Foreteller - Kibbles' Psion

by Tantaragla

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Foreteller

A foreteller is a psion that can see down the long road of time and have the power to pick the path. They are some of the most tolerated psions due to their usefulness but are still regarded with suspicion for they see things that others can never see and some believe should not be seen.

Visionary

At 1st level when you select this archetype, you start to glimpse what has yet to happen, granting you the precognition discipline.

Prophetic

Additionally at 1st level, you start to get clearer visions of the future. At the end of a long rest, roll 1d20. If you roll a number equal or lower than your level, you have a prophetic dream of the coming day. Once, you may give your self the effects of the foresight spell until the start of your next turn (no action required).

You lose the opportunity if you haven't used it at the end of your next long rest.

Foretold Event

Starting at 3rd level, you gain clear and specific visions of the day's events. As an action, you may roll 2d20 and record the value on one of the dice. Then before your next long rest when a creature within 60 ft. of you makes an attack roll, ability check or saving throw, you may replace the number they roll with your recorded number before applying any bonuses.

Once you have recorded a number, you cannot do so again until you complete a long rest or reduce your current and maximum psi points by 3 until your next long rest.

Empowered Guidence

Starting at 6th level, whenever you give another creature a bonus die to a damage roll, they may also add your intelligence modifier to the same damage roll.

Guiding Prophecies

Beginning at 10th level, you may spend 2 psi points when giving yourself the effects of the foresight spell as part of the Prophetic festure to instead give another creature the effects of the foresight spell until the start of your next turn.

Absolute Clarity

Starting at 14th level, when you use your Foretold Event feature, you may roll 3d20 instead of 2d20.

Precognition

Precognition is the ability to see what lies ahead, piercing the veil of the future. Seeing things that most people cannot a Psion with Precognitive abilites can, to a limited extent, know the future; such a future is known by tracing it's roots from the present, and grows more mysterious and cloudy as such roots grow distance.

Such a future can be changed by the actions of the present, particularly by knowledge of said future and action to prevent or change it. This is the function most often leveraged by Precognitive Psions, peering into the future to steer around courses they seek to prevent or steer toward a possible outcome they seek.

Prescience

Your eyes wander to events before they happen. You can add your proficiency to perception and initiative rolls; if you already are able to add your proficiency to perception, you can add twice your proficiency.

As a bonus action, you can start concentrating on keeping an eye on the future (as if concentrating on a spell), which lasts until you choose to stop, lose concentration or become unconscious. While focusing on the future, you can use your Intelligence modifier when making Perception (instead of Wisdom) or initiative (instead of Dexterity) ability checks, and make Intelligence saving throws in place of Dexterity saving throws.

Seeing

Psionic Power


  • Casting Time: 1 Action
  • Range: 60 ft.
  • Components: S
  • Duration: Instantaneous

You concentrate and peer into the stream of future possibilities, gaining insight into what will happen next; you can select one of the following:

  • You can grant advantage to yourself or to a creature in range that can see or hear you on their next attack roll before the start of your next turn; if an attack that gained advantage from this feature hits, it deals an additional 1d4 damage.
  • You can grant disadvantage on the next attack roll against yourself or a creature in range that can see or hear you before the start of your next turn; if an attack despite the disadvantage, the damaged creature rolls 1d4 and subtracts that from the damage dealt.

You can spend Psi Points up to your per use limit to add the following modifiers to Seeing (you can add multiple modifiers).


Withheld (0 psi point) : Rather than granting advantage or disadvantage on the next attack, you can grant advantage or disavantage as a reaction to an attack being made until the start of your next turn.


Piercing (1+ psi points) : You see through the target's defenses when granting advantage, increasing the damage of the attack benefiting from advantage by +1d8 if it hits.


Far sight (1+ psi points) : You can use your seeing ability again as part of the same action targeting the same or different creatures. A creature targeted multiple times by the same effect gains that effect on subsequent attacks (E.G. if give advantage twice, their next 2 attacks have advantage and +1d4 damage). Additional modifiers must be applied to each use individually.


Omniscient (1 psi points) : The beneficiary of your Seeing is under the effect of bless and guidance until start of your next turn.


Thwarting (2 psi point) : The beneficiary of your Seeing has advantage on the next Saving Throw they make before the start of your next turn.


Positioning (1 psi point) : The beneficiary of your Seeing gains the effect of the disengage action until the end of their next turn.

Alternate Effects

Additionally, when you learn the Precognition psionic discipline you can use your Psionics feature to cast the following spells as per the rules defined in the feature:

Point Cost Alternate Effects
1 detect good and evil, identify, future insight*
2 augury†, glimpse the future,* locate object
3 fear†, clairvoyance
4 death ward†, divination
5 legend lore, scrying

augury has the same effect, but does not consult a specific entity when cast in this way.


fear has the same effect, shows a the creature visions of their own death when cast in this way.


death ward has the same effect, but gives a forewarning to a creature allowing them to avoid death when cast in this way.

Psionic Talents (Precognition)

Glimpsed Future

Prerequisite: Precognition

When you use Seeing with yourself as the beneficiary, you can use it as a bonus action.

One-Step Ahead

Prerequisite: Precognition

When you are subjected to a saving throw, can expend 1 psi point and glimpse into the feature. You know what the effect you saving against is if it is a Spell or Psionic effect as if you passed an Intelligence (Arcana) or Intelligence (Psionics) check against it. Additionally, can add your Intelligence modifier to your saving throw against it regardless of it's nature.

Precognitive Dreams

Preqrequisite: Precognition, 11th level Psion

When you finish a long rest, your dreams have prepared you for the day to come. Upon waking, you issue reassuring words and advice to your companions to help them survive the day, giving them temporary hit points equal to half your psion level + your Intelligence modifier. During the next 24 hours, you cannot be surprised.

Precognition Psionic Spells

Future Insight

1st-level psionic


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: 10 minutes.

Your roll 3d4 or 1d12 (your choice) and record the results. During the duration, you can add or subtract the dice you rolled from any attack roll, saving throw, or ability check made by a creature within 60 feet of you, until the dice are exhausted or the spell ends. You must expend the die after the roll is made, but before you know the outcome of the roll.

Glimpse the Future

2nd-level psionic


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: 10 minutes.

You give a creature within range a glimpse of their future. Roll a d4 for to determine outcome.

Result Effect
1 The target foresees an action to come. Roll a d20 and record the value. Until the duration of the spell ends, they can replace one of their rolls with the value.
2 The target sees their own death. If they are reduced to zero hit points by an attack or failing a save throw during the duration, they instead evade the attack or pass the saving throw if they are not otherwise incapacitated prior to being reduced to zero.
3 They see a future victory, growing confident. They gain 10 temporary hit points and are immune to the frightened condition for the duration of the spell.
4 The target sees an ambush or surprise, the first time they would be surprised they are not or the first time an attack would made against them with advantage, it is instead made with disadvantage.

Once any of the events foreseen occur, the spell ends.

At Higher Levels: When cast using 3 or more psi points, you can select the effect instead of rolling a d4.

 

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