Awakened
An Awakened are those that have had their mind touched by psychic forces, opening the psyche and enabling them to reach and influence the real world with their mind. Through kinetics to pyromania, an awakened is often sent hurling into adventure by the call of their awakening to understand themselves.
Touched Minds
Through the touch of magic or psychic energy, the mind of your character was awoken. This can come as a sensation of becoming bigger as the world becomes smaller as the awakened begins understanding things that they haven't considered before, such as the web of nature that balances itself precariously, or the complex nature of society. The mind expands so much that information that once seemed like an impassable wall is now only a small bump in their road - they can see their future through logic, and can connect the dots in a matter of seconds when determining how to reach their goal.
Creating an Awakened Psion
When creating your character, consider how their mind was touched by psychic energy. This could have happened through a magic experiment as wizards attempted to create a better mind, an epiphany during meditation, or perhaps your mind was briefly touched by a mind flayer in passing.
A psychic is as much about their psyche as a mage is about their study. Emotion, memory, imagination are all integral parts of your mind, and can greatly influence your effectiveness and ability to learn and manifest your talents. Sometimes the unconditional belief they have these talents is enough to evoke their power.
Also consider why your character has decided to adventure. Perhaps you had undergone great suffering, and wish to stop those that caused your suffering so no one else can be harmed. Another option is to exploit your awakening to become the greatest mind to exist - your intellect will have no peer, no superior. Your adventure may be to simply attain better control - you don’t wish to unintentionally harm others.
Quick Build
To quickly create your awakened, follow these instructions. Intelligence should be your highest ability score, followed by Dexterity and Constitution. Next, choose the Sage background.
Personal Goal
The goals of the awakened varies depending on what their awakening is. Often, they adventure to have a better understanding of themselves because society can't understand them, or because they are escaping their previous life.
| d6 | Personal Goal |
|---|---|
| 1 | Power. You seek to expand your mind far beyond the limits of your kind. |
| 2 | Understanding. You thrive to understand how or where your power comes from. |
| 3 | Fear. Your power frightens you - you're afraid of hurting yourself or someone else when you least expect it. |
| 4 | Money. You can easily make money and a comfortable living with your talents. |
| 5 | Renown. Your talents are rare - this can be exploited to become well known. |
| 6 | Vengeance. Those that had done this to you will pay dearly. |
Quirk
Sometimes an awakening damages the mind. This results in strange or outlandish behavior. If you wish to have a quirk, roll on the table below.
| d6 | Quirk |
|---|---|
| 1 | There is an object you must touch daily or else you feel on edge, such as a toy or bending a spoon. |
| 2 | You have two personalities that know about each other. |
| 3 | Occasionally, you hear voices in your head. You suspect they are whispers of the mind of others or the dead speaking to you. |
| 4 | When caught up in decision making, you talk it out loud without realizing. |
| 5 | You often forget names of those you know, and somehow know the names of people you have just met. |
| 6 | You constantly see something in the shadows from the corner of your vision. |
The Weird
From birth or due to the awakening, strange physical phenomena may manifest on your character's body.
| d6 | Weirdness |
|---|---|
| 1 | You have a birthmark that bares a strong resemblance to a person or symbol. |
| 2 | You have extra toes or fingers, which may be defective. |
| 3 | You were born with an extra eye, which may be located on your forehead, or other part of your body. It doesn't provide any extra perception. |
| 4 | Your eyes are a strange color, such as a solid milky white or they each have different colors. |
| 5 | Your hair has a mismatched color, such as a solid streak of white or red color always at the tips of your hair. |
| 6 | You can bend small parts of your body in unnatural ways. |
The Awakened
| Level | Proficiency Bonus | Features | Awakened Die | Energy | Known Talents | Talent Level |
|---|---|---|---|---|---|---|
| 1st | 2 | Awakening, Psionics | 1d4 | 1 | 3 | 1st |
| 2nd | 2 | Awakened feature, Inspired Learning | 1d4 | 2 | 4 | 1st |
| 3rd | 2 | - | 1d4 | 3 | 5 | 2nd |
| 4th | 2 | Ability Score Improvement | 1d4 | 4 | 6 | 2nd |
| 5th | 3 | - | 1d6 | 5 | 7 | 3rd |
| 6th | 3 | Awakened feature | 1d6 | 6 | 8 | 3rd |
| 7th | 3 | - | 1d6 | 7 | 9 | 4th |
| 8th | 3 | Ability Score Improvement | 1d6 | 8 | 10 | 4th |
| 9th | 4 | - | 1d6 | 9 | 11 | 5th |
| 10th | 4 | Awakened feature | 1d6 | 10 | 12 | 5th |
| 11th | 4 | Transcendent Power (6th level) | 1d8 | 11 | 12 | 5th |
| 12th | 4 | Ability Score Improvement | 1d8 | 12 | 13 | 5th |
| 13th | 5 | Transcendent Power (7th level) | 1d8 | 13 | 13 | 5th |
| 14th | 5 | Mind over Matter | 1d8 | 14 | 14 | 5th |
| 15th | 5 | Transcendent Power (8th level) | 1d8 | 15 | 14 | 5th |
| 16th | 5 | Ability Score Improvement | 1d8 | 16 | 15 | 5th |
| 17th | 6 | Transcendent Power (9th level) | 1d10 | 17 | 15 | 5th |
| 18th | 6 | Awakened feature | 1d10 | 18 | 16 | 5th |
| 19th | 6 | Ability Score Improvement | 1d10 | 19 | 16 | 5th |
| 20th | 6 | Beyond Mind | 1d10 | 20 | 16 | 5th |
Class Features
As an Awakened, you gain the following class features
Hit Points
- Hit Dice: 1d8 per Awakened level
- Hit Points at 1st Level: 8 + Your Constitution Modifier
- Hit Points at Higher Levels: 1d8 (Or 5) + Your Constitution Modifier per Awakened level after the first
Proficiencies
- Armor: Light Armor
- Weapons: Simple weapons
- Saving Throws: Wisdom, Intelligence
- Skills: Choose two from: History, Investigation, Nature, Animal Handling, Insight, Perception, Deception, or Persuasion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) any simple weapon
- (a) an Explorer's Pack or (b) a Dungeoneer's pack
- (a) a Studded Leather Armor
Alternatively, you may start with 3d4 × 10 gp to buy your own equipment.
Multiclassing
To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one. Ability Score Minimum: Intelligence 13
Psionics
At 1st level, you have access to a mystical resource called energy. This energy is used to empower your Awakened features and psionic talents. It represents your mental exhaustion before needing to rest. You have an amount of energy equal to your Awakened level, and restore all energy when you finish a short rest. During your rest, you spend 30 minutes in an inactive state while you rest your mind.
Manifest Ability
Much like how a spellcaster "casts" a spell, an awakened "manifests" a talent. Intelligence is your manifest ability for Awakened talents. In addition, you use your Intelligence modifier when setting the saving throw DC for an awakened talent you manifest and when making an attack roll with one.
Manifest save DC = 8 + your proficiency bonus + your Intelligence modifier
Manifest attack modifier = your proficiency bonus + your Intelligence modifier
Talents Known of 1st Level and Higher
At 1st level, you know three 1st-level Talents of your choice from the Awakened Talent list.
The Talents Known column of the Awakened table shows when you learn more Awakened Talents of your choice of 1st level and higher. A Talent you choose must be of a level no higher than what's shown in the table's Talent Level column for your level. When you reach 6th level, for example, you learn a new Awakened Talent, which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class, you can choose one of the Awakened Talents you know and replace it with another Talent from the Awakened Talent list, which also must be of a level for which you have Talent slots.
Energy spent and Maximum Energy Spent
The amount of energy cost a talent requires is equal to the Talent level. You can invest a maximum amount of energy in a talent equal to your highest Talent Level. For example, if your level is 11th level, your highest available Talent Level is 5th. Thus, you can invest 5 energy into a talent.
The Mind of the Awakened
As an awakened, you manifest psionic talents into the world, which functions similarly to magic. The differences are those who practice, or those that are touched by psionic talents lack the need for material and vocal components, only needing to wave a hand, or place a finger above their forehead.
When describing how you manifest your talent, consider how you would describe it when you purely use your mind. For example, magic missile could instead be telekinetic bolts of pure harmful thoughts. Arcane eye is similar to a psychic phenomena known as "remote viewing". When you manifest locate creature, you are dowsing or telepathically searching for the creature.
How you choose to manifest these abilities does not change how they function, or how effective they are. You don’t have to justify how a talent works. Describing your talents in such a way that makes sense for your awakening adds more flavor to the fun.
Awakening
Begining at 1st level, your mind has been awakened to psionics and talents. Your choice grants you features at 1st, 2nd, 6th, 10th, and 18th level.
Inspired Learning
Seeing the world around you has given you inspiration to expand upon your talents.
At 2nd level, choose a class that features spells. You can learn an amount of spells from their spell list as talents equal to your Intelligence modifier, as long as its within the limits of your Psionics. Once you have chosen a class spell list, you can't choose another.> ##### Catchy Title
Useful Information The spell can't be from the conjuration or necromancy schools, and you can't learn any spells above 5th level. Whenever you gain a level as an Awakened, you can replace any number of spells learned as talents with others.
Consider how those spells are reflected by your awakening or inspiration. A seer, who can manipulate time, may take up the cleric spell list. You can manifest cure wounds as though you were reversing the time of an injury. Or bless may be giving them a weaker haste spell. Entangle from the druid may be a phenomena known as "chlorokinesis", the manipulation of plants.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows feats, you can replace an ability score increase with one feat of your choice.
Transcendent Power
As you reach 11th level, you’ve become enlightened with great power. You have achieved this through an epiphany during meditation, or through the teachings of another.
Choose one 6th level talent as this transcendent power - manifesting this power does not cost energy. Instead, you can only use an transcendent power once per long rest.
If you have a talent or feature which allows you to invest energy, you can expend any level of Transcendent Power to treat it as though you had invested an equal amount of energy into the talent. The amount of energy is equal to the level of ascended power.
Mind Over Matter
As you reach 14th level, you have attained such mastery with your mind you can use it to enhance your body. When you make a Strength or Dexterity ability check, you can add your Intelligence modifier to the roll.
When forced to make a Strength or Dexterity save, you can spend 1 energy to add your Intelligence modifier to that save.
Beyond Mind
You have become a paragon of thought upon reaching 20th level. Your Intelligence score increases by 4. Your maximum for that score is now 24.
If your total for an Intelligence save or check is less than your Intelligence score, you can use that score in place of the total.
Awakened Kineticist
The kineticist trains in telekinesis, becoming a master of directly manipulating physical forces with their mind, turning everything in their sight into a weapon. Those with this mind can later manifest it beyond a level even comprehensible by a spellcaster.
Awakening Talent List
When you reach certain levels as an Awakened, you learn additional talents as shown within the table below. They do not count towards your maximum known talents.
Kineticist Talent List
| Awakened Level | Proficiency Bonus |
|---|---|
| 1st | Catapult |
| 3rd | Hold Person |
| 5th | Fly |
| 7th | Freedom of Movement |
| 9th | Telekinesis |
Psychokinesis
At the beginning of your journey, you know mage hand. For you, it is invisible. You can lift additional weight equal to your Awakened Level
Kinetic Weapons
You have a minor mastery over telekinesis and can target unsecured objects, hurling them at foes. As an action in your turn, you can target an unsecured object within 30 feet of you and launch it at a foe in the same range using your willpower, making a ranged attack. The object must weigh between 1 to 5 pounds. You can then use your bonus action to hurl a second object.
The object deals your Awakened Die + your Intelligence modifier as damage relevant to the object. If the object previously had a damage die, such as a weapon, it is replaced by your Awakened Die. You can choose for any objects you hurled on your turn to return to you at the end of your turn with no additional action.
After hurling an object on your turn, you can spend 1 energy to hurl two additional items as a bonus action.
Beginning at 5th level, you can target two objects as a Kinetic weapon with one action.
Relevant Damage
A relevant damage type would be related to its material. A dagger would deal piercing damage, a stone would deal bludgeoning, and a hot coal would deal fire damage.
Havoc
Beginning from 2nd level, you have further mastery over your kinetic weapon, allowing you to wreak havoc upon your foes. Once per turn, when you spend energy and succeed in an attack using your Kinetic Weapon, you can choose one of the following effects to take place on a hit.
- The weapon sweeps under the target, forcing it to make a Dexterity saving throw or be knocked prone.
- You aim the weapon to disrupt a foe. Their next attack roll has a disadvantage until the end of their next turn.
- The psychic energy used to hurl the object is transfered into your target. On a successful hit, you can push them 10 feet away or pull them 10 feet closer as a part of the same attack.
Extra Object
At 5th level, when you target one object with Kinetic Weapon, you can target two objects within the range as a part of the same action.
Deflect Missiles
At 6th level, in reaction to an attack missile entering an area of 10 feet from you, you can use your reaction to spend 1 energy and deflect the missile with your mind. When you do so, the damage from the attack is reduced by 1d10 + your Intelligence modifier + your Awakened level.
If you reduce the damage to 0, you can redirect the missile if it has a weight equal to or less than 5 pounds + your Awakened level. As a part of the same reaction, make a ranged attack (range 60 feet). You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a kinetic weapon for the attack.
Using this feature does not count towards your reaction limit.
Kineticist Continued
Telekinetic Mastery
Beginning from 10th level, you can target multiple creatures when manifesting telekinesis.
When manifested as a 6th level talent, you can target one additional creature for each talent level above the 5th. In addition to this, you can lift an additional 500 pounds for each talent level. If the level is at least 7th, you can lift a huge creature with telekinesis.
You can choose to end up to the remaining creatures or objects captured with telekinesis by hurling them. When you do so, make a ranged attack (range 30 feet) for each throw you make, dealing 4 times your Awakened Die + your Intelligence modifier as bludgeoning damage (or damage that matches the object - see Relevant Damage under Kinetic Weapon for more details).
Mind Blast
Upon reaching 18th level, you can reach into the deepest depths of your mind to create an extreme blast of force energy outward from you.
As an action, you create a cone of force 60 feet wide, originating from you. Each creature within the area takes 12d8 + 20 force damage and is knocked back 30 feet, or half as much damage and distance on a successful Constitution save. Any unsecured objects not being worn are blown away, taking double damage.
Once you use this feature, you can't do so again without negative effects until you finish a long rest. You can use this feature a second time after a short rest - doing so gives you one level of exhaustion.
Awakened Dominator
Enchanter, mesmer, hypnotist. The Dominator goes by many names, but all seek control over the mind. The Dominator is the master of subterfuge, forcing allies to attack one another as an invisible unseen force. Those with this mind have unequal peer when tapping into the mind of another creature to learn of its weaknesses and exploits.
Awakening Talent List
When you reach certain levels as an Awakened, you learn additional talents as shown within the table below. They do not count towards your maximum known talents.
Dominator Talent List
| Awakened Level | Proficiency Bonus |
|---|---|
| 1st | Dissonant Whispers |
| 3rd | Suggestion |
| 5th | Enemies Abound |
| 7th | Phantasmal Killer |
| 9th | Modify Memory |
Alternate Manifest Ability
A dominator influences creatures around them, acting as a socialite. When you create your Awakened, you can instead use Charisma as your manifest ability. When an Awakened feature calls for Intelligence, you replace it with Charisma.
Greater Message
Starting from 1st level, you know message. For you, as long as you are familiar with the creature you ignore any obstacles between you and your target. Additionally, you do not need to share a language to understand each other.
Hallucinate
This is a variant feature to Greater Message. You can only choose one
Starting from 1st level you know the minor illusion talent. Instead of conjuring an illusion in the physical world, you instead evoke the image into the mind of a creature within 60 feet of you. When you use minor illusion, you can create sounds, visions, and smells. Only the selected creature sees this illusion.
Flay Mind
Starting from the beginning of your journey, you can tap into the mind of other creatures to evoke excruciating painful visions that feel no differently than real life. As an action you can point at a creature within 60 feet of you, inflicting damage equal to your Awakened Die + your Intelligence modifier (You can also forgo the damage entirely). The creature must make a Wisdom saving throw to take half damage - a creature immune to charm succeeds this save automatically, but a willing creature can choose to fail its save.
On a failed save, you can choose to use one of the following features using your bonus action.
- As a bonus action, you deal an additional amount of damage equal to your Awakened Die + your Intelligence modifier. You can spend 1 energy to inflict additional damage as a part of this action, evoking excruciatingly real pain into the creature’s mind. You deal an additional 2d8 psychic damage, plus 1d8 per additional energy spent above the first.
- Your target speaks in gibberish that only it can understand until the end of your next turn. This does not prevent spellcasting.
- Your target makes one melee attack against another creature within its reach. Make an attack using your Manifest modifier - on a successful attack, the creature deals damage equal to your Awakened Die + your Intelligence modifier. You can spend 1 energy to have the creature make a second attack after the first.
After you take this action, the creature immediately realizes it is being manipulated, but may not recognize you as its source.
Extract Fear
Deep within the psyche lies secrets and fears, and terror of those being exploited. When you reach 2nd level, you can extract those fears.
Choosing a creature within 120 feet of you, you force it to make a Wisdom saving throw. On a successful save, your extraction fails and the use of this feature is not expended, however it can't be used on the same creature until you finish a long rest.
On a failed save, you learn of one fear, or foresee a weakness.
- You learn of two vulnerabilities
- You learn of its lowest ability score
- You learn of its weak points. Choose up to three creatures within 60 feet of you and grant each your Awakened Die, which is added to their next attack roll. If they cast a spell which has a saving throw, the Awakened Die can be added once to any one creature affected by the spell.
Once you successfully extract a fear, you can't do so again until you finish a short rest.
Mishap
Beginning from 6th level, you can turn the failure of another creature into a mishap.
You can now use your reaction to redirect attacks ever so slightly so they land on another creature. As a reaction when you see that a creature misses with a melee attack roll against you, or another creature within 30 feet of you, you can spend 1 energy to cause that attack to hit one target of your choice, other than the attacker, within the attacker’s reach.
Master of Puppets
Upon reaching 10th level, creatures that normally roll for advantage against charms do not have an advantage against your charms.
While a creature is under the effect of a charm or enchantment talent, and succeeds their saving throw, you can spend 1 energy as a reaction to force it to roll again, taking the lowest number.
Create Puppet
Upon finally reaching the 18th level, you have such mastery over the mind you can claim another’s mind for your own.
As an action, you can touch one willing or unwilling living humanoid creature. An unwilling creature must make three Wisdom saving throws, while you make Charisma rolls using your manifest ability modifier. If the creature rolls higher than you three times, it breaks free of your binding, and is immune to any further attempts for 24 hours.
On three failed saves, it becomes charmed to you. Until you finish your next long rest, you can use the following features.
- Your puppet follows your word to its best ability, regardless of the safety of its life.
- It will act normally if you wish, resuming its day, behaving completely normally.
- As an action, you can experience your puppet’s body as though it were your own. During this time, you are completely unaware of your own body, and may control your puppet as though it were your own body, experiencing all its sensations.
- While experiencing its body, you can speak through it, or allow the puppet to speak normally.
The creature is charmed by you for 24 hours, after which it stops being charmed. To maintain control of the creature for another 24 hours, you must use this feature on the creature again before the current 24-hour period ends. You repeat the saving throws again. The creature will realize and remember the actions it took during its time spent charmed.
Once you use this feature, you must finish a long rest before using it again.
Wisps of Thoughts
This is an alternative feature for Create Puppet
Upon finally reaching 18th level, you can find the mind of a creature where there is none. A creature normally immune to charm, such as an undead or construct, is no longer immune, but instead has an advantage with its save. This advantage is not negated by your Master of Puppets feature.
Awakened Pyromaniac
Awakening Talent List
When you reach certain levels as an Awakened, you learn additional talents as shown within the table below. They do not count towards your maximum known talents.
Pyromaniac Talent List
| Awakened Level | Proficiency Bonus |
|---|---|
| 1st | Burning Hands |
| 3rd | Scorching Ray |
| 5th | Fireball |
| 7th | Wall of Fire |
| 9th | Immolation |
Alternate Elements
Sometimes mania takes place for other elements. Instead of fire, ice can be the obsession, making the awakening a Cryomaniac. When you deal fire damage, you replace it with cold damage. Alternatively, you can replace a fire talent with a cold one, such as Streaking Fire granting ray of frost instead of fire bolt (as long as the cantrip is an attack).
Cinder Bomb
Beginning from 1st level, you know the fire bolt talent. After a successful attack with this talent, you can spend 1 energy to deal your Awakened Die multiplied by three as fire damage to each creature within 5 feet of your target, excluding the target itself. Each affected creature must pass a Dexerity save to take half damage.
The bonus damage from Soul Flame does not apply to any damage from fire bolt or Cinder Bomb.
Soul Kindle
Fire damage you inflict when spending energy deals bonus damage equal to your Awakened Die.
Stoke the Psyche
At 2nd level, whenever you reduce a creature's hit points to 0, you gain temporary hit points equal to your Intelligence modifier + your Awakened level. This effect occurs once per turn.
Mania
Starting from 6th level, you can enter a form of pure fire and flame as a bonus action. While in this form, you gain the following benefits.
- You are resistant to fire damage, and are healed by any fire damage you take.
- You shed a 20 foot bright light and a 20 foot dim light after.
- When adding Soul Kindle to your fire damage, you deal maximum damage with the bonus damage instead of rolling.
- Damage with Soul Kindle is added to Cinder Bomb.
- You can pass through an opening as small as 1 inch as though you were smoke.
- You deal fire damage equal to your Awakened Die to any hostile creature within 10 feet of you. This damage is inflicted when a creature enters the area for the first time, or begins their turn within it. The damage from this feature is not maximized by Mania.
Mania lasts for 1 minute, until you fall unconscious, or if your turn ends and you haven't harmed a creature with fire damage since your last turn.
You can use Mania once per short rest.
Pyre
When you reach 10th level, fire damage you deal ignores fire resistance. When you reduce a creature’s hit points to 0, you can choose destroy the corpse, leaving any non-magic and magical items behind. A destroyed corpse can only be brought back to life with wish spell or true resurrection.
Ash to Ash
Upon reaching 18th level, fire damage you deal ignores fire resistance and immunity.
Seer
Divine minds, mediums, soothsayers. Those that have been awakened to foresee are often touched by a higher power, such as divinity. The seer is granted these visions of both past and future - both terrible and great. Thus, a seer may see their awakening as a curse if they are often exposed to violent and negative visions. Through this awakening, the seer is also granted the ability to directly interfere with the timeline of themselves and other creatures to shape the future.
Seer Talent List
| Awakened Level | Proficiency Bonus |
|---|---|
| 1st | Identify |
| 3rd | Augury |
| 5th | Speak With Dead |
| 7th | Death Ward |
| 9th | Scrying |
Flavoring your Seer
Psychometry is the act of learning the history of an object by handling it - thus, the seer knows identify. Mediums are well known for speaking with the dead, both corporeal and those that have passed away. When creating your seer, consider how they have utilized their visions, such as becoming a traveling fortune teller.
Alternate Manifest Ability
Your visions of the future gives you greater awareness of your surroundings, making Wisdom an excellent ability score to represent that awareness. When creating your Awakened, you can use Wisdom as your Awakened modifier. When a class feature and feature from your awakening calls for Intelligence, you use Wisdom instead.
Chronokinesis
Starting from 1st level, you know the guidance talent. A creature can spend the die to add it to their initiative rolls, in addition to the normal effects. When you grant guidance, it lasts until the die is spent, or when you use it again, after which the effect ends. The die granted by this talent scales with your Awakened Die.
At the beginning of your journey, you have limited vision of the future. Use these visions to shape the future to your liking. As an action, you can tap into the timeline of another creature, manipulating it in the process. The creature then takes 1d4 + your Intelligence modifier as force damage in the process, and must pass a Constitution save to take half damage. A willing creature can fail their save, and take no damage.
After a failed save, you can use your bonus action to perform one of these effects.
- You can spend 1 energy to mark the creature, focusing your vision on it. You then target a willing creature. For one minute, the chosen willing creature always knows the marked target's location as long as they are within 30 feet, including behind total cover. The same creature adds your Awakened Die to their attack rolls against it. This requires your concentration.
- You directly manipulate the creature's time-line. The creature is teleported 15 feet in any direction of your choice as long as you can see it, and there is solid ground.
- You harm the creature's timeline, dealing a bonus 2d8 force damage for the first point of energy spent, plus an additional 1d8 for each point spend after the first.
Fortune Bender
Upon reaching 2nd level, you have a better understanding on how to directly influence the future. First, you can't be surprised by something you can see, such as an unexpected trap or a hidden creature. This does not apply to things you can't see, such as a creature hidden by invisibility.
Secondly, you can directly influence the fortune of allied creatures. When you see an unfavorable d20 roll, you can use your reaction and roll a d20. The creature can then choose to use your die, regardless if it has advantage or disadvantage.
Once you use this feature, you must finish a short rest before using it again.
Seer Continued
Perfect Visions
Upon reaching 6th level, you focus on a particular type of vision to protect yourself from harm. Choose one of the following features.
Armor of Fate
As long as you are conscious, you have an additional +2 to your AC as long as you are wearing light armor or under the effects of the mage armor talent.
Creatures can't have an advantage with attack hits against you as long as you can see them.
Perfect Evasion
Whenever you are subjected to a Dexterity saving throw, you take half damage on a failed save, or none on a successful save.
True Foresight
You can no longer be surprised by even creatures and things you cannot see. Additionally, you are alert even while unconscious.
Choose one of the following: Wisdom, Charisma. When you make a saving throw with your chosen ability score, you can replace it with your Intelligence modifier instead. Whenever you finish a long rest, you can choose a new ability score.
(If you are using a variant ability score modifier, you can choose Intelligence)
Chrono Turn
Starting from 10th level, when a creature fails its save against your Chronokinesis, you can further warp its time. Choose one of the following effects.
Rapid Age
The creature suffers the frailty of old age, appearing as though it were aged to the end of its lifetime. All weapon and spell attack rolls is made with a disadvantage.
A creature that is ageless or immune to being aged is immune to this effect.
Flowing Sand
Time passes slowly for the creature. The creature gains the effects of the slow talent until the end of your next turn. A creature slowed by this falls at 60 feet per round.
Pause
You jaunt a creature into a stasis. While in a stasis, the creature is completely immune to damage or any sort of interaction. Any previous conditions are suspended until the end of the pause. Pause lasts until the end of your next turn, and ends early if you fall unconscious, but it does not require your concentration. A creature suspended in time does not recall the time passing at all.
Once an effect of Chrono Turn has been applied to the creature, that same creature can't be affected by Chrono Turn until you finish a short rest.
Eternal
You become an eternal creature when you reach 18th level. You do not age, but you can still die from wounds and diseases. You can't be forcibly aged, and you automatically succeed in saves against your timeline being manipulated, such as from the slow spell.
You know the time stop talent. If you already have this talent, choose another 9th level talent as a Transcendent Power. You can use this feature once per long rest. When you use this feature, choose another creature within 60 feet of you to gain the same effects.
Talents
1st Level
- Animal Friendship
- Brainfreeze
- Catapult
- Cause Fear
- Charm Person
- Cause Headache
- Earth Tremor
- Expeditious Retreat
- Feather Fall
- Jump
- Kinetic Bolt
- Longstrider
- Mage Armor
- Magic Missile
- Shield
- Sleep
- Speak With Animals
- Floating Disk
- Thunderwave
2nd Level
- Beast Sense
- Blur
- Cloud of Daggers
- Detect Thoughts
- Gust of Wind
- Hold Person
- Knock
- Levitate
- Magic Weapon
- Earthen Grasp
- Mind Spike
- Phantasmal Force
- See Invisibility
- Shatter
- Spider Climb
- Warding Wind
3rd Level
- Blink
- Cluster Migraine
- Enemies Abound
- Erupting Earth
- Fear
- Fly
- Tiny Hut
- Lightning Bolt
- Meld Into Stone
- Nondetection
- Protection from Energy
- Sending
- Slow
- Thunder Step
- Tongues
- Wind Wall
4th Level
- Arcane Eye
- Banishment
- Compulsion
- Confusion
- Control Water
- Dimension Door
- Fabricate
- Freedom of Movement
- Locate Creature
- Resilient Sphere
- Stone Shape
5th Level
- Animate Objects
- Awaken
- Bigby's Hand
- Control Winds
- Dream
- Far Step
- Scrying
- Skill Empowerment
- Steel Wind Strike
- Synaptic Static
- Transmute Rock
- Wall of Force
- Wall of Stone
6th Level
- Blade Barrier
- Bones of the Earth
- Chain Lightning
- Disintegrate
- Find the Path
- Mental Prison
- Move Earth
- Scatter
- True Seeing
7th Level
- Etherealness
- Fire Storm
- Force Cage
- Project Image
- Reverse Gravity
- Teleport
- Whirlwind
8th Level
- Antimagic Field
- Control Weather
- Earthquake
- Feeblemind
- Glibness
- Mind Blank
- Reality Break
- Telepathy
9th Level
- Astral Projection
- Foresight
- Meteor Swarm
- Psychic Scream
- Time Stop
Additional Talents
Kinetic Bolt
1st level Evocation
- Casting Time: 1 Action
- Range: 60 ft
- Components: V, S
- Duration: Instant
Creating an orb of raw and pure force within your palm, you throw it at a creature or object. Make a ranged spell attack, dealing 1d6 force damage on a successful hit. On a successful hit, you can decide which effect takes place.
- The creature is pushed 20 feet away from you.
- The creature is knocked prone.
At Higher Levels: For each spell slot of 2nd level or higher, you can make one additional attack on a separate target.
Cause Headache
1st level Enchantment
- Casting Time: 1 Action
- Range: 120 ft
- Components: V, S
- Duration: Instant
Reaching into the mind of a creature within range, you inflict immense pain directly into their head. The targeted creature takes 2d8 psychic damage and must make an Intelligence save to take half damage. If the creature is concentrating, it makes its save at a disadvantage.
At Higher Levels: For each spell level above the 1st you cast this spell with, you improve the damage by an additional 1d8. This spell has no effect on Undead or Constructs.
Brainfreeze
1st level Enchantment
- Casting Time: 1 action
- Duration: Instantaneous
- Range: 120 ft
Choosing a target within your sight, you target their mind, causing them to feel an intense, painful chill within their head. The creature must make a Constitution saving throw, or take 4d6 cold damage. The creature suffers no effects on a successful save.
At higher levels. When you cast this spell with a slot of 2nd level or higher, the damage increases by 1d6 for each slot above the 1st.
Cluster Migraine
3rd level Enchantment
- Casting Time: 1 Action
- Range: 120 ft
- Components: V, S
- Duration: Instant
Targeting the minds of multiple creatures within a 20 sphere, you inflict incredible and severe mental pain in each mind within the area. The pain felt by each creature is shared with another. Each affected creature takes 3d12 psychic damage plus an additional 1d4 psychic damage for each creature affected by the spell in the area and must make a Wisdom saving throw, taking half damage on a successful save.
At Higher Levels: For each spell level above the 3rd you cast this spell with, you improve the damage by an additional 1d12.
Psionic Feats
Psychic Initiate
Requirements: 13 in at least one of these ability scores: Intelligence, Wisdom, Charisma
Increase your Intelligence, Wisdom, or Charisma score by 1, up to a maximum of 20. Your chosen ability score is your manifest modifier.
Choose one of the following features. If you take this feat a second time, choose another.
- When you take the attack action, you can target one unsecured object that weighs 5 or less pounds and throw it 30 feet with your willpower. Make a ranged manifest attack, dealing 1d4 + your Manifest modifier on a successful attack. The type of damage should match the object.
- You learn the message cantrip. It is a psionic talent for you. When you manifest this talent, you do not need to share a language with a creature you target to understand each other.
- You learn the fire bolt cantrip. It is a psionic talent for you. On a successful manifest attack with the talent, you deal a bonus 1d4 fire damage with it once per turn.
- You learn the guidance cantrip. It can be added to an initiative roll or its normal effects. It does not require your concentration, but guidance ends if you grant its effects on another creature before it ends on the first.
Psychic Adept
Requirements: Psychic Initiate, or Psionics
Upon choosing this feat, you gain access to a mystical resource called energy. Energy is drawn from your mind and represents your mental exhaustion. You have a total of 1 energy, which is restored when you finish a long rest.
You learn 2 talents of your choice from the Awakened class. These talents must be 1st level. You can manifest either talent at 1st level. When you gain a level, you can choose one talent you know and replace it with another.
Every time you take this feat, you learn 1 additional talent.