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# The Hidden Ones After taking mortal form long ago, the Void Spirit Inai, constructed a temple to house his body and his artifacts. This temple, hidden from all but those very few he permits, is a bastion of forbidden knowledge and artifacts lost to time. Many kings, adventurers, wizards, and zealots have spent entire lifetimes and vast fortunes trying to find the temple, to no avail. The Hidden Ones, of whom Inai is leader, reside in the Hidden Temple and occasionally see fit to grant bits of their knowledge and insight to mortals. But one must first swear an oath to the temple. ### Oath of the Hidden Ones The Hidden Ones of the Hidden Temple have smiled upon you, for your appetite for secrets and knowledge cannot be sated. A paladin who takes the Oath of the Hidden Temple has access to powers far different from most paladins and is forever altered by them. #### Tenets of Hidden Temple The tenets of the Oath of the Hidden Temple hold a paladin to serve the will of the Hidden Ones. **Seek Knowledge.** The knowledge of the universe must be acquired at any cost. **Secrets are Power.** Each secret gained unlocks another mystery. **Protect the Mysteries** Don't allow your secrets to fall into the wrong hands. #### Influence of the Hidden Ones *3rd-level Oath of the Hidden Temple feature* Starting when you take your oath, whenever you would restore hit points to a creature using spells or your Lay on Hands feature, you instead grant them the same amount of hit points as temporary hit points, as you envelop the creature in protective psionic energy. The temporary hit points last until the creature takes a long rest. Additionally, whenever you would deal radiant damage, you deal psychic damage instead. #### Oath Spells *3rd-level Oath of the Hidden Temple feature* You gain oath spells at the paladin levels listed in the Oath of the Hidden Temple Spells table. See the Sacred Oath class feature for how oath spells work. ##### Oath of the Hidden Temple Spells | Paladin Level | Spells | |:----:|:-------------| | 3rd | *shield, snare* | | 5th | *shadow blade, Tasha's mind whip* | | 9th | *counterspell, intellect fortress* | | 13th | *arcane eye, Otiluke's resilient sphere* | | 17th | *contact other plane, wall of force* | \columnbreak
#### Channel Divinity *3rd-level Oath of the Hidden Temple feature* You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works. **Meld.** As a bonus action, you can use your Channel Divinity to warp your image and blend into the environment, for as long as you don't move, attack or cast spells, you and anything you are wearing or carrying become invisible. **Psionic Burst.** Immediately after you deal damage to a creature with your Divine Smite feature, you can use your Channel Divinity as a bonus action to cause a 15ft. cone of psychic energy to burst from your target in the direction opposite from you. When you do so, you deal psychic damage equal to a roll of 1d8 + your Charisma modifier (minimum of 1) to all creatures in the cone. #### Mind Temple *7th-level Oath of the Hidden Temple feature* Starting at 7th level, you have advantage on wisdom saving throws against spells. Additionally, any magic that would sense, access or modify your thoughts, memories or emotions has no effect on you. As an action, you can extend this effect to all allies within 10 feet of you for 1 minute. When you do this, you can't do so again until you finish a short or long rest. #### Psionic Projection *15th-level Oath of the Hidden Temple feature* When you reach 15th level, you gain the ability to transport yourself through your psionic traps. After meditating for 1 minute, you can choose a Snare spell that has not been triggered yet (the spell has to have been cast by you and you must remember its location), you then teleport to the center of the circle along with anything you are wearing or carrying and the spell is dispelled. Teleporting this way doesn't end your Meld Channel Divinity option. \pagebreakNum #### Psionic Mastery *20th-level Oath of the Hidden Temple feature* The Hidden Temple has seen fit to reveal secrets no mere mortal can understand. As a bonus action, you can wield this ancient knowledge for 1 minute to restore your Channel Divinity and gain the following benefits: - Your melee attacks have a reach of 10 feet. - If you end your Meld by attacking a creature, using your Divine Smite will force it to make an intelligence saving throw, on a failure the creature is stunned until the start of your next turn. - If you spend the entire duration meditating, you can cast Plane Shift immediately after it ends, without requiring material components. Once you use this bonus action, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.
## Nonplayer Characters In your travels it is possible, though incredibly unlucky, that you may run across a servant of the Hidden Ones. If you do, pray that they have only come for your magic items. ___ > ## Templar Assassin >*Medium human, lawful neutral* > ___ > - **Armor Class** 15 > - **Hit Points** 49-81(9d8 + 9) > - **Speed** 35ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|13 (+1)|17 (+3)|12 (+1)|13 (+1|15 (+2)|11 (+0)| >___ > - **Skills** Acrobatics +5, Perception +4, Stealth +5 > - **Senses** passive Perception 14 > - **Languages** any one language (usually Common) > - **Challenge** 2 (300 XP) > ___ > ***Psi Blades.*** The templar assassin's unarmed strikes are magical and count as psychic damage. > > ***Unarmored Defense.*** While the templar assassin is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. > > > ### Actions > ***Multiattack.*** The templar assassin makes two unarmed strikes. > > ***Unarmed Strike.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit:* 6 (1d6 + 3) psychic damage. On a hit, this damage is also dealt to all creatures in a 15ft. cone behind the target. > \columnbreak
___ > ## Knight of the Hidden Ones >*Medium human, lawful neutral* > ___ > - **Armor Class** 18 (Plate) > - **Hit Points** 84-130(13d8 + 26) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|19 (+4)|13 (+1)|14 (+2)|14 (+2)|14 (+2)|16 (+3)| >___ > - **Saving Throws** Wis +5, Cha +6 > - **Skills** Athletics +7, Deception +6, Perception +5 > - **Senses** passive Perception 15 > - **Languages** Any three languages > - **Challenge** 5 (1,800 XP) > ___ > ***Mind Temple.*** The knight has advantage on wisdom saving throws against spells. > > > ***Psionic Smite.*** As a bonus action, whenever the knight hits a creature with a melee weapon attack, it can expend a spell slot to magically deal an extra 7 (1d8 + 3) psychic damage to that creature and all creatures in a 15ft. cone behind it. If the knight expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st. > > > ***Spellcasting.*** The knight is an 8th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It has the following paladin spells prepared: > > - 1st level (4 slots): *command, compelled duel, shield, snare* >x > - 2nd level (3 slots): branding smite, locate object, shadow blade, Tasha's mind whip > > ### Actions > > ***Multiattack.*** The knight makes three attacks with its shortswords. > > ***Shortsword.*** *Melee Weapon Attack:* +7 to hit, reach 5ft., one target. *Hit:* 7 (1d6 + 4) psychic damage. #### Blight Stone *Wondrous item, uncommon (requires attunement)* --- Whenever you hit a creature with a weapon attack, you can force them to make a DC 13 Consitution saving throw. On a failed save, that creature's AC is reduced by 1 for the next hour. Recharges at dawn. --- *A magical stone favored by the assassins of the Hidden Temple.*
\pagebreakNum ___ > ## Lanaya >*Medium human, lawful neutral* > ___ > - **Armor Class** 18 > - **Hit Points** 104-160(16d8 + 32) > - **Speed** 40ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|13 (+1)|19 (+4)|14 (+2)|14 (+2)|18 (+4)|13 (+1)| >___ > - **Saving Throws** Dex, +7, Wis +7 > - **Skills** Acrobatics +7, Perception +7, Stealth +7 > - **Condition Immunities** charmed, disease, poison > - **Senses** passive Perception 18 > - **Languages** Common and any two others > - **Challenge** 8 (3,900 XP) > ___ > ***Evasion.*** If Lanaya is subjected to an effect that allows her to make Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails. > > ***Psi Blades.*** The Lanaya's unarmed strikes are magical and count as psychic damage. > > ***Unarmored Defense.*** While Lanaya is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. > > ### Actions > ***Multiattack.*** Lanaya makes four unarmed strikes. > > ***Unarmed Strike.*** *Melee Weapon Attack:* +7 to hit, reach 5ft., one target. *Hit:* 8 (1d8 + 4) psychic damage. On a hit, this damage is also dealt to all creatures in a 15ft. cone behind the target. > > > ### Reactions > **Deflect Missile.** In response to being hit by a ranged weapon attack, Lanaya deflects the missile. The damage it takes from the attack is reduced by 1d10 + 3. If the damage is reduced to 0, the adept catches the missile if it’s small enough to hold in one hand and Lanaya has a hand free. > > ***Refraction (Once per short or long rest).*** If Lanaya would be hit with a weapon attack, she can create a psionic barrier to prevent that damage. \columnbreak ___ > ## Inai, the Void Spirit >*Medium elemental, lawful neutral* > ___ > - **Armor Class** 21 (natural armor) > - **Hit Points** 150-220(20d8 + 60) > - **Speed** 50ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|24 (+7)|16 (+3)|20 (+5)|25 (+7)|21 (+5)| >___ > - **Saving Throws** Dex +12, Int +10, Wis +12 > - **Skills** Arcana +10, Perception +12 Stealth +15 > - **Condition Immunities** charmed, disease, exhaustion, frightened, poison > - **Damage Resistances** psychic; bludgeoning, piercing, and slashing from nonmagical attacks > - **Senses** Truesight 60ft., passive Perception 22 > - **Languages** All > - **Challenge** 15 (15,000 XP) > ___ > ***Astral Weapons.*** Inai's weapon attacks are magical. When Inai hits with any weapon, the weapon deals an extra 2d8 psychic damage (included in the attack). > > ***Evasion.*** If Inai is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails. > > ***Magic Resistance.*** Inai has advantage on saving throws against spells and other magical effects. > > ### Actions > ***Multiattack.*** Inai makes three double-bladed sword attacks. > > ***Double-Bladed Sword.*** *Melee Weapon Attack:* +12 to hit, reach 5ft., one target. *Hit:* 12 (2d4 + 7) slashing damage plus 9 (2d8) psychic damage. > > > ***Astral Step (Recharge 5-6).*** Inai chooses a spot he can see within 30ft. of him. He tears a rift through the astral plane to appear at the chosen spot, making double-bladed sword attacks against all enemies along the path. > > ### Reactions > ***Resonant Pulse (Recharge 5-6).*** Whenever Inai takes damage, he can wrap himself in a protective shield, that dissipates at the end of his next turn. He gains 30 temporary hit points, which take as much of the triggering damage as possible. \pagebreakNum ### Way of the Hidden Ones (SCRAPPED) Monks of the Way of the Hidden Ones have sworn an oath to serve the secret masters of the Hidden Temple. #### Psi Blades Starting when you choose this tradition at 3rd level, your unarmed strikes cut through reality. Whenever you hit a creature with an unarmed strike, you can spend 1 ki point to deal extra psychic damage equal to one roll of your Martial Arts die. #### Psionic Trap You can use your ki to create traps. You can spend 1 minute and expend 1 ki point to cast *snare* without providing material components. #### Refraction At 6th level, you learn to shield yourself from harm. Whenever you are hit with a weapon attack from a creature that you can see, you can spend 3 ki points to prevent taking damage from that hit. #### Meld Beginning at 11th level, you can use your ki to hide yourself from prying eyes. As an action, you can spend 3 ki points to cast *invisibility* on yourself. If you succeed on an unarmed strike to break the invisibility, you make attempt a stunning strike on the traget, without spending an addition ki point. #### Improved Psi Blades At 11th level, your psi blades sharpen even more. Whenever you use your psi blades ability, you deal extra psychic damage to all creatures in a 15ft. cone. #### Psionic Mastery The Hidden Ones have smiled upon your devotion and will show you their Hidden Temple. As an action, you can spend 5 ki points to cast *plane shift*. Planeshifting to the Hidden Ones' Temple or the material plane requires no components when cast this way.