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## Lurker A face forgotten in the night. A thought stolen without a trace. A corpse found in a dark ally with a terrified expression. These are the legacies of a Lurker. They pass through the night with less tracks than a whisper on the wind, robbing pockets or minds with equal ease and leaving none the wiser. Though often feared, they are not inherently evil; some of them use their powers to bring down tyrants or bring justice to those that find themselves otherwise untouchable, but their powers provide a dark temptation to others who exploit them to their fullest. Their psionic gifts may come to them naturally, or perhaps are part of a secret teaching, or even an unwanted gift or curse, they have a specific area of expertise that often exceeds even a Psion in a narrow application. ### Psionics Your supernatural abilities are Psionic in nature. You use your Intelligence for psionic abilities when they refer to a spell attack roll or spell save DC.
**Psionic DC** =
8 + your proficiency bonus +
your Intelligence modifier
**Psionic modifier** =
your proficiency bonus +
your Intelligence modifier
### Forgotten Face When you choose this presence archetype at 3rd level, your presence easily slips from the minds of others. Within 1 minute of talking to someone, once they can no longer see you, can attempt to cause them to forget your face and appearance. They must make a Wisdom saving throw against your Psionic DC or forget your general appearance (they can only recall the most basic details of your appearance - race, size, gender). ### Blind Spot At 3rd level, you gain the ability to lurk in the mental blind spots of creature. When you take the Hide action, you can hide from a number of a creatures up to your Intelligence ability modifier even if you have no cover from them. If you end your turn in the line of sight of sight of a creature you are hidden from, they can make a Wisdom saving throw against your Psionic DC. On success, you are revealed to them. ### Telepathic Sneak Attack Additionally at 3rd level, you gain the Telepathic Intrusion psionic power of the Telepathy Discipline. If you are hidden from the target, you can apply your Sneak Attack dice to the damage dealt or add additional psi points to the power equal to half the amount of Sneak Attack dice you have (rounded up, minimum 1). This counts as dealing Sneak Attack damage. #### Telepathic Intrusion *Psionic Power* ___ - **Casting Time:** 1 Action - **Range:** 60 feet - **Components:** S - **Duration:** Instantaneous ___ You assault the mind of a creature you can see directly. The target must succeed on a Wisdom saving throw, or take 1d8 psychic damage. If the target fails the saving throw, it has disadvantage on attacks made against you until the start of your next turn. You can choose to deal no damage to the creature when it fails its saving throw. You can spend Psi Points up to your per use limit to add the following modifiers to Telepathic Intrusion (you can add multiple modifiers). The points must be spent when choosing the target of the power.
**Rending** *(1+ psi points)*: The target takes +1d8 psychic damage for each additional point spent.
**Terrifying** *(1 psi point)*: The target is *frightened* of you until the end of your next turn if it fails its saving throw.
**Meddling** *(2 psi points)*: You make one creature *invisible* to target creature or cause the creature to see something that is not there with the effect of *minor illusion* until the start of your next turn if it fails its saving throw.
**Overwhelming** *(3 psi points)*: The target is *stunned* until the end of its next turn if it fails its saving throw ### Psychic Sunder Starting at 9th level, when you deal damage with Sneak Attack, you can choose to deal Psychic damage instead of its normal damage type. ### Thought Thief Additionally at 9th level, gain the ability to cast *compelled query*, *detect thoughts*, and *delve mind*. You can cast each spell once, and regain the ability to cast them again after completing a long rest. ### One With Shadows Starting at 13th level, using Psionic abilities no longer produces a visible glow or effect when you are in dim light or darkness. ### Forgotten Existence Additionally at 13th level, you can completely slip away from the mind of creatures when using Forgotten Face, causing them to forget not only your appearance, but that they saw or spoke to you at all, though if something reminds them of it, they will recall the general details once more. ### Unseen Terror Starting at 17th level, when you hide from a creature using Blind Spot, you remain invisible to creatures even if you are no longer hidden from them, and remain so until the end of your next turn. If you remain in the line of sight and they pass their Wisdom save, you are no longer invisible to them until successfully hiding from them using Blind Spot again. A creature that is frightened of you suffers from the normal effects of being frightened even if they cannot see you, though can move toward you if they are unaware of where you are.