Magic, Wild Talents, Survival
and Feats
Magic
A group of templars walk into a tavern, present a warrant to the barkeep--a bard--and demand to search his storage for contraband. With a sly grin, the bard says "Sure," before whispering an incantation and performing his somatic components underneath the counter. When they open the door, they see nothing but cobwebs and dust. After they leave empty handed, the bard dispells the illusion, revealing a storage room full of spellbooks, drugs, spell components, and magic items--all contraband.
A wizard is surrounded by guards, cornered right into the garden. Little do they know, this was the wizard's plan all along. As the wizard utters the mystic words to a vile spell, the plants around him start to whither and die, the very dirt they lie in turning to sand. The spell then ruptures forth with immense power--more power than the guards bargained for.
A druid makes their way through a city, searching for the defiler who destroyed their grove. No one the druid asks recognizes anyone matching the defiler's description, and all hope is lost, until the druid spots a familiar figure. Unsure, the druid calls upon natural spirits for aid. The druid smell the stench of degeneration--a stench emanating directly from the figure.
Arcane magic in Athas is extremely taboo. Only the very few in the upper echelons of society can even conceive of using it without consequence. Defilers are hunted down and killed and even the mere act of possessing spellbooks, spell components, or magic items can get you executed.
Spell Component Costs
Any spell non-metal spell components have their costs changed from gold pieces to ceramic pieces, and silver pieces to bits.
Defilers
When an arcane caster invokes a spell, they draw upon the life energy of Athas. Most casters are trained to take only what is needed because any more kills plant life and renders the area barren for centuries. Every spellcaster is aware they are limiting themselves by voluntarily limiting their casting in this way. With any spell, they can cost off their self-imposed restrictions in exchange for a rush of power. In doing so, they marks themselves as a defiler - an enemy of the land. Doing so is an evil act, but many a good-hearted caster has found themselves facing impending doom and reconsidered this stance.
Only Wizards, Warlocks, and Bards can use the following rules for defiling.
Game Terms
Those who defile can apply a metamagic effect to their spells. Once the spell is cast, the land around them turns to barren ash, and the caster gains one or more defiler points. A caster who defiles even once will track a new score: their defiler points.
Defiler Points
Whenever you defile, you gain defiler points based on the effect applied according to the Defiling Benefits and Cost Table. These points have an immediate and cumulative effect.
You can only defile once per turn.
You cannot defile if the area has been been drained of vegetative life.
Defiling Benefits and Cost Table
| Defiler Effect | Defiler Points Earned |
|---|---|
| Careful spell | 1 |
| Distant spell | 1 |
| Elemental spell | 1 per spell level (1 if cantrip) |
| Empowered spell | 2 |
| Enlarge spell | 1 per spell level (1 if cantrip) |
| Ephemeral spell | 1 |
| Extended spell | 1 |
| Heightened spell | 2 |
| Quickened spell | 2 |
| Seeking spell | 1 |
| Subtle spell | 1 |
| Twinned spell | 2 per spell level (1 if cantrip) |
| Unerring spell | 2 |
| Spell Slot Recovery | 2 per spell level |
| Eschew Components | 1 per 100cp value |
Careful Spell
When you cast a spell that forces other creatures to make a saving throw, you can defile to protect some of those creatures from the spell's full force. Choose a number of those creatures up to your spellcasting ability modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell and they take no damage if they would normally take half damage on a successful save.
Distant Spell
When you cast a spell that has a range of 5 feet or greater, you can double the range of the spell.
When you cast a spell that has a range of touch, you can defile to make the range of the spell 30 feet.
Elemental Spell
When you cast a spell that deals a type of damage from the following list, you can defile to change that damage type to one of the other listed types: acid, cold, fire, lightning, thunder.
Empowered Spell
When you roll damage for a spell, you can defile to reroll a number of the damage dice up to your spellcasting ability modifier (minimum of one). You must use the new rolls.
You can use this defiler effect even if you've already defiled this turn.
Enlarge Spell
When you cast a spell that has an area of effect, you can defile to enlarge its area of effect.
If the spell has a radius, or is a cube, cone, or square, it's size increases by 5 ft.
If the spell is a line, its width increases by 5 ft.
If a spell creates multiple areas of effect, you choose which one is enlarged.
Ephemeral Spell
Whenever you cast a spell that requires concentration and lasts at least 1 minute, you can defile to ignore concentration for this casting of the spell, but the spell only lasts until the end of your next turn.
Extended Spell
When you cast a spell that has a duration of 1 minute or longer, you can defile to double its duration, to a minimum duration of 10 minutes and to a maximum duration of 24 hours.
Heightened Spell
When you cast a spell that forces a creature to make a saving throw to resist its effects, you can defile to give one target of the spell disadvantage on its first saving throw made against the spell.
If the spell has a duration of 1 minute or longer and forces a creature to repeat the save to end the effect, you can defile for 1 point each time the target repeats the saving throw to impose disadvantage on that save.
Quickened Spell
When you cast a spell that has a casting time of 1 action, you can defile to change the casting time to 1 bonus action for this casting.
Seeking Spell
When you cast a spell that requires you to make a spell attack roll or that forces a target to make a Dexterity saving throw, you can defile to ignore the effects of half- and three-quarters cover against targets of the spell.
Subtle Spell
When you cast a spell, you can defile to cast it without any somatic or verbal components.
Twinned Spell
When you cast a spell that targets only one creature and doesn't have a range of self, you can defile to target a second creature in range with the same spell.
To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.
Unerring Spell
If you make an attack roll for a spell and miss, you can defile to reroll the attack roll. You must use the result of the second roll.
You can use this defiler effect even if you've already defiled this turn.
Spell Slot Recovery
As an action, you can defile to regain a spell slot.
Eschew Components
You can defile to eschew the material components of a spell, even if that spell has a cost.
Purging Defiler Points
Purging the taint of defilement is no easy task to perform.
Firstly, you must have access to a druid powerful enough and willing to help you commune with natural spirits and pine for forgiveness. This requires a druid capable of preparing and casting 5th level druid spells. Most druids will not be amicable as this is an affront to everything they stand for.
Secondly, the natural spirits must be willing to forgive you. This is the most difficult hurdle. Those with few defilement points will find it easier to seek forgiveness while those on the cusp of evil will be required to prove their forgiveness through their actions. Often this will require a great task--hunting down another defiler, restoring life to a dessicated garden, or retrieving an ancient artifact are but a few examples of the tasks the spirits may ask you.
Thirdly, you must provide 100 cp in rare herbs, spices, and other valuable offerings per point of defilement you wish to purge. The spirits of nature demand that you pay the cost for your actions.
Finally, your defilement points can never be brought back to 0 and you will always have a defilement level of at least 1. Once a defiler, always a defiler.
Accumulated Defiler Points Table
| Level | Threshold | Effect |
|---|---|---|
| 0 | 0 | No effect |
| 1 | 1 | The taint of defilement surrounds you and you become a valid target for effects that target defilers. |
| 2 | 10 | The stench of death emanates from you. You have disadvantage on Charisma ability checks. |
| 3 | 15 | You become ill as you become closer to an aspect of death. You have disadvantage on Constitution saving throws. |
| 4 | 20 | Your alignment shifts to evil. |
| 5 | 25 | Your defilement level can no longer be reduced below 20 in any way short of a wish spell. |
| 6 | 30 | Become an undead NPC under the DM's control. |
Defilement Points Available by Environment
| Area | Points |
|---|---|
| Lush (Forest, Garden) | 100 |
| Abundant (Farm, Grassland) | 20 |
| Fertile (Oasis, scrub plain) | 10 |
| Infertile (Rocky badlands, Mountain) | 3 |
| Barren (Boulder field, sandy wastes) | 1 |
Anti-Defiler Spells
To prevent the world from coming to the brink of destruction again, druids have developed spells designed specifically to hunt down defilers and protect the environment from their influence. The following spells are added to the druid spell list:
Cantrips: Cleansing flame
1st Level: Backlash, Detect defiler
3rd Level: Revenge of the land
Cleansing Flame
evocation cantrip
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
You cause a combustion of flame to rupture within a creature you can see within range. The target must make a Constitution saving throw. On a failed save, they take 1d6 fire damage. If the target is a defiler, they take an additional 1d6 fire damage and they cannot benefit from any resistance or immunity to fire damage from this spell.
Both the spells damage and the bonus damage to defilers increases by 1d6 when you reach 5th level (2d6 or 4d6 against defilers), 11th level (3d6 or 6d6), and 17th level (4d6 or 8d6).
Backlash
1st-level abjuration
- Casting Time: 1 minute
- Range: 30 feet
- Components: V, S, M (a thorn or needle)
- Duration: 24 hours
You bless a 30 ft. radius sphere against defilers. Though not required, druids often bless areas where the environment still flourishes, like an oasis, a garden, or a forest. Each time a creature attempts to defile the area, that creature takes a number of d8s in force damage equal to their current defiler level (minimum 1d8). If the area of two backlash spells overlaps and a creature attempts to defile, they only suffer the effects of one of the spells.
At Higher Levels. Whenever you cast this spell using a spell slot of 3rd or 4th level, the duration increases to 7 days. If you use a spell slot of 5th or 6th level, the duration increases to 30 days. If you use a spell slot of 7th level or higher, the effect is permanent until dispelled.
Detect Defiler
1st-level divination (ritual)
- Casting Time: 1 minute
- Range: Self
- Components: V, S
- Duration: Concentration, up to 10 minutes
For the duration, you sense the presence of defilers and where each defiler is located within 30 feet of you. You learn the number of defiler points each defiler has, and you learn whether the defiler has less, more, or the same number of Hit Dice as you.
This spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Altered Spells
For flavor only, any spell that purports to have a metallic effect (e.g. blade barrier) thematically has it replaced with obsidian, bone, etc. Similarly, spells that require a watery component (e.g. Simulacrum snow) are replaced with an Athas equivalent (e.g. sand or silt).
Revenge of the Land
3rd-level evocation
- Casting Time: 1 action
- Range: Self (15-foot radius)
- Components: V, S
- Duration: Concentration, up to 1 minutes
Spectral vines, claws, branches, and other natural phenomena lash out at each creature in a 15-foot aura around you. Each creature that enters your aura for the first time or starts their turn there must make a Wisdom saving throw. On a failed save, the target takes 3d8 force damage and, if they are a defiler, suffer an additional effect.
Defiler Level Effect
| Level | Effect |
|---|---|
| 1 | No additional effect |
| 2-4 | The targets speed is reduced by half until the start of your next turn. |
| 5 | The targets speed becomes 0 and they have disadvantage on saving throws until the start of your next turn |
On a success, a target takes only half damage and doesn't suffer an additional effect.
At Higher Levels. Whenever you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Other Spells
Modified/Removed Spells
Throughout the history of Athas, many spells typical in other D&D settings have either been forgotten or never existed in the first place.
The following spells have been removed or modified:
| Spell | Level |
|---|---|
| Create or Destroy Water* | 1st |
| Continual Flame | 2nd |
| Create Food and Water | 3rd |
| Goodberry | 1st |
| Water Walk** | 3rd |
| Control Water** | 4th |
| Tsumani*** | 8th |
| Any spell that summons fey or celestials | |
| Any planar travel spells |
*This spell is exclusive to water domain clerics. The spell loses the ability to "rain" and can only create or destroy up to 1 gallon of water.
**These spells are renamed "Silt Walk" and "Control Silt" respectively and interact with silt instead of water.
***This is renamed "Sand Storm" and uses sand, not water.
Renamed Spells
Spellcasters on Athas do not have the same spell naming conventions as casters in other settings, especially spells which reference wizards from those settings. Unless listed below, remove the reference to a specific caster (for example, melf's acid arrow becomes simply acid arrow).
| Spell | Athasian Name |
|---|---|
| Armor of Agathys | Armor of Sielba |
| Arms of Hadar | Arms of Kalid-Ma |
| Faerie Fire | Spirit Fire |
| Tasha's Hideous Laughter | Belgoi's Laugh |
| Hunger of Hadar | Hunger of Kalid-Ma |
| Evard's Black Tentacles | Silt Horror's Tentacles |
| Mordenkainen's Faithful Hound | Faithful Dagorran |
| Biigby's Hand | Hand of the Giant |
| Mordenkainen's Magnificent Mansion | King's Abode |
| Mordenkainen's Sword | King's Blade |
Hiding a Spell
Because arcane magic is outlawed, many mages try to get by via obscuring their components. Hiding their hands as they do gestures, whispering in hushed tones, or quietly drawing a material component all fall under this technique.
As an action, you start casting a spell, attempting to hide its components. Make a Dexterity (Sleight of Hand) check against passive Perception. On a success, your cast is successfully hidden and as an action on your next turn, you can release it. Whenever you cast a spell like this, you must concentrate on it as if you had readied a spell. On a failure, you can still cast the spell on your next turn, but its casting is not hidden
You can only ever hide a spell with a casting time of 1 action.
Wild Talents
A significant portion of the population--aproximately 1/10th--has naturally developed psionic powers as a result of mutations and natural adaptations to the environment. These mutations are called wild talents.
At 1st level, if you have an Intelligence, Wisdom, or Charisma score of 13 or higher, you can roll for a wild talent on the table below. At DM's discretion, you may instead choose a wild talent. You psionic ability for any powers granted by your wild talent is the highest of your Intelligence, Wisdom, or Charisma scores.
Check the Psionics of Athas document for the general rules of psionics and the list of powers.
Wild Talents
| d20 | Wild Talent |
|---|---|
| 1 | Iron Mind. You have advantage on any saving throw made to resist having your mind read |
| 2 | Pyrokinetic. You learn the control flames talent. |
| 3 | Unstable Manipulation. You learn the attraction talent. Whenever a creature rolls a natural 1 on their save against the power, they instead behave as if you targeted them with the aversion power for 1 minute (no concentration). |
| 4 | And the Beast. You are under the constant effects of the thicken skin power whenever you are not wearing armor or using a shield. |
| 5 | Telekinetic. You learn the mage hand power. Whenever you manifest it, the hand is invisible. |
| 6 | Photosynthesis. If you spend at least 1 hour in direct sunlight and that time was spent doing no more than light activity, your food requirements for the day are halved. |
| 7 | Minor Teleportation. As a bonus action you can teleport to an unoccupied space within 10 feet of you. Once you use this ability, you cannot use this ability again until you complete a long rest. |
| 8 | Wild Leap. Whenever you make a long or high jump, roll a d10. The distance you cover increases by a number of feet equal to the result. |
| 9 | Equilibirum. As a bonus action on your turn, you adjust your body's weight so that you can walk on surfaces like silt and sand without sinking. You lose this benefit at the end of your turn. |
| 10 | Minor Telepathy. You can communicate telepathically with any creature within 30 feet of you. Though you do not need to share a language, you can only communicate feelings and simple ideas, and the creature cannot respond telepathically with you unless they also have a form of telepathy. |
Wild Talents (cont.)
| d20 | Wild Talent |
|---|---|
| 11 | Far Hearing. As a bonus action, focus on a space within 60 feet of you. Until the end of your next turn, you can hear as if you occupied that space. |
| 12 | Trance. Instead of sleeping, you instead enter a trance. During this trance you are conscious and are aware of your surroundings. The duration of your long rest remains unchanged. |
| 13 | Destructive Will. Once per turn whenever you hit an object with an attack, you can choose to deal bonus damage to it equal to your proficiency bonus. |
| 14 | Trail of Destruction. As an action, you can determine if defiling has occurred within 100 feet of you within the last 24 hours. Your sight gives you an accurate picture of the level of the most recent spell cast and if applicable the defiler aura points of that caster, though not their identity. |
| 15 | Bestial Scent. You have advantage on Wisdom (Perception) checks that rely on scent. |
| 16 | Psychic Sense. You can manifest the detect psionics power once without expending psi points. When manifested this way, the power ends at the end of your next turn, doesn't require concentration, and doesn't tell you which disciplines psionics you detect come from. You regain use of this ability at the end of a long rest. |
| 17 | Biofeedback. Whenever you are hit by an attack, you can use your reaction to reduce the damage you take by an amount equal to your proficiency bonus. Once you use this ability you cannot use it again until you complete a short or long rest. |
| 18 | Dual-Mind. Choose two skills or tools and assign one odd and the other even. At the end of each long rest, roll a d20. Until the end of your next long rest, you have proficiency in the corresponding skill. |
| 19 | Lucky Bit. Once per long rest, whenever you find coins as loot, you gain an additional bit. |
| 20 | Wild Wasteland. Each time the DM rolls for a random encounter, there's a slim chance there will be a wild encounter. The more creatures in the group with this talent, the greater the chances of a wild encounter. |
Wild Encounters
Athas is a strange place, but even by those standards, wild encounters are unusual. These are encounters that are absurd, referential, or otherwise farcical in nature. At DMs discretion, if you roll a 20 on the Wild Talents table, or if you chose the Wild Talent trait, you must reroll until you get another talent or choose another talent.
Survival
The wilderness of Athas, beyond its apex predators, is unforgiving to the unprepared. Sandstorms, sinkholes, shifting dunes, and the scorching heat all are dangers just as real as the claws of a kirre. The following rules are used for survival:
Food and Water
Below is a table of food and water requirements for creatures based on their size. The weather on Athas is extremely hot, and water requirements are doubled compared to the rules presented in the DMG. If for one reason or another the weather has cooled below 100 degrees fahrenheit, or if creatures are in a civilized area with access to adequate shade, halve the water requirements.
| Size | Food per Day | Water per Day |
|---|---|---|
| Tiny | 1/4 pound | 1/2 gallon |
| Small | 1 pound | 2 gallons |
| Medium | 1 pound | 2 gallons |
| Large | 4 pounds | 8 gallons |
| Huge | 16 pounds | 32 gallons |
| Gargantuan | 64 pounds | 128 gallons |
Food
A creature can make food last longer by subsisting on half rations. Eating half a pound of food in a day counts as half a day without food.
A creature can go without food for a number of days equal to 3 + his or her Constitution modifier (minimum 1). At the end of each day beyond that limit, a creature automatically suffers one level of exhaustion.
A normal day of eating reduces the number of days without food by 2.
Water
A creature that drinks only half their required water must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion at the end of the day. A creature with access to even less water automatically suffers one level of exhaustion at the end of the day.
If the creature already has one or more levels of exhaustion, the creature takes two levels in either case.
Swimming
The idea of swimming is entirely foreign on Athas. Water is scarce enough--bodies of water large enough to swim in are nearly nonexistant.
A creature without a swim speed that starts their turn in a body of water that they cannot walk in must make a DC 15 Strength (Athletics) check or have their speed reduced to 0 feet and be unable to breathe until the start of their next turn.
Foraging
Characters can gather food and water once per day as the party travels at a normal or slow pace. A foraging character makes a Wisdom (Survival) check, with the DC determined by the abundance of food and water in the region.
Foraging
| Food and Water Availability | DC | Pounds of Food and Water |
|---|---|---|
| Abundant food and water sources | 10 | 1d8+4 |
| Limited food and water sources | 15 | 1d6+2 |
| Very little, if any food and water resources | 20 | 1d4 |
| Completely desolate or defiled area | 30 | 1 |
If multiple characters forage, each character makes a separate check. If at least half the foraging characters succeed, they gain a number of pounds worth of resources noted in the Foraging table. Roll for amount of food and water separately.
Slow Natural Healing
Characters don't regain hit points at the end of a long rest. Instead, a character can spend Hit Dice to heal at the end of a long rest, just as with a short rest.
Vitality
Each player character has a number of Vitality points equal to their Constitution score. These work similar to hit points, but unlike hit points, they represent injuries to your physical body. Hit points represent how well you can roll with a blow, turn a lethal strike into a grazing wound, or to come out unscathed by sheer luck.
Whenever you take damage, it affects your hit points first. Whenever you receive healing, it affects your vitality points first. Any excess damage to your hit points carries over to vitality, and any excess healing to vitality carries over to your hit points. Whenever you run out of hit points, you can choose to fall unconscious or you can choose to keep fighting.
If you choose to fall unconscious, you make death saves as normal as you bleed out, unless the damage was non-lethal.
If you choose to keep fighting, you gain the bloodied condition and must make a death saving throw at the end of each of your turns.
In either case, any damage you take doesn't cause failed death saves, but instead damages your vitality. If your vitality points decreases to 0, you die (unless the attacker chooses to knock you unconscious as per melee weapon attack rules).
If you are unconscious and are missing vitality points, you regain consciousness once those vitality points are restored and the creature has at least 1 hit point.
The above rules, while functional, can involve a lot of bookkeeping. The following rules are intended to simplify these rules.
Resource Points. Instead of tracking individual pounds of food and water, the party instead has a pool of resources to draw on called Resource Points. Whenever the party gains 1 pound of food or 1 gallon of water, they gain 1 resource point.
Each small or medium creature must expend 2 resource points each day. Tiny creatures require 1, while each size category above medium doubles the requirement of the size category before it (large requires 4, huge requires 8, gargantuan requires 16).
If a creature meets less than half their resource requirements at the end of a long rest, they gain a level of exhaustion. If they reach at only half of their resource requirement, they must make a DC 15 Constitution saving throw or gain a level of exhaustion.
If a creature is in a hot environment (temperatures exceeding 100 degrees fahrenheit), the resources they need increases by 1, unless they are large or greater. A large creature requires 6 points a day under these conditions, a huge creature requires 12, and a gargantuan creature requires 24.
Foraging. Whenever the party succeeds a check to forage for food and water, they gain the following resource points:
Abundant: 1d12+6 resource points
Limited: 1d8+4 resource points
Very Little: 1d4+1 resource points
Desolate: 1 resource point
Buying Resource Points. Instead of the prices listed for food and water, each resource point costs 5 bits. As normal with prices, they can vary depending on the market.
Resource Points and Weight. To further simplify things, instead of tracking the weight of each individual resource of food and water and subtracting the weight of the resource used, a resource point weighs 5 pounds. This represents approximately 1 pound of food and half a gallon of water.
Bloodied. A creature that is bloodied moves at half speed and must choose between taking an action or a bonus action on each of its turns (it cannot take both).
Feats
The following feats are not allowed:
- Magic Initiate
- Feats from Eberron: Rising from the Last War
- Artificer Initiate (TCE)
- Fey Touched (TCE)
- Metamagic Adept (TCE)
- Gunner (TCE)
- All feats from Xanathar's Guide to Everything except for Elven Accuracy, Prodigy, Squat Nimbleness, and Dwarven Fortitude
- Any feat which has a prerequisite for a race or subrace that does not exist on Athas.
Changed Feats
The following feats have been modified:
- Spell Sniper
- Ritual Caster
- Telepathic (TCE)
- Telekinetic (TCE)
- Shadow Touched (TCE)*
*Is renamed "Gray Touched" and the first line reads "Your exposure to the Gray's magic has changed you, granting you the following benefits:"
Spell Sniper
Prerequisite: The ability to cast one spell
You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:
- When you cast a spell that requires you to make an attack roll, the spell's range is doubled.
- Your ranged spell attacks ignore half cover and three-quarters cover.
- You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
Ritual Caster
Prerequisite: Must be a bard, warlock, or wizard
You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.
When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, warlock, or wizard. You must choose your spells from that class's spell list, and the spells you choose must have the ritual tag. The class you choose also determines your spellcasting ability for these spells: Charisma for bard or warlock; Intelligence for wizard.
If you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.
Telepathic
Prerequisite: Intelligence/Wisdom/Charisma 13+, OR the ability to manifest powers
You awaken the ability to mentally connect with others, granting you the following benefits:
- Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
- You can speak telepathically to any creature you can see within 60 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn't give the creature the ability to respond to you telepathically.
- You can manifest the detect thoughts power, requiring no psi points, and you must finish a long rest before you can manifest it this way again. Your psionic ability for the power is the ability increased by this feat. If your max power level is 2nd level or higher, you can manfiest this power using psi points.
Telekinetic
Prerequisite: Intelligence/Wisdom/Charisma 13+, OR the ability to manifest powers
You learn to move things with your mind, granting you the following benefits:
- Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
- You learn the mage hand power. When you manifest the power this way, you can make the spectral hand invisible. If you already know this power, its range increases by 30 feet when you cast it. Its psionic ability is the ability increased by this feat.
- As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be moved 5 feet toward you or away from you. A creature can willingly fail this save.
New Feats
The following feats are added:
- Psionic Initiate
- War Psion
- Dray Mutation
- Mul Endurance
Psionic Initiate
Prerequisite: Intelligence 13+
You learn two talents from the mystic power list.
In addition, choose a 1st-level mystic power. You can manifest that power once at its lowest level without expending psi points. Once you manifest it, you must complete a long rest until you can manifest it again using this feat.
You psionic ability for these powers is intelligence.
War Psion
Prerequisite: Psi-points
You learn how best to use your powers in the heat of combat, gaining the following benefits:
- You have advantage on Constitution saving throws that you make to maintain your concentration on a power when you take damage.
- When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to manifest a power at the creature, rather than making an opportunity attack. The power must have a manifest time of 1 action and must target only that creature.
- Whenever you deal psychic damage with a power, you can treat any 1s on the damage dice as 2s.
Dray Mutation
Prerequisite: Dray
Your body mutates again. You gain the following benefits:
- Increase your Strength or Constitution score by 1, to a maximum of 20.
- You gain one mutation from the Dray Mutation table of your choice.
Mul Endurance
Prerequisite: Mul
You become night unkillable in mortal combat. You gain the following benefits:
- Increase your Strength or Constitution score by 1, to a maximum of 20.
- When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.