the sky spirit must make a DC 19 Strength saving throw. If the save is failed, the creature is pushed 20 feet and knocked prone.

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Storyteller

A storyteller, sometimes called a dream warden or fate master, is a creature of the Collective Conscious that roams the Dreamscape. A storyteller prefers to merely observe a dreamer, but may intervene against unnatural threats to the Dreamscape.

Lore Keeper. A storyteller observes the dreams of a dreamer and records it within the Collective Conscious. It will alter the dream to uncover the dreamer’s story to record its deeds and knowledge so that eternity never loses the memory of the dreamer’s influence on creation.

Guiding Spirit. When a creature worthy of interest to the multiverse is at a crossroad, unsure what path to take, a storyteller will alter its dreams to offer guidance on the paths it can take.

Eternal Watcher. A storyteller is a chronicler and as such prefers to never get directly involved with the story other creatures weave. If encountered by a dream actor, the storyteller will be honest but evasive, never revealing truths that could change the course the dreamer is upon. This detachment is sometimes forgone if another creature is attempting to twist the dreams of the dreamer to alter the natural course of the present. A storyteller will aid dreamers when confronted with a creature such as a dreamstalker or night hag, but a storyteller is not well equipped to defeat such creatures alone.


Storyteller

Medium fey, neutral


  • Armor Class 10
  • Hit Points 180 (40d8)
  • Speed 40 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA
10 (+0) 11 (+0) 10 (+0) 18 (+4) 24 (+7) 21 (+5)

  • Saving Throws Int +9, Wis +12, Cha +10
  • Damage Resistances psychic
  • Damage Immunities poison
  • Condition Immunities charmed, poisoned
  • Senses truesight 500 ft., passive Perception 17
  • Languages all, telepathy no limit
  • Challenge 10 (5,900 XP)

Creature of Dream. The storyteller only exists within the Dreamscape. It is incapable of moving into another plane of existence and any effect that would do so fails.

Dream Architect. The storyteller is a dream architect and can alter the dream of a dreamer using dream logic.

Legendary Resistance (3/Day). If the storyteller fails a saving throw, it can choose to succeed instead.


Architect Immunity. The storyteller can’t be altered by a dream architect. It is still vulnerable to being attacked.

Unawakened Immunity. A dreamer that isn’t in control of its dream self can’t harm the storyteller.

Dream Fabric. The storyteller regains 10 hit points at the start of each of its turns provided it has at least 1 hit point.



Actions

Dream Staff. Melee Power Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) psychic damage.

Change Dream. The storyteller changes a facet of a dreamer’s dream or links the dream of two or more dreamers by creating a common point.

Awaken Dreamer. The storyteller causes a dreamer to become aware it is within a dream and it becomes a dream actor.

Still Dreamer. A dream actor within 60 feet of the storyteller must make a DC 18 Charisma saving throw. If the save is failed, the creature becomes an unaware dreamer.

Peaceful Slumber. A dreamer within 5 feet of the storyteller enters a deep slumber and fades from the Dreamscape. It can’t be affected by an effect that will spoil its rest. .

Legendary Actions

The storyteller can take 3 legendary actions, choosing from the options below. Only one legendary action can used at a time and only at the end of another creature’s turn. The storyteller regains spent legendary actions at the start of its turn.

Change Dream. The storyteller uses its change dream action.

Alter Dream Reality. The storyteller alters the dream or dreamer as an architect. It can also give itself knowledge of any spell or power and uses a 7th-level spell slot or 15 power points to cast or manifest it. Knowledge of this spell or power lasts until the end of its next turn. The spell or power takes on dream logic and any damage is converted to psychic damage.

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Thought Eater

A thought eater is an ethereal stalker that feeds on the minds of other creatures. It especially savors the minds of psychic creatures and will target them above nonpsychic creatures.

It has transparent, ethereal flesh that makes it look skeletal. It's head is chicken like, but its body is more like a predatory mammal.


Thought Eater

Small aberration, neutral


  • Armor Class 15 (natural armor)
  • Hit Points 24 (7d6)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
8 (-1) 18 (+4) 11 (+0) 7 (-2) 12 (+1) 14 (+2)

  • Skills Perception +3, Stealth +6
  • Senses darkvision 60 ft., passive Perception 13
  • Languages
  • Challenge 2 (450 XP)

Ethereal Sight. The thought eater can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.

Innate Manifestation. The thought eater’s manifesting ability is Charisma (power save DC 12). The thought eater can innately manifest the following powers:

At will: ego whip (up to 1 power point), extrasensory perception (up to 2 power points), mislead (up to 1 power point), precognition (up to 0 power points)

3/day: bastion of thought (up to 2 power points), chameleon (up to 2 power points), mental barrier (up to 1 power points)

1/day: precognition (up to 5 power points)


Actions

Eat Thoughts. Melee Power Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) psychic damage, and the target’s Intelligence score is reduced by 1d4. The target dies if this reduces its Intelligence to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.

Ethereal Jaunt. The thought eater enters the Ethereal Plane from the Material Plane, or vice versa. When exiting the Ethereal Plane, the thought eater can use eat thoughts against a creature within 5 feet of it.

Ethereal Striker. The thought eater waits on the Ethereal Plane until it finds prey. It will swiftly enter the Material Plane to attack its target’s mind. If it feels it has the advantage, it will use its powers to subdue threats to continue feasting on the mind of its prey. If pressed, it will retreat to the Ethereal Plane and rely on hit and run attacks until it is sated or driven away.

Wendigo

A wendigo is a spirit bound to flesh with a hatred of the living that delights in corruption. Ever hungry, the wendigo seeks humanoid prey to consume or transform into a wendigo spawn. Crafty, a wendigo will have its spawn take most of the risk, striking from surprise with shocking speed. A wendigo prefers to use psionic powers and its scream before engaging in melee combat with its claws. Even then, it prefers to ambush prey.

Foul Transformation. A wendigo will occasionally attempt to corrupt a humanoid into becoming a cannibal. A creature which succumbs to the wendigo is transformed into a wendigo spawn under the control of its maker. A creature transformed into a wendigo spawn can only be rescued by wish or by dispel evil and good cast before the creature has consumed a creature of the same race. If the controlling wendigo is slain, its spawn will mature into full wendigo during the next new moon after consuming a creature of the same race.

Spirit Nature. The wendigo is a creature of spirit and can’t be slain through normal ways. If reduced to 0 hit points, the wendigo merely dissipates and will reform on the next new moon. Casting dispel evil and good, divine word, or wish, manifesting spirit ward against fey, or exorcising it through Banish Spirits or Channel Divinity after it has been reduced to 0 hp will forever kill it.

Creature of Spirit. A wendigo can’t be polymorphed against its will.

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Wendigo

Large fey (spirit), chaotic evil


  • Armor Class 17 (natural armor)
  • Hit Points 138 (12d10 + 78)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
19 (+4) 18 (+4) 22 (+6) 16 (+3) 14 (+2) 16 (+3)

  • Saving Throws Str +8, Con +10, Wis +6, Cha +7
  • Skills Perception +6, Stealth +12
  • Damage Vulnerabilities fire, radiant
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities cold
  • Condition Immunities charmed, frightened, poisoned
  • Senses darkvision 120 ft., passive Perception 16
  • Languages the languages of the surrounding area and any it knew prior to its existence as a wendigo, its whispers are heard by any humanoid it targets as if from the target creature’s native language
  • Challenge 12 (8,400 XP)

Innate Manifestation. The wendigo’s innate manifester ability is Charisma (power save DC 15). It can innately manifest the following powers:

At will: mental barrier (up to 3 power points), mind probe (up to 3 power points), telekinetic grasp (up to 3 power points)

3/day: chameleon (up to 5 power points), ego whip (up to 4 power points)

1/day: mislead (up to 5 power points), shatter psyche (up to 5 power points), telekinetic flight (up to 5 power points)

Dark Whisper. The wendigo can whisper to an unsuspecting humanoid once each night. The creature must make a Charisma saving throw against a DC of 15. If the creature fails three successive saving throws, the creature transforms into a wendigo spawn. If the wendigo is unable to whisper to a creature on one night, all progress to transforming the creature is lost.

Ambush. If the wendigo is undetected, each claw attack deals an additional 10 (3d6) slashing damage.


Actions

Multiattack. The wendigo makes two claw attacks.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage, and


the target must make a DC15 Wisdom saving throw or be frightened for 1 minute.

Cold Stare. A frightened creature within 60 feet of the wendigo must make a DC 18 Constitution saving throw. If the save is failed, the creature takes 36 (8d8) cold damage and is restrained until the end of its next turn. If the save succeeds, the creature takes half the damage.

Frightening Scream (recharge 6). The wendigo wails and each living creature within 60 feet of the wendigo must make a DC 15 Wisdom saving throw or become paralyzed with fear for one minute. At the end of each or its turns, the creature makes a new saving throw. If the creature succeeds a saving throw it can no longer be paralyzed by the wendigo’s scream, but is frightened by it instead.


Wendigo Spawn

Medium humanoid, chaotic evil


  • Armor Class 14 (natural armor)
  • Hit Points 68 (8d8 + 32)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 16 (+3) 18 (+4) 12 (+1) 11 (+0) 10 (+0)

  • Saving Throws Wis +3, Cha +3
  • Skills Perception +3, Stealth +6
  • Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities charmed, frightened, poisoned
  • Senses darkvision 120 ft., passive Perception 13
  • Languages any language it knew before transformation
  • Challenge 4 (1,100 XP)

Ambush. If the wendigo spawn is undetected, each claw attack deals an additional 7 (2d6) slashing damage.


Actions

Multiattack. The wendigo spawn makes two claw attacks. If the wendigo spawn has a weapon, it can substitute its weapon in place of its claws.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage and the target must make a DC 11 Wisdom saving throw or be frightened for 1 minute.

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Yuki-Onna

A yuki-onna is a creature of frost that haunts frozen lands and mountains. The male version of this spirit is called Jack Frost. The yuki-onna is a terrifying monster that freezes its victims and is said to summon blizzards to trap humanoids to mercilessly slaughter them. A yuki-onna appears as a very tall humanoid with ice-like skin and breath like frost, usually wearing white.

Cruel Spirit. An encounter with a yuki-onna is usually fatal, as the fey seems to take sick delight in killing mortals and causing destruction. It isn’t content to wait in its frozen domain and will enter homes using its psychic powers or by slipping inside while in vapor form.

Mercy Killer. If a yuki-onna discovers a traveler dying in the snows, it may show mercy and give the traveler a quick and painless end. Some stories say a yuki-onna may also take mercy on a creature which invokes it for aid if it is found worthy of the yuki-onna’s mercy.


Yuki-Onna

Medium fey (shapechanger, spirit), chaotic evil


  • Armor Class 14
  • Hit Points 97 (13d8 + 39)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 19 (+4) 17 (+3) 16 (+3) 13 (+1) 20 (+5)

  • Saving Throws Dex +7, Con +6, Wis +4
  • Damage Resistances fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities cold, necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Common, Sylvan
  • Challenge 7 (2,900 XP)

Shapechanger. The yuki-onna can use its action to polymorph into a cloud of icy vapor or back into its true form. While in vapor form, the yuki-onna can’t take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 30 feet, can hover, and can enter a hostile creature’s space and stop there. In addition, if air can pass through a space, the vapor can do so without squeezing. It has advantage on Strength, Dexterity, and Constitution saving throws, and is immune to nonmagical damage.


Innate Manifestation. The yuki-onna’s innate manifester ability is Charisma (power save DC 16). It can innately manifest the following powers:

At will: accelerated healing (up to 3 power points), extrasensory perception (up to 5 power points), hydrokinesis (up to 5 power points), weather control (up to 1 power point; wind, snow, ice, and fog only)

3/day: ego whip (up to 9 power points), energy blast (up to 9 power points; cold damage only), mislead (up to 5 power points)

1/day: energy cloak (up to 9 power points; cold damage only), sap vitality (up to 4 power points), weather control (up to 15 power points; wind, snow, ice, and fog only)


Actions

Frost Touch. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 18 (4d6 + 4) cold damage.

Chilling Embrace. Melee Weapon Attack: +7 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the yuki-onna, incapacitated, or restrained. Hit: 11 (2d6 + 4) cold damage. The target’s hit point maximum is reduced by an amount equal to the cold damage taken. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces it hit point maximum to 0.

Frozen Breath (recharge 5-6). Each creature within a 30-foot long line originating from the yuki-onna must make a DC 16 Constitution saving throw. If the save is failed, the creature takes 39 (6d12) cold damage and is frozen in a thin sheet of ice, incapacitating it for 1 minute. The ice can be attacked and has AC 10, 25 hit points, vulnerability to fire and thunder damage, and immunity to cold, necrotic, poison, and psychic damage. If the save is successful the creature only takes half the damage.

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Yurei

A yurei is a ghost which died in a horrible way and has unbridled resentment for the living. It is defined by both its thirst for vengeance and its willfulness to wreak its malice on any creature it comes across. Resolving its underlying issue that spawned its resentment can put a yurei to rest, but the passage of time can make such efforts impossible.

Undead Nature. A yurei doesn’t require air, food, drink, or sleep.

Creature of Spirit. A yurei can’t be polymorphed against its will.

Bhut

A bhut is the spirit of a creature killed violently that never received proper funeral rites. As such, it is unable to move on and plagues the living in its hatred. A bhut is likely to observe others while in the guise of a beast, only to assume its true form when it encounters a lone humanoid.

Foul Shapechanger. The area around a bhut is blighted and creatures which come into contact with the spirit often catch disease. It can assume the form of any common beast and does so to move about without drawing attention. A bhut can also possess a corpse, including its own, to confront its killers or their descendents. It prefers to initiate combat while possessing the corpse of a recently killed creature.

Lost One

The lost one is a spirit that wanders the roads asking to join other travelers or posing a question to a wayfarer. This is the pretense the spirit uses to attack the living. It may carry a weapon such as a razor, riding crop, or pair of shears, or it may attack with elongated claws.

Unassuming at a Glance. Before it attacks, the lost one appears like a normal humanoid, but often is wearing worn or soiled clothes. Some wear veils or masks, or otherwise hide their faces which may be horribly scarred. Before attacking, it drops this veneer and reveal its ghastly true forms. It doesn’t always seek to kill, but will make sure it leaves its mark.

Questioning Traveler. Most often encountered along roads and paths, often in gloomy weather, the lost one appears to be traveling to a destination. In actuality, it wanders an area searching for victims. When encountered, a lost one will often ask its potential victim a question. In most cases, it doesn’t matter how one answers, as the spirit will reveal its true nature and attack. The nature of its attack may differ depending on the answer given. In rare cases a neutral or noncommittal answer may result in the spirit simply fading away.

Vengeful Ghost

Bound to the mortal realm by a curse from the method of its death, the vengeful ghost harbors immense hatred toward the living. It appears much like it did in life, but with pallid skin and an unnatural gauntness.

Wrongfully Killed. In life, the vengeful ghost was betrayed by someone close, often a spouse, and killed by that person’s hands. Prior to death, the vengeful ghost was a dutiful partner and friend with no suspicion for the cause of its demise.

Deep Animosity. The vengeful ghost seeks to inflict suffering on the living, choosing to torment its victim by focusing on killing everyone close to it. It will then push its victim to commit suicide from guilt and grief. The vengeful ghost will then move on to another victim to continue the cycle.

Weeping Soul

Murdered without just cause, a weeping soul haunts the perpetrators of misery or those who anger it. It appears disheveled, with long, unkempt hair that obscures its twisted face. Often, a weeping soul will seek to confuse and frighten rather than physically harm a creature. When it does attack, it does so swiftly and savagely.

Curse Binder. A weeping soul can be content to merely curse a creature that drew its ire. Due to the nearly permanent nature of these curses, the creature is likely to end in conflict with the weeping soul to remove the curse. It will also use its illusions to trick a creature to harm other creatures, especially those close to it, and especially if its target has done the weeping soul wrong.

Frightening Combatant. When enraged, a weeping soul is as likely to crawl on its hands and knees as it is to run normally, and is equally fast either way. It can climb on walls and ceilings as if they were ground and can move through water without impediment. It will take its actions to focus its attacks on a single creature, seeking to kill it. If additional enemies remain, the weeping soul will curse one and retreat to the Ethereal Plane where it may lose interest in further attack or plot a series of hit and run encounters to kill one target each pass until its thirst for vengeance is quenched.

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Bhut

Medium undead (shapechanger, spirit), neutral evil


  • Armor Class 10
  • Hit Points 38 (7d8 + 7)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 11 (+0) 13 (+1) 12 (+1) 14 (+2) 16 (+3)

  • Saving Throws Con +4, Wis +5
  • Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities cold, necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, unsettled
  • Senses darkvision 60 ft., passive Perception 12
  • Languages any languages it knew in life
  • Challenge 3 (700 XP)

Shapechanger. The bhut can use its action to polymorph into any beast with a challenge rating no higher than 3, or back to its true form. It takes on the statistics of its new form, except it maintains its own Intelligence, Wisdom, and Charisma scores and has its Foul Presence trait. If its hit points are reduced to 0, it returns to its true form.

Spirit Boundary. The bhut can’t enter a room with burning incense.

Incorporeal Movement. The bhut can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Foul Presence (psionic). Each creature that ends its turn within 5 feet of the bhut must make a DC 12 Constitution saving throw. If the save is failed, the creature is poisoned for 1 minute and is infected with rotting flesh. Rotting flesh is a disease that takes 1d12 + 12 hours to develop symptoms. Symptoms include feeling chilled, a wheezing breath, and seeing hallucinations of the bhut. The infected creature gains one level of exhaustion that can’t be removed until the disease is cured. After completing a long rest, an infected creature must make a DC 12 Constitution saving throw. If this save is failed, the creature’s Constitution is reduced to half until the disease is cured. If a creature succeeds its saving throw against being poisoned, it can’t be affected by the bhut’s Foul Presence again until 1 hour has passed.



Actions

Desiccated Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) necrotic damage plus 10 (3d6) poison damage. The target’s hit point maximum is reduced by an amount equal to the poison damage taken. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces it hit point maximum to 0. A target slain in this manner can’t be raised until the bhut is destroyed.

Etherealness (psionic). The bhut enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can’t affect or be affected by anything on the other plane.

Possess (psionic). The bhut’s possession ability is Charisma and its possession DC is 14. It can possess a dead humanoid or beast creature within 5 feet of it by using its action. The bhut acts as a controller. When the bhut possesses a target, its body assumes a spiritual form and is subsumed by its host. The bhut takes on the creature’s statistics it had in life and its host regains all its hit points. It maintains its own Intelligence, Wisdom, and Charisma scores and has its Foul Presence trait.

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Lost One

Medium undead (spirit), chaotic evil


  • Armor Class 11
  • Hit Points 104 (16d8 + 32)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 13 (+1) 15 (+2) 11 (+0) 10 (+0) 15 (+2)

  • Saving Throws Dex +4, Cha +5
  • Skills Deception +5 (disguise)
  • Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities cold, necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, unsettled
  • Senses darkvision 60 ft., passive Perception 10
  • Languages any languages it knew in life
  • Challenge 6 (2,300 XP)

Ethereal Sight. The lost one can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.

Ambusher. During the first round of combat, the lost one has advantage on attack rolls against a creature that hasn't taken a turn.

Surprise Attack. If the lost one has advantage on its attack roll against a creature and hits with an attack during the first round of combat, the target takes an extra 14 (4d6) damage from the attack.


Actions

Multiattack. The lost one makes two withering touch attacks.

Withering Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 21 (4d8 + 3) necrotic damage.

Mad Cackle. A creature within 10 feet of the lost one must make a DC15 Wisdom saving throw or be restrained for 1 minute. It makes a new saving throw at the end of each of its turns.

Etherealness (psionic). The lost one enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can’t affect or be affected by anything on the other plane.

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Vengeful Ghost

Medium undead (shapechanger, spirit), neutral evil


  • Armor Class 12
  • Hit Points 135 (18d8 + 54)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 16 (+3) 11 (+0) 14 (+2) 19 (+4)

  • Saving Throws Str +4, Dex +6, Cha +8
  • Skills Deception +8, Stealth +6
  • Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities cold, necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, unsettled
  • Senses darkvision 60 ft., passive Perception 12
  • Languages any languages it knew in life
  • Challenge 8 (3,900 XP)

Shapechanger. The vengeful ghost can use its action to polymorph into any beast or humanoid it has seen or is aware of, such as through mind probe, or back to its true form. Its statistics, other than its size, are the same in each form.

Ethereal Sight. The vengeful ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. It can manifest powers on the other plane.

Incorporeal Movement. The vengeful ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Haunting Presence. The vengeful ghost can create no more than 4 spiritfonts and each one it creates has an Intensity of 19. If it creates a new spiritfont while it already controls 4, it must choose one to destroy. Each spiritfont it creates is destroyed if the vengeful ghost is reduced to 0 hit points.

Immortal. When a vengeful ghost is reduced to 0 hit points, its essence fades away. Within 1d6 days the vengeful ghost will reform on the Ethereal Plane within 30 feet of the last creature to damage it, at full hit points. In order to kill it permanently, the vengeful ghost must be trapped with an area affected by forbiddance, hallow, magic circle, or spirit ward and reduced to 0 hit points. Using Channel Divinity or Banish Spirits on the creature which last dealt damage to the vengeful ghost during the 1d6 day period will also destroy the vengeful ghost if the banisher wins a contest of wills as if driving out a possession.


Innate Manifestation. The vengeful ghost’s innate manifester ability is Charisma (power save DC 16). It can innately manifest the following powers:

At will: blood tendril (up to 4 power points), control light (up to 1 power point), flame manipulation (up to 3 power points), harmonics (up to 3 power points), telempathic projection (up to 1 power point)

3/day: animate electricity (up to 9 power points), decay (up to 9 power points), mind probe (up to 5 power points), mislead (up to 5 power points)

1/day: apopsi (up to 9 power points), ectoplasmic creation (up to 5 power points)


Actions

Multiattack. The vengeful ghost can make one withering touch attack and direct or create one poltergeist, or it can direct two poltergeists.

Withering Touch. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) damage.

Direct Poltergeist. The vengeful ghost uses a power from one of its controlled poltergeist spiritfonts within 100 feet.

Create Poltergeist. The vengeful ghost creates a poltergeist spiritfont within 100 feet with an Intensity 19 that it controls. While it has at least one poltergeist under its control, it can use a poltergeist to make lair actions.

Etherealness (psionic). The vengeful ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can’t affect or be affected by anything on the other plane.

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Weeping Soul

Medium undead (spirit), chaotic neutral


  • Armor Class 17
  • Hit Points 170 (20d8)
  • Speed 50 ft., climb 50 ft., swim 50 ft.

STR DEX CON INT WIS CHA
17 (+3) 18 (+4) 18 (+4) 13 (+1) 15 (+2) 17 (+3)

  • Saving Throws Str +6, Dex +7, Con +7, Cha +6
  • Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities cold, necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, unsettled
  • Senses darkvision 60 ft., passive Perception 12
  • Languages any languages it knew in life
  • Challenge 10 (5,900 XP)

Ethereal Sight. The weeping soul can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. It can manifest powers on the other plane.

Innate Manifestation. The weeping soul’s innate manifester ability is Charisma (power save DC 14). It can maintain up to three powers at once. It can innately manifest the following powers:

At will: ectoplasmic creation (up to 3 power points), elastic body (up to 3 power points), inertial barrier (up to 1 power points)

3/day: accelerated healing (up to 9 power points), dislocation (up to 5 power points), empathic transference (up to 7 power points), telekinetic grasp (up to 3 power points)

1/day: glimmer (up to 7 power points), mind probe (up to 5 power points)


Actions

Multiattack. The weeping soul makes two claw attacks.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Etherealness. The weeping soul enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can’t affect or be affected by anything on the other plane.


Curse. The weeping soul curses one living creature within 30 feet as if it cast bestow curse. The creature must make a DC 15 Wisdom saving throw to avoid it. Until the weeping soul is slain or chooses to end the curse, the curse will automatically resume 24 hours after being removed.

Major Image. The weeping soul duplicates the major image spell, but can only project an image over an existing object or another creature. The weeping soul often uses images to project its own visage or the face of a foe to incite violence against the target the image is projected upon.

Legendary Actions

The weeping soul can take 3 legendary actions, choosing from the options below. Only one legendary action can used at a time and only at the end of another creature’s turn. The weeping soul regains spent legendry actions at the start of its turn.

Dash. The weeping soul takes the Dash action.

Etherealness. The weeping soul uses its etherealness action.

Multiattack (Costs 2 Actions). The weeping soul makes two claw attacks.

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Non-Player Characters

Egoist

Egoists are novice manifesters specializing in metabolic powers. They tend to operate as rank of file members of psionic cults and esoteric orders.


Egoist

Medium humanoid (any race), any alignment


  • Armor Class 10 (13 with biomorphic skin)
  • Hit Points 22 (3d8 + 9)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 8 (+0) 16 (+3) 14 (+2) 14 (+2) 10 (+0)

  • Saving Throws Wis +4, Cha +2
  • Skills Athletics +2, Insight +4, Survival +4
  • Senses passive Perception 12
  • Languages any one language (usually Common)
  • Challenge 1 (200 XP)

Shapechanger. The egoist can assume a metaform or return to its true form by taking an action. While in its metaform, the egoist has Strength of 16 and can use its multiattack and metaform attacks. All other statistics remain the same.

Manifesting. The egoist is a 3rd-level manifester. Its manifesting ability is Constitution (power save DC 13, +5 to hit with power attacks). It has 4 power points to spend on the following powers: accelerated healing, biomorphic skin, dislocation.


Actions

Multiattack. While in metaform the egoist can make one bite and one spear attack.

Spear. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 0) piercing damage.

Spear. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Use this version when the egoist is in its metaform.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Power Flux (Recharge 6). The egoist regains 1d4 – 1 power points (minimum 0).


Exorcist

Exorcists are practitioners of evicting spirits. They are often solitary hunters who travel from place to place to offer their services in battling fiends and other threats to protect the Material Plane.


Exorcist

Medium humanoid (any race), any non-chaotic alignment


  • Armor Class 12 (studded leather)
  • Hit Points 49 (9d8 + 9)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 12 (+1) 12 (+1) 16 (+3) 18 (+4)

  • Saving Throws Wis +7, Cha +8
  • Skills Insight +7, Investigation +5, Perception +7, Religion +5
  • Senses passive Perception 17
  • Languages any two languages (one is usually Common)
  • Challenge 2 (450 XP)

Manifesting. The exorcist is a 9th-level manifester. Its manifesting ability is Charisma (power save DC 16, +8 to hit with power attacks). It has 24 power points to spend on the following powers: extrasensory perception, mislead, precognition, psychic static, psychometry, spectral armament.

Evict Spirit. The exorcist attempts to rip a spirit possessing a host from its host by performing a 10 minute ritual. The spirit must make a DC 16 Charisma saving throw. If the save is failed, the spirit is removed from its host and stunned until the end of its next turn.


Actions

Flail. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d8) damage.

Bonus Actions

Spectral Armament. Ranged Power Attack: +8 to hit, range 30/120 ft., one target. Hit: 9 (2d4 + 4) force damage. The spectral armament can be attacked, it has AC 13 and 30 hit points. The exorcist must manifest the spectral armament before it can use this action.

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Kinetic Guard

Kinetic guards learn to manipulate telekinetic energy for protection and to maneuver hostile targets. They are often intermixed with regular guards to provide support and to control the battlefield where ever it may spring.


Kinetic Guard

Medium humanoid (any race), any alignment


  • Armor Class 16 (studded leather, kinetic barrier)
  • Hit Points 27 (5d8 + 5)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 16 (+3) 12 (+1) 10 (+0)

  • Saving Throws Int +6, Wis +4
  • Skills Insight +4, Perception+4
  • Senses passive Perception 14
  • Languages any one language (usually Common)
  • Challenge 1 (200 XP)

Manifesting. The kineticist is a 5th-level manifester. Its manifesting ability is Intelligence (power save DC 14, +6 to hit with power attacks). It has 9 power points to spend on the following powers: deflection, energy blast, kinetic barrier, suspension.


Actions

Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Energy Blast. One creature within 60 feet must make a DC 14 Strength saving throw. If failed, the creature takes 7 (2d6) bludgeoning damage and is pushed 10 feet.


Mentalist

Mentalists are telepathic practitioners often in the employ of a group to help screen potential clients or threats. They tend to keep a low profile, instead focusing on reading their targets.


Mentalist

Medium humanoid (any race), any alignment


  • Armor Class 12
  • Hit Points 22 (5d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 10 (+0) 16 (+3) 12 (+1) 13 (+1)

  • Saving Throws Int +6, Wis +4
  • Skills Esoteric +6, Insight, +4, Investigation +6
  • Senses passive Perception 11
  • Languages any one language (usually Common)
  • Challenge 1 (200 XP)

Manifesting. The mentalist is a 5th-level manifester. Its manifesting ability is Intelligence (power save DC 14, +6 to hit with power attacks). It has 9 power points to spend on the following powers: apopsi, bastion of thought, mind probe, mind tap, psychic crush, telempathic projection.


Actions

Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Psychic Crush. One creature within 120 feet must make a DC 14 Intelligence saving throw. If failed, the creature takes 7 (2d6) psychic damage.

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Oracle

Oracles peer into the future to reveal potential outcomes from future actions. They ply their trade to those who seek them out and can afford their fee.


Oracle

Medium humanoid (any race), any alignment


  • Armor Class 10
  • Hit Points 54 (12d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 11 (+0) 11 (+3) 18 (+4) 18 (+4) 15 (+2)

  • Saving Throws Int +8, Wis +8
  • Skills Esoteric +8, Insight +8, Perception +8, Performance +8
  • Senses passive Perception 18
  • Languages any one language (usually Common)
  • Challenge 3 (700 XP)

Manifesting. The oracle is a 12th-level manifester. Its manifesting ability is Wisdom (power save DC 16, +8 to hit with power attacks). It has 33 power points to spend on the following powers: deflection, dissonant destiny, forethought, glimmer, hypercognition, psionic blast, remote sight, trauma infusion.


Actions

Staff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d8) bludgeoning damage.

Trauma Infusion. One creature within 60 feet must make a DC 14 Wisdom saving throw. If failed, the creature takes 10 (3d6) psychic damage.


Psychic Adept

Psychic adepts are warriors who use psionic powers to defeat their enemies. They tend to be mercenaries and often work with other groups.


Psychic Adept

Medium humanoid (any race), any alignment


  • Armor Class 18 (chainmail, shield)
  • Hit Points 52 (7d8 + 21)
  • Speed 30 ft. (40 ft. speed of thought)

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 16 (+3) 10 (+0) 14 (+2) 10 (+0)

  • Saving Throws Str +6, Con +6, Wis +5
  • Skills Athletics +6, Perception +6
  • Senses passive Perception 16
  • Languages any one language (usually Common)
  • Challenge 3 (700 XP)

Manifesting. The psychic adept is a 4th-level manifester. Its manifesting ability is Wisdom (power save DC 13, +5 to hit with power attacks). It can maintain two powers at once. It has 6 power points to spend on the following powers: adaptability, deflection, inertial barrier, speed of thought.


Actions

Multiattack. The psychic adept makes two battleaxe attacks.

Battleaxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage plus 2 (1d4) psychic damage.

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Appendix A: Races

Dromite

Beneath the land are hives of a proud people sharing a common family bond. The dromites are a curious race of humanoid with insect features, living in city hives.

Insect but Humanoid

Dromites, crassly called bugfolk by those who know no better, are a humanoid race with statures similar to halflings and gnomes. The average dromite stands about 3 feet tall and weighs around 35 pounds. Unlike most other humanoids, dromites are androgynous, with only two members of their hive possessing female or male traits – the Grand Queen and Elected Consort.

Dromites have chitin-encrusted skin, compound eyes, and two small antennae protruding from their brows. They have the silhouette of a thin humanoid, but have no body hair. Where a humanoid might possess a head of hair, a dromite has a thin ridge of intricate chitin that smoothly rises from its skin and extends down the base of its head, neck and the rest of its body.

A dromite’s eyes sparkle like pale yellow or white luminescent orbs divided into hundreds of tiny cells. Dromite skin ranges from gray to brown to yellow, with chitin having a deeper hue.

Bonded for Life

Dromites belong to an ordered society where each dromite is dedicated not only to its hive, but also to others with which it establishes a bond. Dromites are loyal to those they form such emotional bonds with, and will undertake great efforts to protect their people. While dromites have a caste society, there is no barrier between the castes, each working alongside the others to create a functioning, harmonious collective.

Dromites will establish special, self-selected groups called life bonds. These relationships are similar to what other races refer to as families, and members of a life bond may have a closeness resembling marriage among its members. Life bonds generally consist of members from all castes.

Working Together Seamlessly

When a dromite is born to the Grand Queen, it is preselected to a particular caste depending on what traits the hive will need. Each caste focuses on different aspects of dromite society, using the talents of its members to best fulfill its role.

Despite being a hive society, dromites are independent individuals with their own dreams and fancies. Unlike other societies, however, dromites are most apt to assist one another in pursuit of such interests, especially in the case of life bonds.

Curiosity Beyond the Hive

Dromites possessed with desire to explore the world outside are fostered and supported by their hive. Dromites are often encouraged to expand their knowledge and talents through interaction with other races, even by life bond members, wishing their loved one to fulfill its heart and to return one day to share the tales of distant people and places.

At times, a hive may become too large to remain within its borders. In these cases, many dromites will leave the city-hive to establish a new home. It is common during these times for some dromites to drift away, seizing the opportunity to adventure, until such a time they are ready to return home.

Dromite Names

Dromites, when born, are chosen from the nurseries by adult dromites who have entered life bonds. The adopted dromite is named by its new “parents" according to the traditions of the life bond. Dromites are proud of their life bond names, but mostly use them among their own kind, using their first name when dealing with other races.

First Names: Demisse, Elimu, Fela, Gebre, Idi, Idrissa, Kato, Matunda, Obi, Sefu, Vita, Xolu

Life Bond Family Names: Adanech, Dedanech, Fanech, Gyalech, Marimech, Massawech, Nikech, Ulech

Dromite Traits

Your dromite is born with a number of natural abilities from its insectoid heritage and hive upbringing.

Ability Score Increase. Your Charisma score increases by 2.

Age. Dromites mature relatively quickly, becoming full-fledged adults by 15. Typically, they will live well into their 80s.

Alignment. Dromites naturally organize within a hive hierarchy in service of the Grand Queen. Those who are most concerned with service to the hive skew toward an orderly manner. Other dromites, especially those that travel far from the hive, are more open to experiences and are adaptable to new ways of thinking.

Size. Dromites average around 3 feet tall without much variance, weighing about 35 pounds. Your size is Small.

Speed. Your base walking speed is 25 feet.

Chitin. Your skin is hardened like an exoskeleton. Your AC is never less than 13.

Hivemind. You can use telempathic projection at will with members of your hive. Additionally, once per turn, you have advantage on an attack roll against a creature if at least one of your hive members is within 5 feet of the creature and isn’t incapacitated.

You can use this trait with an ally that isn’t a hive member if you are both under the effects of mindlink or a similar effect.

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Scent. Your antennae can detect creatures through scent. You have blindsight up to 30 feet, but can only sense creatures or objects that have a distinct scent. When tracking, you gain a +1 bonus on your ability check if your quarry leaves scent traces.

Compound Eyes. You have a +2 bonus on Wisdom (Perception) checks made to spot something.

Languages. You can speak, read, and write Common and are conversant in Terran. Dromites don’t have a language, communicating through their Hivemind trait with members of their own hive.

Subrace. Dromites belong to a caste based on the needs of the hive and the role they are intended to serve. Hives consist of all castes.

Artisan Caste

As a member of the artisan caste, you’re analytical and reflective. Often you arrive at decisions slowly, but often these decisions are right.

Ability Score Increase. Your Intelligence score increases by 1.

Mind’s Eye. You mind can create a vivid mental picture when you are using tools, simulating how each articulation you make will contribute to a give task. By spending a minute focusing on a task requiring any tool, you gain proficiency with that tool on ability checks toward that task you make within the next 10 minutes. If you already have proficiency with that tool, you gain a +2 bonus on the ability check.

Insightful. You can manifest glimmer 1/day with up to 1 power point in augmentations. Charisma is your manifesting ability.

Practiced Merchant. When bartering, you are a master of the deal. You gain advantage on the first Charisma check you make in negotiating prices with a creature.

Herald Caste

As a member of the herald caste, you are drawn to the arts and performances, often possessing a love of song and dance. You prefer to seek out and establish relationships with other people, indulging in the culture of others.

Ability Score Increase. Your Wisdom score increases by 1.

Cooperation. When you and an ally are within 5 feet of the same foe, you can take a bonus action to give that ally advantage on its next attack roll or ability check made against that foe provided you are within 5 feet of that foe when your ally makes its roll.

Dampen Hue. You can manifest chameleon 1/day with 1 power point in augmentations. Charisma is your manifesting ability.

Extra Language. You can speak, read, and write one extra language of your choice.

Runner Caste

As a member of the runner caste, you rarely sit still. You tend to move at high speed in pursuit of life’s tasks.

Ability Score Increase. Your Dexterity score increases by 1.


Continuous Motion. Once per round, when you hit with a melee attack, you increase your movement speed by 5 feet until the end of your next turn.

Burst of Speed. You can manifest speed of thought 1/day with 1 power point in augmentation. Charisma is your manifesting ability.

Duck and Bob. Once during your turn, you don’t draw an opportunity attack while moving.

Surveyor Caste

As a member of the surveyor caste, you’re often quick to anger and tend to be suspicious of things you don’t fully know or understand. You also tend to be quick to laugh and forgive.

Ability Score Increase. Your Constitution score increases by 1.

Focus on the Target. Whenever you hit a foe with disadvantage on your attack roll, each attack you make against that foe until the end of your turn no longer has disadvantage. Whenever a foe you hit within 5 feet of you moves away from you, you are aware of its position so long as it remains within 30 feet of you.

Fervent Pitch. You can fire a beam of psychokinetic force, manifesting energy blast 1/day with 1 power point in augmentation. Charisma is your manifesting ability.

Dromite Weapon Training. You have proficiency with hand crossbows, javelins, scimitars, and spears.

Half-Giant

Bred from humans and giants through magical means, half-giants are a people without a culture. Originally made to serve as labor for uncaring masters, these gentle giants toil on the behalf of others without complaint.

Built Like a Mountain

Half-giants are immense, towering over other humanoids, with powerful musculature and broad shoulders. Female half-giants aren’t as bulky as their male counterparts, but still possess chiseled physiques. Half-giants have incredible endurance, able to work for hours on end without exhaustion.

Most half-giants have ruddy skin and dark hair. Females tend to stand a bit over seven feet tall, while males are noticeably larger.

Impressionable and Reliable

As a people without a culture, half-giants are extremely adaptable, adopting the cultures and norms of the people they live among or travel among. Mistaken as being exceedingly agreeable, and in many cases dimwitted, other races often try and take advantage of half-giants. Rather, half-giants prefer to exist harmoniously with members of their adopted tribe or clan.

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Half-Giant Names

When born, a half-giant is given a name, but as they grow older, they are usually given a new name, often by their friends. These given names are often based on some feature of their homes.

Female Given Names: Breath, Goldflower, Nibenay, Oasis, Raincaller, Sandrose, Sweetwater

Male Given Names: Drywell, Dunewalker, Raam, Saltwalker, Sandking, Stormrider, Sunharrower

Half-Giant Traits

As a half-giant, you possess a number of remarkable traits from your breeding.

Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.

Age. Half-giants mature slowly, reaching adulthood when about 30 years old. Under normal circumstances, a half-giant is expected to live a little over one century.

Alignment. Half-giants adapt their personalities to best fit with the people they associate. When half giants move to a new city or make new friends, their personalities tend to shift to fit in with the new group.

Size. Half-giants are immense at heights around 7 to 8 feet, weighing up to 500 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Giant. Your creature type is giant, granting you immunity to effects that only target humanoids.

Unfaltering Endurance. Conditioned to work under great stress, you ignore the effects of the first level of exhaustion. When suffering exhaustion, once per short rest you may make a Constitution saving throw against a DC of 20 to shed one level of exhaustion.

Powerful Build. You count as Large size for the purpose of being moved by another creature, such as through grapple and push or spells and powers such as levitate or suspension. When wielding a melee weapon with the heavy property, you can use it one handed, treating it as a versatile weapon. While doing so, the weapon is not considered heavy for the purpose of class features and feats. It is also considered two handed for the purpose of dual wielding. When you use a heavy weapon with both hands, you deal 2 extra weapon damage with it.

Stomp. You can manifest tremor 3/day without augmentation. Charisma is your manifesting ability.

Languages. You can speak, read, and write Common. Half-giants who live among another race also learn to speak, read, and write that race’s language.

Human

Humans are a versatile race. This feature has led to some forces using the malleable nature of humans to create subrace offshoots. One such subrace is the elan.


Elan

Elans aren’t born, they’re made. Prospective elans are selected from a pool of applicants and screened by a council comprised of the most esteemed elan of a society. Those selected undergo a special psionic process and emerge as elan.

Due to their selectiveness, elans are often of above average appearance and posses physical traits matching the whims of the elan council. Different societies may prefer certain superficial traits to others. Elans are especially long-lived, living for centuries by making routine use of their Repletion trait.

Elans organize themselves into societies, often secret, that are run by an elite council. Each society has its own norms and customs, which are kept only amongst members of that society. When among outsiders, elans tend to take on traditional customs.

Elan Traits

As an elan, you share the same traits as a human, except for the Ability Score Increase trait.

Ability Score Increase. You don’t gain the normal human ability score increase. Instead, you get a +2 bonus to Intelligence, Wisdom, or Charisma. You may not use the human variant rule. Whichever ability you increase is your manifesting ability for your elan power.

Naturally Psionic. You know one psionic power from the following: accelerated healing, adaptability, energy storm, kinetic barrier, mislead, precognition, psychic domination, or remote sight. You have 2 power points to manifest this power and can spend power points up to half your character level on a single power. If you have a manifesting ability from a class, you may use your extra 2 power points to manifest your class powers, but follow your class rules for spending power points when you do so.

Resistance. While you have the psionic focus condition, you can use your reaction when you are the target of an effect that requires you to make a Wisdom or Charisma saving throw to make that save with a +2 bonus.

Resilience. While you have the psionic focus condition, you can use your reaction when you take damage to reduce that damage by 2. You can expend 1 power point to increase this amount by 1 point per power point expended. If you can manifest psionic powers by using spell slots, you instead, increase this amount by 2 points per spell slot level expended.

Repletion. You can sustain yourself without food or drink for 24 hours by expending 2 power points (or a 1st-level spell slot if you can use spell slots to manifest powers). You can expend your power points from your Naturally Psionic trait to feed this ability.

Maenad

Maenads are a race of graceful people who temper their wild emotional nature. They practice calmness and are reserved, preferring to be direct but inobtrusive.

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Radiant and Graceful

Maenads are tall and graceful humanoids that look similar to humans and half-elves. However, they possess lustrous skins that sparkles as if dusted in light-giving crystals and hair made of cords of luminescent strands. Maenads appear bright in the dark, lighting up the area around them when their skin and hair go uncovered.

Maenads average over 6 feet tall and weight an average of 200 pounds. Females are only slightly smaller than males. They have wiry builds and graceful features, leading some to compare them to elves. Maenad eyes appear as solid blocks of blue, green, or violet light due to their luminescent quality.

Emotional Yet Reserved

Maenads appear tranquil and calm to most onlookers, but are naturally extremely emotional. They have learned to restrain their primal nature to such a degree that outsiders believe them to be emotionally stunted or cold. When maenads become emotional, often from duress, their skin and hair fluctuate between darker and brighter hues at rapid speed.

Maenads choose to be restrained and discreet, often forgoing the spotlight. They prefer minimalist communication, not speaking a sentence when a word would suffice, or simply gesturing when a word isn’t required. When living among others, maenads must practice discipline and focus, lest the fury of their turbulent emotions erupts.

Maenad Names

Maenad names are given and used much like human names. Every maenad has at least a given name and a family name.

Male Names: Alberik, Alrik, Basilius, Erland, Gunnar, Isak, Ragnor, Rurik, Tor

Female Names: Agaton, Annalina, Blenda, Eleonora, Gala, Lena, Malin, Ragnara, Vedis

Family Names: Coebelliantus, Hjalmar, Kolbjorn, Perchnosius, Torborn, Valborg, Valentin, Xaljorn


Maenad Traits

Your maenad character has a number of traits from its emotional nature and luminescent properties.

Ability Score Increase. Your Wisdom score increases by 2, and your Charisma score increases by 1.

Age. Maenads mature around the same rate as a human, but can live twice as long.

Alignment. Practicing discipline and restraint, maenads are often lawful, but those who indulge their natural emotional whims gravitate toward chaos. Maenads living in civilization prefer orderly ones, but also prefer that considerations for individuals be given full deference.

Size. Maenads are tall at 6 and a half feet tall and weigh around 200 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Bioluminescence. Your skin and hair shed bright light up to 10 feet from your and dim light up to 30 feet from you. You can suppress this light by taking a bonus action. This lasts until you take another bonus action to restore your luminescence or are rendered unconscious.

Light Sight. You can see up to 30 feet from you while in darkness as if in dim light, even when suppressing your Bioluminescence trait. Your eyes glow faintly while viewing in darkness, but not enough for unaware creatures to take notice.

Overdrive. Once per day you can use your action to psionically shout, hitting each creature you choose within 10 feet of you. The creature must make a Constitution saving throw. The save DC is equal to 8 + your Wisdom modifier + your proficiency bonus. If you have a power or spell save DC, use that instead if it is higher. A creature takes 2d6 thunder damage on a failed save, or half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.

Outburst. Once per day you can increase your Strength by 2 for a number of rounds equal to your Wisdom bonus (minimum one round). While your Strength is increased in this way, you have the psionic focus condition.

Languages. You can speak, read, and write Common and Maenad. The Maenad script is roughly based on Elven.

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Appendix B: Making New Content

Creating Your Own Content

These rules are intended to serve as a framework. As such, you can use the systems provided to make your own content. The sections that follow are aimed to facilitate your efforts.

If you are sharing your creation using this system, be sure to link to the system so your readers have everything they will need to use your creation. If you are only using segments of this document, you can copy it verbatim, but please provide the courtesy of credit.

Make sure to also review the sections on creating new material in the Dungeon Master's Guide. I won’t retread what is already written.

Creating a Subclass

Adding a psychic themed subclass requires that you give features with the right flavor. You need to decide whether your subclass manifests powers like a savant or transcendent or whether it has psychic themed features like the Path of the Ghost barbarian or Dervish fighter. In any case, you need to pick a manifesting ability for psychic class features. Typically this will be Intelligence, Wisdom, or Charisma depending on how the class expresses its powers.

When creating a manifesting subclass, you’ll need to give it an available pool of powers or a set list depending on your concept. Next you need to give it power points to augment these powers. The simplest method is to make a subclass with one third manifestation ability, in the same way the eldritch knight has spellcasting. There are two examples of such subclasses in this document for monk and rogue. If your subclass is instead intended to only have a limited set of powers (such as only 2 or 3 total powers) you might use an alternate power point progression system or restrict what they can do per rest.

If your subclass is of a magic using class, you can leverage the same spell slot to power point system used by the Oath of the Ardent paladin and Cerebromancer wizard. You may need to further restrict how many power points your subclass can spend on a single power to better balance it among its class peers.

Always use existing subclass features as a guide for balancing features you add. You need to provide content for each level that a class gains a subclass feature. Also, be careful of frontloading powerful abilities as that can lead to players dipping into a subclass for potential abuse.

Creating a Class

I recommend against creating a new class, but if you are determined, to embark cautiously as a class is much harder to balance and adjust. Much like with a subclass, creating a psychic themed class requires you to decide whether it manifests powers or whether it has psionic-like features.

If your class is a manifester, it needs a manifesting ability which should be Intelligence, Wisdom, or Charisma. It also needs to have a number of known powers and a list of possible powers to choose from as well as power points to manifest its powers. If your class is a full manifester, use the savant or channeler as a starting point. If it’s a half manifester, use the transcendent to get you started. You should never give a class more power points than a savant or channeler have due to the nature of how powers can be augmented. Manifesting high level powers should quickly exhaust a manifester’s power point reserve.

Next you’ll need to give it features. Start by allotting the Ability Score Increase feature. For most classes this should be at 4th, 8th, 12th, 16th, and 19th level. Look to fighter and rogue if you want your class to have more. For casters (and thus manifesters), often levels where a new spell level is gained is left empty. This is not always practical, but is a good guideline. Psionics use ( spell level * 2 ) – 1 to calculate equivalent power point cost.

You also need to place subclass choice (often at 3rd level) and create at least two options. Apportion around four levels in your class (including the level a subclass is selected) for subclass features. If your subclass changes the manifesting ability, it should be selected on the same level that powers are selected so as to not change how the character plays midgame. See savant and channeler.

Creating a Race or Subrace

This is much like creating nonpsychic races and subclasses, only that you need to provide some psychic or spiritual themed trait. The easiest way is to allow your race to manifest a power once per long rest. You can also give a race a power point reserve, but this pool should be small and not scale substantially, or at all, with level. No more than 3 power points should be given from a racial trait (the equivalent of a 2nd-level spell).

Creating a Power

Every power should have an at will, cantrip level effect as well as several means to spend power points to augment that power.

A power takes a certain amount of time to manifest, usually one Action. If your power requires a Reaction, you need to state what events are required to permit that reaction. If you allow a power to be augmented to allow it to be manifest as a Reaction, you also need to state under which conditions this is allowed.

Your power must have a range. If it originates from the manifester, the range is Self. A power generally can’t persist outside its range.

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 Also, each power is either instantaneous (Maintenance: None) or has a Maintenance time. Maintenance requires concentration, and once the period of time indicated is exceeded, the manifester suffers psychic strain. Never make a power with a duration that doesn’t require concentration; psionic powers are not designed and balanced to be fire and forget. In some cases, powers can linger, but such times are very short (a few rounds) or require substantial setup.

For offensive powers, if it deals damage as a cantrip, it should have a 0 cost augmentation that improves its damage with each tier of play or somehow improves it, such as area, maintenance, or lingering effect. Look at how cantrips and existing powers scale for 0 power points for reference.

An augmentation should either change the scale of a power (range, number of targets, area of effect, damage, etc.) or change the scope of the power such as changing or adding to the effects. Scope should remain thematic with the rest of the power and its other augmentations.

Typically, augmentations that change scale cost 1 or 2 power points per increase and can be taken more than once. Area of effect and number of targets should sometimes cost more points depending on what the power does. Use existing powers as a guideline. Also consider placing a cap based on how you envision the power’s scale maxing out. Caps are also useful to encourage players to combine augmentations.

Scope changes are recommended to always have a cost that is a multiple of 2 if the power has a base augmentation cost of 1 or 1 + a multiple of 2 and should roughly coincide with spell level (3 power points for a 2nd-level spell equivalent, 5 power points for a 3rd-level spell equivalent, etc.). Your power may just have effects at benchmarks roughly equivalent to certain spell levels. Dimensional disassociation is an example of such a power.

 Sometimes an augmentation should be able to be empowered. For instance, if you have an augmentation that adds a damaging effect, you should probably include an empowerment that increases that damage. This allows you to frontload a scaling component to establish a minimum level to manifest it while providing decent scaling for that effect with lower costs.

There may be cases where an empowerment cost 0 power points and instead looks at the total number of power points spent on the power. You do this when you need your augmentation to scale but the power is bloated. Try to avoid this as it may mean you put too much breadth in the power, but there are cases where it’s necessary.

When balancing your power, look at existing powers and spells. Buff and debuff powers should be generally equivalent to spells, but you may opt for them to cost more power points than the equivalent would normally cost to preserve the spell’s niche. When balancing damage, a power that can’t be maintained should follow the guidelines in the DMG for spells. For maintained powers, the power should be less damage upfront, but over time will exceed a similar level spell. A power should deal less damage than a spell in its first two turns. In the third turn it should be approximately equal to a spell of the same level of power, overtaking a spell starting with the fourth round. Psionics are designed to be efficient when allowed to be maintained, and inefficient at burst effectiveness. This philosophy is in place because maintained powers always require concentration and can be interrupted and to create a specific flavor for powers that matches the archetypal fantasy of psychic powers.

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Index
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