The Angels' Guide to Everything (Version 1)
The Why
Let's face it, everyone these days is obsessed with Baldur's Gate 3. I am here to say that I am not the exception. But I am not interested in BG3 the same way most people are, oh no, I am interested in what Larian Studios did with the actual rules of the game. Combine their alterations to the pile of rules WoTC has generously called a "game" with my own penchant for insane homebrewery, and you get this
This is a living document
Since this is a more of a catalogue of the various pieces of homebrew I come up with for the Angels' games, I'll probably release new version of this while I still have ideas that test well.
Variant Rules
Striking
One of the biggest complaints about 5e is the hit point bloat. I hope to minimize this with a variant rule that Pathfinder players will be familiar with.
At 4th level, all martial classes (Barbarian, Fighter, Monk, Paladin, Ranger, Rogue) deal an additional damage dice with their weapons.
In addition, subclasses that get Extra Attack or Divine Strike as a subclass feature also benefit from the extra damage dice when they gain that subclass feature.
While using Striking as a variant rule, all weapons that did 2d6 damage now do 1d12 damage, to keep everything balanced.
Martial Arts Balancing
This one is simple. Instead of using the Monk's Martial Arts unarmed strike progression, you start with a d6 damage die and increase the die size whenever your proficiency bonus increases
Subclasses
Primal Path: Path of the Rager
Many Barbarians possess a rage that has only a few select qualities, such as an elemental aura or nigh invulnerability to most damage. The Rager is not most Barbarians. Able to cycle through many different types of Rage, Ragers are as unpredictable as they are terrifying.
My take on 4e's Barbarian Rages, which were daily powers that gave you different benefits.
Rage Cycling
At 3rd level, and again at 6th and 10th level, you can pick two different rages detailed below. All rages provide the basic rage benefits as detailed in the Rage class feature, along with the added benefits described below.
If a Rage calls for a saving throw, the DC is equal to 8 + your proficiency bonus + your Strength modifier.
When you level up, you can replace one of your rages for a different one of the same level requirement.
3rd Level Rages
Crushing Bear Rage. Until this rage ends, any creature grappled by you takes damage equal to your proficiency bonus + your Strength modifier + your rage damage bonus.
Bloodhunt Rage. Until this rage ends, you add your Constitution modifier to any damage roll you apply your Rage bonus to.
Life-Giving Rage. Until this rage ends, any ally who starts their turn within 10 feet of you regains a number of hit points equal to your Constitution modifier.
Macetail Rage. Until this rage ends, when you hit a target, you gain temporary hit point equal to your Strength modifier.
Storm Rage. Until this rage ends, each enemy within 5 feet of you takes lightning damage equal to 1 + your Strength modifier.
Swift Rage. Until this rage ends, you can take the Dash action as a bonus action.
6th Level Rages
Frost Wolf Rage. Until this rage ends, any creature that hits you with a melee attack takes cold damage equal to your proficiency bonus + your Strength modifier.
Grazing Rage. Until this rage ends, when you miss the target of a melee attack, the target still takes damage equal to your Strength modifier + your rage bonus.
Hurricane Rage. Until this rage ends, whenever you hit a creature with a melee attack, all enemies within your weapon's reach take damage equal to your Strength modifier.
Phoenix Rage. Until this rage ends, at the start of your turn you regain hit points equal to your Constitution modifier. In addition, if you are reduced to 0 hit points, you can choose to end your rage and expend a hit die to regain hit points instead of falling unconscious.
Thunder Rage. Until your rage ends, you can use your bonus action to force a creature within your weapon's reach to make a Constitution saving throw. On a failed save, the creature falls prone.
10th Level Rages
Black Dragon Rage. Until this rage ends, all creatures of your choice within 5 feet of you must make a Constitution saving throw. On a failed save, the creature is blinded until the start of your next turn.
Death Rage. Until this rage ends, you can mark a creature for death as a free action. When you attack a creature marked by you, your weapon attacks score a critical hit on a roll of 19 or 20 and you deal an additional weapon dice of damage to the creature.
Flying Serpent Rage. Until this rage ends, you gain a flying speed equal to half your walking speed.
Pack Rage. Until this rage ends, after you hit a creature with a melee weapon attack, your allies' attack rolls against the creature have advantage until the start of your next turn.
Stone Rage. Until this rage ends, you have resistance to all damage.
Twin Rage Cycling
Starting at 6th level, you can gain the benefits of two different rages when you enter a rage.
Raging Dynamo
Starting at 10th level, you can gain the benefits of three different rages when you enter a rage. Only one of these can be a rage that requires you to be 10th level.
Classes
Psychic Knight
The Psychic Knight is a master of physical and the metaphysical. Just as skilled with a sword as they are with their mind's awakened psychic potential.
This is a combination of the 5e Psi Knight from UA 71 and 3.5's Psychic Warrior.
Class Features
Hit Points
- Hit Dice: 1d10 per psychic knight level
- Hit Points at 1st level: 10 + Constitution modifier
- Hit Points at Higher Level: 1d10 (or 6) + your Constitution per psychic knight level
Proficiencies
- Armor: All armor, shields
- Weapons: Simple weapons, martial weapons
- Tools: None
- Saving Throws: Constitution, Wisdom
- Skills: Choose 2 skils from Animal Handling, Arcana, Athletics, History, Insight, Investigation, Perception, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) chain mail or (b) leather, longbow, and 20 arrows
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) a dungeoneer's pack or (b) an explorer's pack
The Psychic Knight
| Level | Proficiency Bonus | Features | Psychic Talent | Powers Known | Power Rank |
|---|---|---|---|---|---|
| 1st | +2 | Psychic Talent, Psycasting | 1d6 | 2 | 1st |
| 2nd | +2 | Fighting Style, Psychic Replenishment | 1d6 | 3 | 1st |
| 3rd | +2 | Psychic Discipline | 1d6 | 4 | 1st |
| 4th | +2 | Ability Score Improvement | 1d6 | 4 | 1st |
| 5th | +3 | Extra Attack | 1d8 | 6 | 2nd |
| 6th | +3 | Mental Bulwark | 1d8 | 7 | 2nd |
| 7th | +3 | Psychic Discipline Feature | 1d8 | 8 | 2nd |
| 8th | +3 | Ability Score Improvement | 1d8 | 8 | 2nd |
| 9th | +4 | Psychic Control | 1d10 | 10 | 3rd |
| 10th | +4 | Psychic Immunity | 1d10 | 11 | 3rd |
| 11th | +4 | Psychic Disciple Feature | 1d10 | 12 | 3rd |
| 12th | +4 | Ability Score Improvement | 1d10 | 12 | 3rd |
Psychic Talent
You harbor a wellspring of psychic power within yourself, an energy that ebbs and flows as you channel it in various ways. This power is represented by your Psychic Talent die, the starting size of which is a d6.
Overcharging and Recharging Psychic Energy. If you roll the highest number on your Psychic Talent die, you overcharge your psychic energy and your Psychic Talent die decreases by one die size after the roll. For example, if the die is a d6 and you roll a 6, it becomes a d4. If it’s a d4 and you roll a 4, it becomes unusable until you finish a long rest.
Conversely, if you roll a 1 on your Psychic Talent die, you recharge your psychic energy and your Psychic Talent increases by one die size after the roll, up to its starting size. For example, if you roll a 1 on a d4, the die then becomes a d6.
Whenever you finish a short or long rest, your Psychic Talent die resets to its starting size.
Psycasting
You can manifest your psychic abilities in a number of unique ways known as powers. Powers function similarly to spells, but powers rely on your Psychic Talent die instead of spell slots.
Powers Known of 1st Rank and Higher
You know two 1st rank powers of your choice from the Psychic Knight power list.
The Powers Known column of the Psychic Knight table shows when you learn more psychic knight powers of your choice. A power you choose must be of a rank no higher than what's shown in the table's Power Rank column for your level. For instance, when you reach 6th level in this class, you can learn one new power of 1st or 2nd rank.
Additionally, when you gain a level in this class, you can choose one of the psychic knight powers you know and replace it with another power on the psychic knight power list, which also must be of a rank for which you can cast.
Psycasting Ability
Wisdom is your psycasting ability for you psychic knight powers. so you use your Wisdom whenever a power refers to your psycasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a psychic knight power you cast and when making an attack roll with one.
Power save DC = 8 + your proficiency bonus + your Wisdom modifier
Power attack modifier = your proficiency bonus + your Wisdom modifier
Burning Out Psychic Powers
If you overcharge a psychic power, you can't cast it again until you finish a short or long rest. To cast a burnt out power again, you must willing shrink your Psychic Talent die by one size.
Fighting Style
Starting at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a weapon damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Psychic Replenishment
Starting at 2nd level, as a bonus action, you can calm your mind for a moment and gain one of two benefits, as detailed below:
- You restore your Psychic Talent die to its starting size.
- You regain the ability to cast a burnt out power without shrinking your Psychic Talent die.
Once you use this feature, you must finish a short or long rest before you can use it again. You can use this feature twice between long rests starting at 5th level and three times between long rests starting at 9th level.
Psychic Discipline
At 3rd level, you choose a discipline to further hone your studies of the blade and your mind on. Choose the Mystic Discipline or the Warrior Discipline, all detailed at the end of the class description. The discipline you choose grants you features at 3rd level, and again at 7th level and 11th level.
Discipline Powers
Each discipline has a list of associated powers. You gain access to these powers at the levels specified in the discipline description. Each of these powers counts as a psychic knight power for you, but it doesn't count against the number of psychic knight powers you know.
Ability Score Improvement
When you reach 4th level, and again at 8th and 12th 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.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Mental Bulwark
Starting at 6th level, when you are forced to make an Intelligence, Wisdom, or Charisma saving throw, you can spend your reaction to add your Psychic Talent die to the total.
Psychic Control
Beginning at 9th level, pnce per round, you can reroll your Psychic Talent die and must use the second result.
Psychic Immunity
At 10th level, you become immune to psychic damage and can't be charmed or frightened.
Psychic Disciplines
Mystic Discipline
Calm and contemplative, psychic knights who follow the mystic discipline believe that their minds can do so much more than any weapon ever could.
Discipline Powers
You gain discipline powers at the psychic knight levels listed.
| Psychic Knight Level | Powers |
|---|---|
| 3rd | Distract, Empty Mind |
| 5th | Detect Hostile Presence, Precognition |
| 9th | Danger Sense, Ectoplasmic Form |
Greater Psychic Replenishment
When you take this discipline at 3rd level, you gain an additional use of your Psychic Replenishment feature, and gain additional ways to use the feature, as detailed below:
- You increase the dice size your Psychic Talent die, even if it is already its starting size.
- The next time you roll the highest number on your Psychic Talent die, the dice size doesn't decrease.
Guaranteed Mental Bulwark
Starting at 7th level, if you fail a Intelligence, Wisdom, or Charisma saving throw, you can shrink your Psychic Talent die by one size to instead succeed on the saving throw.
Amplified Overcharge
At 11th level, you can shrink your Psychic Talent die by two sizes to cast a psychic knight that deals damage. If cast the power in this way, you deal maximum damage with that power.
Warrior Discipline
Ambitious and eager, psychic knights who follow the warrior discipline subscribe to the romanticized ideas of heroism and desire to become the inspiration for their own legends.
Discipline Powers
You gain discipline powers at the psychic knight levels listed.
| Psychic Knight Level | Powers |
|---|---|
| 3rd | Inertial Armor, Psychic Strike |
| 5th | Concealing Membrane, Painful Strike |
| 9th | Greater Concealing Membrane, Vampiric Weapon |
Psychosomatic Surge
When you choose this discipline at 3rd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again.
Physical Bulwark
Starting at 7th level, when you are forced to make an Strength, Dexterity, or Constitution saving throw, you can spend your reaction to add your Psychic Talent die to the total.
Overwhelming Power
Beginning at 11th level, you can add your Wisdom modifier (minimum of +1) to one damage roll of any psychic knight power that you cast.
Shifter
The Shifter is often mistaken for a lycanthrope with they gain the ability to alter their natural form to give them advantages normal folk could never even dream of.
This one should be pretty obvious to people who played Pathfinder 1e. This is just a straight port of the Shifter.
Class Features
As a shifer, you gain the following class features
Hit Points
- Hit Dice: 1d10 per shifter level
- Hit Points at 1st Level: 10 + Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution per shifter level
Proficiencies
- Armor: Light armor, medium armor, shields
- Weapons: Simple weapons, scimitars
- Tools: Herbalism kit
- Saving Throws: Constitution, Dexterity
- Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a wooden shield or (b) a scimitar
- (a) a scimitar or (b) any simple melee weapon
- Hide armor and an explorer's pack
The Shifter
| Level | Proficiency Bonus | Features | Shifter Claws | Nature Walk |
|---|---|---|---|---|
| 1st | +2 | Shifter Claws, Unarmored Defense | 1d6 | — |
| 2nd | +2 | Nature Walk | 1d6 | +10 ft. |
| 3rd | +2 | Shifting Aspect | 1d6 | + 10 ft. |
| 4th | +2 | Ability Score Improvement | 1d6 | +10 ft. |
| 5th | +3 | Extra Attack | 1d8 | +10 ft. |
| 6th | +3 | Primal Claws | 1d8 | +15 ft. |
| 7th | +3 | Shifting Aspect Feature | 1d8 | +15 ft. |
| 8th | +3 | Ability Score Improvement | 1d8 | +15 ft. |
| 9th | +4 | Nature Walk Improvement | 1d10 | +15 ft. |
| 10th | +4 | Chimeric Aspect | 1d10 | +20 ft. |
| 11th | +4 | Shifting Aspect Feature | 1d10 | +20 ft. |
| 12th | +4 | Ability Score Improvement | 1d10 | +20 ft. |
Shifter Claws
At 1st level, your shifting prowess has left you with claws you can unsheathe as a free action.
You gain the following benefits while your claws are unsheathed:
- You can roll a d6 in place of the normal damage of your unarmed strike. This die changes as you gain shifters levels, as shown in the Shifter Claws column of the Shifter table. Your claws deal slashing damage.
- When you use the Attack action with an unarmed strike, you can make one unarmed strike as a bonus action.
Unarmored Defense
Beginning at 1st level, While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
Nature Walk
Starting at 2nd level, your speed increases by 10 feet while you are not wearing heavy armor. This bonus increases when you reach certain shifter levels, as shown in the Shifter table.
At 9th level, you gain a climbing speed and a swimming speed equal to your walking speed.
Shifting Aspect
At 3rd level, you devote yourself to an animal and take on certain aspects of that animal as you grow stronger. Choose the Bear Aspect, the Bull Aspect, the Falcon Aspect, or the Snake aspect, all detailed at the end of the class description. The aspect you choose grants you features at 3rd level, 7th level, and 11th level.
Ability Score Improvement
When you reach 4th level, and again at 8th and 12th 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.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Primal Claws
Starting at 6th level, your claws count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Chimeric Aspect
You've master your aspect to well you begin to explore other aspects during your adventures. Choose another shifting aspect, you gain its 3rd level feature.
Shifting Aspects
Bear Aspect
The aspect of the bear invokes a juggernaut of tireless endurance and furious power. Those who embrace this aspect are known for surviving severe wounds and delivering punishing blows in return.
Bear's Endurance
Starting when you choose this aspect at 3rd level, you can draw upon the strength of your aspect to improve your durability. As a bonus action on your turn, you gain temporary hit points equal to 5 * your shifter level.
You can gain these hit points a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Crushing Grab
At 7th level, you squeeze the life out of enemies you grab. When you use the Attack action to grapple a creature, the target takes bludgeoning damage equal to your Shifter Claws die if your grapple check succeeds.
Additionally, At the start of your turn, any creature you have grappled takes bludgeoning damage equal to a roll of your Shifter Claws damage die.
Powerful Grapple
Starting at 11th level, creatures grappled by you are also restrained.
Bull Aspect
Those who embrace the bull aspect rush into battle and pound their enemies into a bloody pulp.
Brutal Force
Starting when you choose this aspect at 3rd level, you can draw upon the strength of your aspect to crush your enemies. As a bonus action on your turn, all melee attacks you make until the end of your turn do additional damage equal to your proficiency bonus.
Bull Rush
At 7th level, you rush headfirst into battle with reckless abandon. While in combat, you can take the Dash action as a bonus action.
In addition, if you use the Dash action on your turn and move at least 20 feet straight toward a target and then hit it with a claw attack on the same turn, the target takes an extra damage die of damage and you gain the benefit of using your Brutal Force class feature if you didn't have it already.
Trample
Starting at 11th level, any creature you hit with a attack that also qualifies for your Bull Rush feature must make a Strength saving throw or be knocked prone.
The DC of this feature is 8 + your Strength modifier + your proficiency bonus.
Falcon Aspect
The falcon senses all and has the speed to hunt down even the most elusive prey. Those who take this aspect gain enhanced abilities to perceive and reconnoiter the wilderness—little escapes this shifter’s attention.
Falcon-eyed
You have darkvision out to a range of 120 feet and advantage on Wisdom (Perception) checks that rely on sight.
In addition, you can amplify your senses briefly to locate unseen creatures. As a bonus action, you make a Wisdom (Perception check) contested the Dexterity (Steath) checks of any creature you are not aware of. If you succeed, you become aware of the creature temporarily, as if you had blindsight. This awareness lasts until the start of your next turn.
Flyby
At 7th level, During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.
Flight
Starting at 11th level, you gain a fly speed equal to half your walking speed.
Snake Aspect
The snake is a sneaky and lethal foe who strikes unexpectedly with deadly effect, while avoiding opportune strikes made in return.
Serpentine Venom
Starting when you choose this aspect at 3rd level, you can draw upon the strength of your aspect to poison your foes. As a bonus action, your next successful attack deals extra poison damage equal to two rolls of your claw damage die.
When you gain the Primal Claws class feature, the poison damage done by this ability also ignores resistance to poison damage at treats immunity as if it was resistance.
Vicious Reflexes
At 7th level, you gain a number of extra reactions equal to half your proficiency bonus. These extra reactions can only be used to make opportunity attacks.
In addition, when a creature misses you with an attack roll, you can use your reaction to make an opportunity attack against that same creature.
Greater Venom
Starting at 11th level, whenever you deal poison damage to creature from your Serpentine Venom feature, the target must also make a Constitution saving throw. On a failed save, the creature is poisoned until the end of your next turn.
Warlord
The Warlord leads their men into battle, commanding them from the front lines.
This one should also be pretty obvious, we all love 4e's Warlord, so I figured I might as well try my hand at it by combining the Warlord with PF2e's Marshal Archety
Class Features
As a warlord, you gain the following class features
Hit Points
- Hit Dice: 1d10 per warlord level
- Hit Points at 1st Level: 10 + Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution per warlord level
Proficiencies
- Armor: All armor, shields
- Weapons: Simple weapons, martial weapons
- Tools: None
- Saving Throws: Constitution, Wisdom
- Skills: Choose two from Athletics, History, Insight, Intimidation, Perception, and Persuasion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) chain mail or (b) leather, light crossbow, and 20 bolts
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) a diplomat's pack or (b) an explorer's pack
The Warlord
| Level | Proficiency Bonus | Features | Inspiring Word |
|---|---|---|---|
| 1st | +2 | Commanding Presence, Inspiring Word | 1d4 |
| 2nd | +2 | Fighting Style | 1d4 |
| 3rd | +2 | Combat Philosophy | 1d4 |
| 4th | +2 | Ability Score Improvement | |
| 5th | +3 | Extra Attack | 1d6 |
| 6th | +3 | Warlord's Aura | 1d6 |
| 7th | +3 | Combat Philosophy Feature | 1d6 |
| 8th | +3 | Ability Score Improvement | 1d6 |
| 9th | +4 | Inspiring Display | 1d8 |
| 10th | +4 | Aura Improvement | 1d8 |
| 11th | +4 | Combat Philosophy Feature | 1d8 |
| 12th | +4 | Ability Score Improvement | 1d8 |
Commanding Presence
At 1st level, you have cultivated a reputation on the battlefield as a brilliant strategist or a charismatic beacon. Choose either Intelligence or Charisma to be your Presence ability score.
Many warlord features call for you to add your Presence modifier to certain rolls. Certain combat philosophies also call for you to have a certain Presence ability score.
Inspiring Word
Beginning at 1st level, you can use your bonus action to call out a creature of your choice that can hear you and give them a series of words that encourage them to keep fighting. The creature you target with this feature gains a number of temporary hit points equal to 1d4 + your Presence modifier.
Your Inspiring Word die changes when you reach certain levels. The die becomes a d6 at 5th level, and a d8 at 9th level.
Fighting Style
Starting at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a weapon damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Combat Philosophy
At 3rd level, you refine your tactics into your own unique style of leadership. Choose the Inspiring Philosophy, The Preservative Philosophy, The Reckless Philosophy, or the Tactical Philosophy, all detailed at the end of the class description. The philosophy you choose grants you features at 3rd level, 7th level, and 11th level.
Ability Score Improvement
When you reach 4th level, and again at 8th and 12th 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.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Warlord's Aura
Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a Wisdom or Charisma saving throw, the creature gains a bonus to the saving throw equal to your Presence modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.
At 10th level, the range of this aura increases to 20 feet.
Inspiring Display
At 9th level, when a creature in your Warlord's Aura fails a saving throw you succeeded, you can use your reaction to let the creature reroll the saving throw, with a bonus equal to your Presence modifier.
Combat Philosophies
Inspiring Philosophy
Prerequisite: Your Presence Score is Charisma
You believe battles are not won by weaponry or the number of soldiers on the battlefield, but instead by loyalty to one's own cause. You show those under your command great kindness and respect with hopes that when the cards are down, they will pay you back in victory.
Invigorating Words
Starting at 3rd level when you choose this philosophy, whenever a creature gains temporary hit points from your Inspiring Word feature, they also regain hit points equal to half the total temporary hit points.
Inspiring Presence
At 7th level, the bonus granted by your Warlord's Aura applies to all saving throws.
Rallying Cry
At 11th level, your Inspiring Words feature now targets all creatures of your choice in your Warlord's Aura.
Preservative Philosophy
Prerequisite: Your Presence Score is Intelligence
Your stratagems are careful and defensive, after all, you and your men are worth much more alive then you are after being blown to bits doing something reckless.
Preserving Words
Starting at 3rd level when you choose this philosophy, whenever a creature gains temporary hit points from your Inspiring Words feature, they can use their reaction to gain a bonus to their Armor Class equal to half the total temporary hit points.
Careful Aura
At 7th level, When you or a creature of your choice in your Warlord's Aura is subjected to an effect that allows it to make a saving throw to take only half damage, it can use its reaction to instead take no damage if it succeeds on the saving throw, and only half damage if it fails.
Preventative Measures
At 11th level, when a creature that has temporary hit points from your Inspiring Word feature is hit with an attack, it can use its reaction to halve the attack's damage against it.
Reckless Philosophy
Prerequisite: Your Presence Score is Charisma
Your tactics are a danger to everyone on the battlefield, not just your enemies. Whether you have a callous disregard for all life, or simply find conventional strategy boring, there is no denying that you get the job done.
Reckless Words
Starting at 3rd level when you choose this philosophy, a creature that gains temporary hit points from your Inspiring Word feature can choose to gain advantage on attack rolls during their next turn, but attack rolls against them have advantage until your next turn.
Dangerous Aura
At 7th level, the bonus granted by your Warlord's Aura applies to damage rolls.
Reckless Abandon
At 11th level, a creature that chooses to gain advantage on attack rolls using your Reckless Words feature can make one additional attack when it takes the Attack action.
Tactical Philosophy
Prerequisite: Your Presence Score is Intelligence
You see the battlefield as little more than a very intense game of chess, and you are the chessmaster. Every move you make is taken with the foresight of what will likely happen several minutes after it.
Tactician's Words
Starting at 3rd level, whenever a creature gains temporary hit points from your Inspiring Word feature, they can use their reaction to gain a bonus to attack rolls equal to half of the total temporary hit points.
Attack Order
At 7th level, When you take the Attack action on your turn, you can forgo one or more of your attacks to direct your companions to strike. When you do so, choose a friendly creature who can see or hear you within your Warlord's Aura. That creature can immediately use its reaction to make one weapon attack.
If you forgo more than one attack on your turn, one creature can use its reaction to make multiple weapon attacks, or you can divide the attacks among multiple creatures in your Warlord's Aura.
Follow Through
At 11th level, when a friendly creature within your Warlord's Aura scores a critical hit, you can give another creature within your Warlord's Aura advantage on the next attack roll, ability check, or saving throw it makes in the next minute.
Magical Miscellany
Psychic Powers
1st Rank
Amplify Adrenaline
Psychic Power
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: 1 minute
You amplify the production of adrenaline in your body. You gain a number of temporary hit points equal to double a roll of your Psychic Talent die plus your psycasting ability modifier.
Body Repair
Psychic Power
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
You take control of the body's healing process, the target of this spell regains a number of hit points equal to a roll of your Psychic Talent die plus your psycasting ability modifier.
Burst
Psychic Power
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S
- Duration: 1 round
You force your body to work past its natural limits, your walking speed increases by one roll of your Psychic Talent die * 5.
Catfall
Psychic Power
- Casting Time: 1 reaction, which you take when you fall
- Range: Self
- Components: V, S
- Duration: 1 minute
You give your body the elasticity of rubber. While this power is active, you take no fall damage. Unlike Feather Fall, this power does not slow the descent of the target.
Chameleon
Psychic Power
- Casting Time: 1 action
- Range: Self
- Components: S
- Duration: 10 minutes
Your skin and equipment take on the color and texture of nearby objects, including floors and walls. You have advantage on Dexterity (Stealth) checks that rely on sight.
Discorporating Touch
Psychic Power
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
Your mere touch can disperse the surface material of a foe or object, sending a tiny portion of it far away. Make a melee power attack against a creature within your reach. On a hit, the target takes force damage equal to one roll of your Psychic Talent die plus your psycasting ability modifier.
Distract
Psychic Power
- Casting Time: 1 action
- Range: 30 feet
- Components: S
- Duration: Concentration, up to 1 minute
You cause your creature's mind to wander, distracting them. Choose a creature within range. The target must make an Wisdom saving throw or receive a penalty to Wisdom (Insight) checks, Wisdom (Perception) checks, and concentration saving throws equal to half the total of a roll of your Psychic Talent die.
Empty Mind
Psychic Power
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S
- Duration: 1 minute
You empty your mind of all distracting thoughts. You gain a bonus to Wisdom saving throws equal to half the total of a roll of your Psychic Talent die.
Headlights
Psychic Power
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: 1 hour
A 20 foot cone of light erupts from the target's eyes. The cone is bright light. Completely covering your eyes with an opaque object, such as a bowl or a helm, blocks the light. The target can temporarily dismiss this power by closing its eyes (no action required) and can reactivate this power by touching the target as an action.
If you target a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the power.
Iron Grip
Psychic Power
- Casting Time: 1 reaction, which you take when you attempt to grapple a creature
- Range: Self
- Components: V
- Duration: 1 round
You psychically enhance your grip strength while attempting to grab a creature. You have advantage on all Strength (Athletics) checks made before the start of your next turn.
Inertial Armor
Spell Type
- Casting Time: 1 reaction, which you take when you are hit by an attack
- Range: Self
- Components: V, S
- Duration: 1 round
Until the start of your next turn, you have a bonus to AC equal to half the total of a roll of your Psychic Talent die, including against the triggering attack.
Psychic Blast
Psychic Power
- Casting Time: 1 action
- Range: 60 feet
- Components: V
- Duration: Instantaneous
You launch forth a wave of unrelenting thought to drive your enemies into a stupor. The target must make an Intelligence saving throw or take psychic damage equal to a roll of your Psychic Talent die plus your Psycasting ability modifier.
Psychic Strike
Psychic Power
- Casting Time: 1 reaction, which you take after successfully hitting a creature with a melee weapon attack.
- Range: Self (5 foot radius)
- Components: M (a melee weapon worth at least 1 sp)
- Duration: Instantaneous
You amply your strikes with psychic energy. The target of the attack takes additional damage equal to one roll of your Psychic Talent die.
Thicken Skin
Psychic Power
- Casting Time: 1 action
- Range: Self
- Components: S
- Duration: 1 minute
You can toughen your body against wounds, lessening their impact. While under the effect of this power, you reduce the bludgeoning, piercing, and slashing damage you take by a roll of your Psychic Talent die.
2nd Rank
Concealing Membrane
Psychic Power
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: 1 minute
You coat the target in a thin layer of membrane that makes it harder for them to be hit at a distance. The target has half cover against all ranged attacks.
Detect Hostile Intent
Psychic Power
- Casting Time: 1 action
- Range: Self (30 foot radius)
- Components: S
- Duration: 10 minutes
You become aware of the presence of any creatures with hostile intent within 30 feet of you, and their direction from you (but not their specific location). The power detects active aggression, as opposed to vigilance. In addition, while this power is active you cannot be surprised.
The 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.
Dimension Swap
Psychic Power
- Casting Time: 1 action
- Range: 30 feet
- Components: V
- Duration: Instantaneous
You instantly swap spaces between your current position and that of a creature in range. An unwilling creature must succeed on a Wisdom saving throw to resist this power.
Dissolving Touch
Psychic Power
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
You amplify the potency of your body's natural acids. Make a melee power attack against a creature within your reach. On a hit, the target takes acid damage equal to two rolls of your Psychic Talent die plus your psycasting modifier.
Hustle
Psychic Power
- Casting Time: 1 bonus action
- Range: Touch
- Components: V, S
- Duration: Concentration, up to 10 minutes
You quicken the stride of the target creature. The target's movement speed is doubled for the duration of the power.
Painful Strike
Psychic Power
- Casting Time: 1 reaction, which you take after successfully hitting a creature with a melee weapon attack.
- Range: Self (5 foot burst)
- Components: M (a weapon worth at least 1 sp)
- Duration: 1 minute
You amplify the pain of the creature you just hit. At the start of every turn, the target of this spell takes psychic damage equal to two rolls of your Psychic Talent die and can make an Intelligence saving throw, ending the spell on itself on a success.
Precognition
Psychic Power
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: 8 hours
Your awareness extends a fraction of a second into the future, you gain a bonus to initiative rolls equal to a roll of your Psychic Talent die.
Psychic Sense
Psychic Power
- Casting Time: 1 action
- Range: Self (30 foot radius)
- Components: V, S
- Duration: Concentration, up to 1 minute
You extend your senses into the brainwaves of other creatures just enough to detect where they're located. You gain blindsight out to a range of 30 feet. A creature who cannot have their mind read is not detected by this blindsight.
Thunderous Shout
Psychic Power
- Casting Time: 1 action
- Range: Self (30 foot cone)
- Components: V
- Duration: Instantaneous
You amplify your vocal cords and let out a powerful yell that can be heard from 300 feet away. Each creature within range must make a Constitution saving throw. On a failed save, the target takes thunder damage equal to two rolls of your Psychic Talent die plus your psycasting ability modifier.
3rd Rank
Danger Sense
Psychic Power
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
You can sense the presence of danger before your senses would normally allow it. When ever you are target by an attack roll or a saving throw, you can add one roll of your Psychic Talent die to your AC or your saving throw, respectively.
Decaying Touch
Psychic Power
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
Your touch rapidly decays anything it comes in contact with. Make a melee power attack against a creature within your reach. On a hit, the target takes damage equal to three rolls of your Psychic Talent die plus your psycasting modifier. This damage has no damage type. The power deals double damage to objects and structures.
Dimension Slide
Psychic Power
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S
- Duration: Instantaneous
You instantly transfer yourself from your current location to any other spot within a range equal to a number of feet equal to 25 + two rolls of you Psychic Talent die * 5 to which you have line of sight.
Ectoplasmic Form
Psychic Power
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 10 minutes
You and all your gear become a partially translucent mass of rippling ectoplasm that generally conforms to your normal shape. You gain resistance to all damage types except force, psychic, and radiant, and you gain immunity to poison damage.
You cannot make weapon attacks or cast spells while in ectoplasmic form, but you can use all your powers normally.
You can’t speak while in ectoplasmic form (You can still cast spells with verbal components). You can fly at a speed of 20 feet. You can pass through small holes or narrow openings, even mere cracks. You are subject to the effects of wind, and you can’t enter water or other liquid. You also can’t manipulate objects or activate items, even those carried along with you.
Empathic Feedback
Psychic Power
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: 1 hour
You empathically share your pain and suffering with your attacker. Each time a creature within 30 feet of you hits you with an attack roll and deals damage, it takes psychic damage equal to the amount it dealt to you or damage equal to your psycasting modifier, whichever is less.
Exhalation of the Dragon
Psychic Power
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Instantaneous
You gather an element associated with a dragon and spew it forth. Choose a damage type that isn't bludgeoning, piercing, or slashing damage and make an attack roll against a creature within range. On a hit, the creature takes damage of the damage type of your choice equal to three rolls of your Psychic Talent die plus your psycasting modifier.
Greater Concealing Membrane
Psychic Power
- Casting Time: Casting Time
- Range: Range
- Components: V, S
- Duration: Duration
You coat the target in a thick layer of membrane that makes it nigh-impossible for them to be hit at a distance. The target has three-quarters cover against all ranged attacks.
Keen Strikes
Psychic Power
- Casting Time: 1 bonus action
- Range: Touch
- Components: V, S
- Duration: 1 minute
You touch either a weapon or a creature and psychically improve its prowess in combat.
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If you touch a weapon when you cast this spell, the weapon deals an additional weapon dice of damage and scores a critical hit on a roll of a 19-20.
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If you touch a creature when cast this spell, the creature's unarmed strikes either deal an additional damage dice of damage if the creature rolls dice to determine how much damage it does with an unarmed strike, or deals an additional 5 damage if it doesn't roll a damage dice to determine how much damage it does with an unarmed strike. The unarmed strike also scores a critical hit on a roll of a 19-20.
Vampiric Weapon
Psychic Power
- Casting Time: 1 reaction, which you take after successfully hitting a creature with a melee weapon attack.
- Range: Self (5 foot burst)
- Components: M (a weapon worth at least 1 sp)
- Duration: Instantaneous
You leech the life out of a creature you strike with your weapon. The target of your attacks takes additional necrotic damage equal to three rolls of your Psychic Talent die and you regain hit points equal to half the amount of necrotic damage dealt.