Transcendent Class [Biolance 5e] (v2.1)

by TheTranMan

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The Transcendent
The Transcendent
Level Proficiency Bonus Features Reveries 1st 2nd 3rd 4th 5th
1st +2 Psi-Casting, Psychokinesis 2
2nd +2 Right of Transcendence 2
3rd +2 Reveries 2 3
4th +2 Ability Score Improvement 2 3
5th +3 Dual Psychokinesis 3 4 2
6th +3 Transcendence Feature 3 4 2
7th +3 4 4 3
8th +3 Ability Score Improvement 4 4 3
9th +4 5 4 3 2
10th +4 Transcendence Feature 5 4 3 2
11th +4 Psi-Controlled Metabolism 6 4 3 3
12th +4 Ability Score Improvement 6 4 3 3
13th +5 7 4 3 3 1
14th +5 Transcendence Feature 7 4 3 3 1
15th +5 8 4 3 3 2
16th +5 Feat 8 4 3 3 2
17th +6 9 4 3 3 3 1
18th +6 Unshackled Form 9 4 3 3 3 1
19th +6 Ability Score Improvement 10 4 3 3 3 2
20th +6 10 4 3 3 3 2

Please Listen to this, this, or this to improve your Reading Experience.

Class Features

As a Transcendent, you gain the following features.

Hit Points


  • Hit Dice: 1d6 per transcendent level
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per transcendent level after 1st

Proficiencies


  • Armor: None
  • Weapons: None
  • Tools: None
  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two from Arcana, Insight, Investigation, Nature, Religion, or Perception

Equipment

  • a psychic circlet
  • a set of spoons
  • (a) an explorer's pack or (b) a scholar's pack

Psi-Casting

1st-Level Transcendent feature


You have learned to harness psychic power and continue to master it. This psychic power fuels your Spells, using Spell Slots as listed in the Transcendent table. See the Player's Handbook for the rules on spellcasting.

Spell Slots. The Transcendent table shows how many Spell Slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all Spell Slots when you finish a Long Rest.

Preparing and Casting Spells. You prepare the list of Transcendent spells that are available for you to cast, choosing from the transcendent spell list. When you do so, choose a number of transcendent spells equal to your Intelligence modifier + half your transcendent level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of transcendent spells requires time spent harnessing quintessence.

Spellcasting Ability. Your Spellcasting Ability Score is Intelligence, which sets your Spellcasting Save DC and Spell Attack Modifier.

Spell Save DC = 8 + your Proficiency bonus + your Intelligence modifier
Spell Attack Bonus = your Proficiency Bonus + your Intelligence modifier

Spellcasting Focus. Using Psi-Casting you require no Components for Spells you cast with your Transcendent features, nor do you require a Spellcasting Focus of any kind.

Psychokinesis

1st-Level Transcendent feature


You gain the power to manipulate the universe around you with your mind. You learn the Psychokinesis Spell, which is your only Cantrip.

Psychokinesis

0th-Level Gravitas


  • Casting Time: 1 Action
  • Range: 60 feet (5-foot cube)
  • Components: None
  • Duration: Instantaneous or 1 Round
  • Classes: Transcendent

You harness the powers of the School of Gravitas to break the fundamental laws of the universe with your mind. You choose a creature or object(s) you can see that fits within a 5-foot cube. The target can't be lifted higher than 20 feet off the ground. You cannot target yourself with Psychokinesis.

Objects. You can easily target and lift unsecured objects with Psychokinesis, including ones kept in a container worn or carried by another creature (even going to so far as to open the container if it isn't locked or held shut).

Held Objects. If you target an object a creature is holding, you must contest the Creature's Strength (Athletics) or Dexterity (Acrobatics) vs your Spell Attack Bonus, losing hold of the item if you succeed.

Creatures. If you attempt to lift a creature with Psychokinesis, the target must succeed on its choice of a Strength or Intelligence saving throw or become lifted by Psychokinesis on a failed save. While lifted, the creature is Grappled, and it can repeat the saving throw as if trying to break the Grapple, escaping on a success. A creature can choose to fail against Psychokinesis.


As part of the Action of successfully lifting a target with Psychokinesis, you can immediately make a ranged Spell Attack against another object or creature within range, dealing damage on a hit against either target's AC. The damage rolled depends on the size of the target, and the amount of damage dice is measured on the Psychokinesis Strength table. This damage is dealt equally to both targets being lifted and attacked. The damage type depends on the object used, at the DM's discretion. Upon repeated impacts, objects may also break or sunder, also at the GM's discretion. If magic items are used to attack with this spell, only static bonuses such as +1, +2, or +3 enchantments on weapons get applied. Additional effects or damage also get applied (such as if an object thrown was coated with poison). Once the object or creature reaches the target of its attack, it rebounds and lands in an unoccupied space (chosen by the DM) within 10 feet of the target.

Instead of throwing an object or creature on your turn, you can move them and keep them lifted until the end of your next turn. On such a subsequent turn, you can spend an Action to maintain your psychic Grapple on targets, keeping them lifted until the end of your next turn, or else they fall at the end of your current turn. Otherwise, you can choose any time to release a creature Grappled by Psychokinesis (no action required).

Whenever an Action is spent lifting and moving a target (without throwing them at another target), you can move them up to 30 feet within range. The target can either be dropped to cause fall damage or levitated softly towards the ground, no action required.

Psychokinesis Strength

Target Weight or Size Damage Level
Below 5 lbs. or Tiny 1d6 1+
Between 6-10 lbs. or Small 1d8 1+
10+ lbs. or Medium 1d10 1+
1000+ lbs. or Large 1d12 5+
5000+ lbs. or Huge 2d10 11+

At Higher Levels. The spell increases in power cumulatively as you reach higher levels in the Transcendent class. At 5th-level, the range increases to 120 feet, and you can target a 10-foot cube instead. You can choose one additional object or creature within the cube to lift and throw, making a separate attack and damage roll if you do. At 11th-level, you can target a 15-foot cube instead.

Right of Transcendence

2nd-Level Transcendent feature


You tap into wells of psychic consciousnesses that originate from various dimensions of existence, unshackling your psychic potential for brief moments of time. Choose one of the following Rights of Transcendence, the Transcendence of the Divine Light, the Transcendence of the Terrestrial Body, or the Transcendence of the Void.

Your choice grants you features at 2nd level, and again at 6th, 10th, and 14th level.

Reveries

3rd-Level Transcendent feature


With your practice of quintessence and psychic energy, you have unlocked secrets of the mind, which grants you the ability to activate Reveries, dreams made manifest and thoughts that become physical in the malleable universe that surrounds you, that further unlock your psychic potential.

At 3rd level, you gain two Reveries of your choice. When you gain certain Transcendent levels, you gain additional Reveries of your choice, as shown in the Reveries column of the Transcendent table. A level prerequisite refers to your level in this class.

Additionally, when you gain a level in this class, you can choose one of the Reveries you know and replace it with another Reverie that you could learn at that level.

Ability Score Improvement

4th, 8th, 12th, 16th, and 19th-level Transcendent feature


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.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Psi-Controlled Metabolism

11th-Level Transcendent feature


The psionic energy flowing protects your body from the dangers of the physical realm. You gain resistance to psychic damage, and if you already had resistance you gain immunity instead. You are also immune to poison and disease, and the poisoned condition.

Right of Transcendence

At 2nd Level, a Transcendent gains the Right of Transcendence feature, which offers you the choice of a subclass. The following options are available to you when making that choice: the Transcendence of the Divine Light, the Transcendence of the Terrestrial Body, and the Transcendence of the Void.

Divine Light Transcendence

Through the realms of quintessence, you have tapped into planes of light and positive energy, rather than the neutral energies of quintessence, and the negative energies of the void. Channeling these energies cause your body to sparkle and bloom with great radiance, and eventually all shall know your divine right to channel the light into a dark multiverse.

Divine Light Spells

2nd-Level Divine Light feature


You gain the following Divine Light Spells, which you always have prepared, and of which don't count against the number of spells you can prepare each day.

Spell Level Spells
1st Guiding Bolt, Sanctuary
2nd Aid, Gentle Repose
3rd Daylight, Spirit Guardians
4th Aura of Life, Guardian of Faith
5th Dawn, Wall of Light

Celestial Trance

2nd-Level Divine Light feature


You manifest the dimensions of light, causing positive energy to spread through your being. As a Bonus Action, you can transform into a being of light. You gain the following benefits while transformed:

  • Damage you deal with Psychokinesis can either be its damage type or Radiant damage (your choice) as you hurl those entities at the speed of light.
  • You gain Hit Points equal to your Level in this class times your Intelligence modifier. Any excess Hit Points that you receive from this feature or from any Healing Magic are transformed into Temporary Hit Points instead.
  • You are immune to the Blinded condition.

These benefits last for 1 minute, or until you are knocked unconscious or killed. You can enter into this Trance an amount of times equal to your Proficiency Bonus, and you regain all expended uses of it when you finish a long rest.

Positive Energy Conduit

6th-Level Divine Light feature


While transformed, you have mastered the power to harness positive energy and spread it between living creatures, which manifests in this effect:

  • When you activate Celestial Trance, each creature within 30 feet of you heals equal to your Level in this class plus your Intelligence modifier. Any excess Hit Points that exceed a creature's Maximum HP are transformed into Temporary Hit Points instead.
  • You gain Resistance to Necrotic damage.

Heavenly Pulse

10th-Level Divine Light feature


While transformed, you can channel bursts of stellar energy.

  • When you activate Celestial Trance, and a Bonus Action on subsequent turns while active, you can flash a bright light of the cosmos in a 30-foot radius. Creatures of your choice within the bright light must make a Constitution saving throw against your spell save DC or take half your Level in this class in Radiant damage. Creatures you choose not to damage instead magically gain HP equal to same amount.
  • You also gain Resistance to Radiant damage.

Celestial Awakening

14th-Level Divine Light feature


You gain immunity to Radiant damage.

Terrestrial Body Transcendance

Through the realms of quintessence, you have tapped into the elemental and quasi-elemental planes, which allow you to channel the powerful currents of materia. Channeling these energies causes your body to become a conduit of elemental energy, sharpening your body with earth, replacing your blood with water, while fire and air dances in your lungs, and eventually all worlds will share a likeness to your primordial calling.

Terrestrial Body Spells

2nd-Level Terrestrial Body feature


You gain the following Terrestrial Body Spells, which you always have prepared, and of which don't count against the number of spells you can prepare each day.

Spell Level Spells
1st Absorb Elements, Chromatic Orb
2nd Earthen Grasp, Pass without Trace
3rd Erupting Earth, Wall of Sand
4th Stoneskin, Stone Shape
5th Transmute Rock, Wall of Stone

Primordial Trance

2nd-Level Terrestrial Body feature


You manifest the elemental planes, causing elemental energy to spread through your being. As a Bonus Action, you can transform into a primordial being. You gain the following benefits while transformed:

  • Once on each of your turns, the damage you deal with Psychokinesis deals an additional 1d6 Acid, Bludgeoning, Cold, Fire, or Thunder damage as you elementally empower those entities you hurl.
  • You gain Resistance to Acid, Cold, Fire, Lightning, or Thunder damage. You can change your damage resistance to a different one as a bonus action on each of your turns while in the Primordial Trance.
  • You also gain a Climbing and Swimming Speed equal to your walking speed.
  • You do not need to breathe.

Elemental Node

6th-Level Terrestrial feature


While transformed, you have mastered elemental energies, and can learn to displace such energies to protect your allies:

  • While in Terrestrial Mode, each ally within 10 feet of you gains the damage resistance you have from that feature.
  • You also gain a Burrowing speed equal to your walking speed.

Cataclysmic Channel

10th-Level Terrestrial Body feature

While transformed, you can channel primordial power to destroy your foes.

As a bonus action on each of your turns during Terrestrial Mode, you can channel destructive energy in a 30-foot cube originating from you. Each creature of your choice within that area must make a Dexterity saving throw against your spell save DC. On a failed save, a creature takes your Level in this class in your choice of bludgeoning, cold, fire, lightning, or thunder damage.

Primordial Awakening

14th-Level Terrestrial Body feature


You gain resistance to Bludgeoning, Piercing, and Slashing damage.

Void Transcendence

Through the realms of quintessence, you have tapped into the planes of darkness and the deep beyond, the entropic energies of the void. Channeling these energies cause your body to absorb light, and become as dark as the night, and eventually all shall feel the presence of the void within you, and recognize the end of all life.

Void Spells

2nd-Level Void feature


You gain the following Void Spells, which you always have prepared, and of which don't count against the number of spells you can prepare each day.

Spell Level Spells
1st Inflict Wounds, Magnify Gravity
2nd Darkness, Shadow Blade
3rd Pulse Wave, Vampiric Touch
4th Black Tentacles, Shadow of Moil
5th Antilife Shell, Negative Energy Flood

Umbral Trance

2nd-Level Void feature


You manifest the planes of darkness, the shadowfell, and the far realm, causing negative energy to spread through your being. As a bonus action, you can transform into a being of darkness. You gain the following benefits while transformed:

  • Damage you deal with Psychokinesis can either be its damage type or Force damage (your choice).
  • You gain Resistance to Bludgeoning, Piercing, and Slashing damage so long as you are in Dim Light or Darkness.

Shade of Darkness

6th-Level Void feature


While transformed, the void begins to spread from your body, which grants you the following benefits:

  • While in Umbral Trance, you darken the area around your body, creating a 10-foot radius of darkness. Nonmagical light can't illuminate the darkness, though any source of bright light, magical, sunlight, or otherwise, transforms the darkness into dim light.
  • You gain see normally in darkness, both magical and nonmagical, to a distance of any of your vision types.

Call of the Void

10th-Level Void feature


While transformed, you can pull the forces of gravity and light, to drag your enemies into destructive oblivion.

  • As a Bonus Action on each of your turns during Umbral Trance, you can unleash the void in a 30-foot cone emanating from yourself. Each creature of your choice in that cone must make a Strength saving throw against your power save DC. On a failed save, a creature takes your Level in this class amount of force damage and is pulled up to 25 feet towards you.
  • You gain resistance to Force damage.

Umbral Awakening

14th-Level Void feature


You can no longer die of old age. In addition, you gain Immunity to Force and Necrotic damage. Any creature you drop to 0 hit points grants you Temporary Hit Points equal to your Level in this class.

Reveries

The power of your Reveries are dreams and thoughts made manifest, imbuing you with psychic abilities you can channel.

If a Reverie has prerequisites, you must meet them to learn it. You can acquire a Reverie at the same time you meet its prerequisites. A level prerequisite refers to your level in this class.

Black Hole

Prerequisite: 19th-Level, Void Transcendence


You can cast the Sphere of Erasure spell once---without expending a spell slot. You can't do so again until you finish a long rest. You are also immune to this spell when you cast it.

Deep Slumber

You learn the Sleep spell. You can cast it once with this feature, and its duration increases to 1 hour instead of 1 minute, though you require Concentration to maintain it in this way. Once you cast it with this feature, you can't do so again until you finish a long rest, though you can still cast the usual version of Sleep using spell slots.

Destinational Warp

Prerequisite: 13th-Level


You can cast the Teleport spell once---without expending a spell slot. You can't do so again until you finish a long rest.

Dimensional Rifts

Prerequisite: 13th-Level


You can cast the Plane Shift spell once---without expending a spell slot. You can't do so again until you finish a long rest.

Dreams of the Afterlife

Prerequisite: 17th-Level


You learn the Reincarnate spell.

Dreams of Metamorphosis

Prerequisite: 7th-Level, Terrestrial Body Transcendence


You learn the Polymorph spell and can cast it once---without expending a spell slot. You can't do so again until you finish a long rest.

Dreams of the Overlord

Prerequisite: 15th-Level


You learn the Dominate Monster spell and can cast it once---without expending a spell slot. You can't do so again until you finish a long rest.

Dreams of the Rift

Prerequisite: 11th-Level


You learn the Scatter spell and can cast it once---without expending a spell slot. You can't do so again until you finish a long rest.

Collapse Dream

You learn the Phantasmal Torment spell and can cast it once---without expending a spell slot. You can't do so again until you finish a long rest.

Ego Grasp

Prerequisite: 9th-Level


You can cast the Telekinesis spell once---without expending a spell slot. You can't do so again until you finish a long rest.

Ego Shatter

Prerequisite: 15th-Level


You can cast the Feeblemind spell once---without expending a spell slot. You can't do so again until you finish a long rest.

Friend from the Far Gate

Prerequisite: 7th-Level


You learn the Summon Aberration spell and can cast it once---without expending a spell slot. You can't do so again until you finish a long rest.

Gravity Well

Prerequisite: 13th-Level


You learn the Gravity Slam spell and can cast it once---without expending a spell slot. You can't do so again until you finish a long rest.

Hand of the Shroud

Prerequisite: 9th-Level


You can cast the Bigby's Hand spell and can cast it once---without expending a spell slot. You can't do so again until you finish a long rest.

Hallucinate Reality

Prerequisite: 13th-Level


You can cast the Mirage Arcane spell once---without expending a spell slot. You can't do so again until you finish a long rest.

Horizon Flip

Prerequisite: 13th-Level


You can cast the Reverse Gravity spell once---without expending a spell slot. You can't do so again until you finish a long rest.

Heavenly Rays

Prerequisite: 11th-Level, Divine Light Transcendence


You can cast the Sunbeam spell once---without expending a spell slot. When cast in this way, you can choose to heal creatures caught in the beam equal to the damage dice of the spell, and those creatures you target don't become blinded. You can't cast this spell again until you finish a long rest.

Mind's Eye

Prerequisite: 7th-Level


You learn the Arcane Eye spell and can cast it once---without expending a spell slot.

Mind over Matter

You learn the Enlarge/Reduce spell and can cast it once---without expending a spell slot. You can't do so again until you finish a long rest. In addition, whenever you cast this spell on an unwilling target, you can force the target to make an Intelligence saving throw, instead of a Constitution save.

Mindwipe

Prerequisite: 11th-Level


Whenever you target a creature with an Enchantment spell or one that Charms them, the target has no recollection of the time spent while under the spell's effects, and doesn't know that you charmed them either.

Mortal Facade

You learn the Alter Self and Disguise Self Spell. Whenever you cast Alter Self, you can do so without Concentration, and changes made to your appearance with either spell are physically present instead of illusory.

Mystic Barriers

Prerequisite: 5th-Level


You learn the Inhibiting Field spell and can cast it once---without expending a spell slot.

Nerve Fracture

Prerequisite: 13th-Level


You can cast the Power Word: Pain spell once---without expending a spell slot. You can't do so again until you finish a long rest.

Nightmare Overload

Prerequisite: 19th-Level


You can cast the Psychic Scream spell once---without expending a spell slot. You can't do so again until you finish a long rest.

Psi-Perceive

Prerequisite: 11th-Level


You can cast the True Seeing spell once---without expending a spell slot nor requiring material components. You can't do so again until you finish a long rest.

Psi-Step

You can psionically shift your form from where it is, to another one in an instant. You learn the Misty Step Spell and can cast it an amount of times equal to your Proficiency modifier, regaining all uses at the end of a Long Rest.

Psychic Silence

Prerequisite: 15th-Level


You can cast the Mind Blank spell once---without expending a spell slot. You can't do so again until you finish a long rest.

Psycho Prison

Prerequisite: 11th-Level


You can cast the Mental Prison spell once---without expending a spell slot. You can't do so again until you finish a long rest.

Psychokinetic Missiles

When you use Psychokinesis to deal damage, you add your Intelligence modifier to the damage it deals on a hit.

Weight of the World

Prerequisite: 15h-Level, Terrestrial Body Transcendence


You can cast the Earthquake spell once---without expending a spell slot. When cast in this way, the 100-foot radius circle affects creatures airborne instead of just those in contact with the ground, and creatures other than you are unable to fly or hover while within the spell's radius. If such a creature is airborne, it immediately falls. You can't cast this spell again until you finish a long rest.

Weightless Slumber

You learn the Levitate Spell and can cast it an amount of times equal to your Proficiency Bonus, regaining all uses at the end of a long rest.

Transcendent Spell List

1st-Level Transcendent feature


The spells in the following list includes spells from the Player's Hnadbook, Tasha's Cauldron of Everything, and Xanathar's Guide to Everything, as well as other sources listed below with abbreviations. The list is organized by spell level, not character level.

1st Level

  • Accelerate/Decelerate
  • Catapult
  • Cause Fear
  • Charm Person
  • Command
  • Comprehend Languages
  • Detect Magic
  • Feather Fall
  • Floating Disk
  • Silent Image
  • Speak with Animals
  • Unseen Servent
2nd Level

  • Blindness/Deafness
  • Calm Emotions
  • Crown of Madness
  • Detect Thoughts
  • Enthrall
  • Gift of Gab
  • Hold Person
  • Immovable Object ~
  • Invisibility
  • Kinetic Jaunt ~
  • Locate Object
  • Mind Spike
  • Mirror Image
  • Phantasmal Force
  • See Invisibility
  • Silence
  • Skywrite
  • Suggestion
  • Vortex Warp ~
  • Zone of Truth
3rd Level

  • Blink
  • Clairvoyance
  • Dispel Magic
  • Enemies Abound
  • Fast Friends
  • Fear
  • Haste
  • Hypnotic Pattern
  • Intellect Fortress
  • Major Image
  • Nondetection
  • Pulse Wave ~
  • Sending
  • Slow
  • Speak with Dead
  • Speak with Plants
  • Tongues
4th Level

  • Banishment
  • Charm Monster
  • Compulsion
  • Confusion
  • Control Water
  • Fabricate
  • Freedom of Movement
  • Gravity Sinkhole ~
  • Greater Invisibility
  • Hallucinatory Terrain
  • Locate Creature
  • Phantasmal Killer
  • Raulothim's Psychic Lance
5th Level

  • Animate Objects
  • Awaken
  • Contact other Plane
  • Dominate Person
  • Dream
  • Geas
  • Greater Mirror Image
  • Hold Monster
  • Mislead
  • Modify Memory
  • Rary's Telepathic Bond
  • Scrying
  • Seeming
  • Synaptic Static

Transcendent Exclusive Spells


  • Amplify
  • Force Impact
  • Forget
  • Gravity Slam
  • Greater Mirror Image
  • Immobilize
  • Inhibiting Field
  • Mind Meld
  • Phantasmal Torment
  • Psionic Blade
  • Psi-Crush
  • Psychic Devastation
  • Sphere of Erasure
  • Torture

Amplify

1st-Level Psychosis


  • Casting Time: 1 Action
  • Range: Self
  • Duration: 1 minute
  • Classes: Transcendent

You focus the power of your mind and wreath your appendages with psionic force. For the next minute, all melee attacks you deal an extra 1d6 Psychic damage.

Force Impact

1st-Level Gravitas


  • Casting Time: 1 Action
  • Range: 120 feet
  • Components: None
  • Duration: Instantaneous
  • Classes: Transcendent

You choose a target within 120 feet of you. The target must succeed on a Strength saving throw or be pushed up to 30 feet away horizontally in a direction of your choice. If the creature collides with an object, piece of terrain, or another creature, it immediately takes 1d8 force damage for every 10 feet it traveled and is knocked prone. It can land prone on the ground and take the total damage. Otherwise, it splits the damage with whatever it collides with (rounded up, and the other target takes rounded down). This push cannot force the target upwards and off the ground it is standing on unless it is already airborne, climbing, underwater, or moved towards equal-level terrain it can fall from.

At Higher Levels. When you cast this spell using a spell slot of 2nd Level or higher, you increase the distance the target is pushed by 30 feet for each slot level above 1st.

Forget

5th-Level Psychosis


  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V, S, M (a flower)
  • Duration: Until Dispelled
  • Classes: Transcendent

You target one creature you can see within range and choose one of the following effects:


  • Spells. You choose a spell that the target has prepared. The target must succeed on a Intelligence saving throw or it can no longer cast the chosen spell.
  • Weapons. You choose a weapon the target has proficiency with. The target must succeed on a Intelligence saving throw or it can no longer add its proficiency bonus to attack rolls made with the chosen weapon.

This spell lasts until the target finishes a long rest. If the target succeeds on the saving throw, it is immune to any other casting of the Forget spell for 24 hours.

Gravity Slam

7th-Level Gravitas


  • Casting Time: 1 Action
  • Range: 150 feet
  • Components: V, S
  • Duration: 1 Round
  • Classes: Transcendent

You choose a point within 150 feet of you. Gravity increases with such high pressure that it immediately crushes all creatures within a 30-foot radius of the point in a flash. Each creature within the radius immediately falls Prone and must succeed on a Strength saving throw or take 12d6 Force damage and become Stunned until the start of your next turn. A creature takes half as much damage on a successful saving throw and aren't stunned.

Greater Mirror Image

5th-Level Illusion


  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S
  • Duration: 1 Minute
  • Classes: Sorcerer, Transcendent, Warlock, Wizard

Seven Illusory duplicates of yourself appear in spaces no more than 5 ft. away from you or in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.

If you have seven duplicates, you must roll a 2 or higher to change the attack's target to a duplicate. With six duplicates, you must roll a 4 or higher. With five, you must roll a 6 or higher. With four, you must roll a 6 or higher. With three, you must roll a 6 or higher. With two, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

A duplicate's AC equals 13 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. At the start of your turn, the spell conjures another duplicate up to a maximum of the initial seven.

A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

Immobilize

5th-Level Transmutation


  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Sorcerer, Transcendent, Warlock, Wizard

Choose a creature that you can see within range. The target must succeed on a Intelligence saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Intelligence saving throw. On a success, the spell ends on the target.

Inhibiting Field

3rd-Level Abjuration


  • Casting Time: 1 Action
  • Range: Self (30-ft. Radius)
  • Components: V, S, M (preserved skin from four different animals)
  • Duration: Concentration, up to 10 minutes
  • Classes: Transcendent

You conjure a field of psionic force that surrounds you to a distance of 30 feet. The field is visible and appears magically transparent. While the field is up, hostile creatures treat the area as difficult terrain.

The field grants you a pool of 30 Inhibiting Points. When you or another creature within the field takes damage, you can use your reaction to reduce the damage, expending an amount of Inhibiting Points up to the total damage result and reducing it to a minimum of 1 damage as you concentrate the field to inhibit and dampen the violence. Once all Points are expended after reducing damage, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 4th Level or higher, you increase the amount of Points the field has by 15 for each slot level above 3rd.

Mind Meld

2nd-Level Divination


  • Casting Time: 1 Action
  • Range: 120 feet
  • Components: V, S, M (a piece of headgear)
  • Duration: 24 hours
  • Classes: Transcendent

You establish a telepathic link with one willing creature you can see within 120 feet of you. The creature must have an Intelligence score of at least 2, otherwise the spell fails and the action is wasted.

This link remains until either target is further than 120 feet away from each other, which is when the spell ends. You don't need to share a language for it to understand your telepathic utterances, and it understands you even if it lacks a language. You also gain access to one memory of the creature's choice, gaining perfect recollection of one event it saw or did within the duration of 1 hour. A previous link ends if you cast this spell on another creature.

Phantasmal Torment

:)

Psionic Blade

2nd-Level Conjuration


  • Casting Time: 1 Bonus Action
  • Range: Self
  • Components: S
  • Duration: 8 hours
  • Classes: Transcendent

You manifest a one-handed light melee weapon which emanates from your hand or similar appendage. You cannot be disarmed with this weapon, and you are considered proficient with it. It uses your Intelligence for its attack and damage rolls, of which it deals 2d6 Slashing or Psychic damage. It lasts for 1 minute or until you are unconscious. You can sheath or unsheath the blade as a bonus action, which does not end the spell early.

Psi-Crush


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Target: A point within range
  • Duration: 1 round

The gravity in a 10-foot-radius sphere centered on a point you can see within range increases for a moment. Each creature in the sphere on the turn when you cast the spell must make a Strength saving throw. On a failed save, a creature takes 2d8 force damage, and its speed is halved until the end of its next turn. On a successful save, a creature takes half as much damage and suffers no reduction to its speed.

Until the start of your next turn, any object that isn't being worn or carried in the sphere requires a successful Strength check against your spell save DC to pick up or move.

Psychic Devastation

1st-Level Psychosis


  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: None
  • Duration: Instantaneous
  • Classes: Transcendent

You target one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw or take 2d10 + your Intelligence modifier in Psychic damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd Level or higher, you can increase the damage by 1d10 for every slot level above 1st.

Sphere of Erasure

:O

Torture

1st-Level Psychosis


  • Casting Time: 1 Action
  • Range: 30 feet
  • Components: V, S, M (a spike made from a monster's claw)
  • Target: One creature
  • Duration: Concentration, up to 1 minute

A creature of your choice that you can see within range begins to become psychically tormented and falls screaming at the top of their lungs if this spell affects it. The target must succeed on a Intelligence saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.

At the end of each of its turns, the target can make another Intelligence saving throw. The target has advantage on the saving throw if it's triggered by damage. This pain is real. On a success, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd Level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.

 

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