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# Goetian
##### Goetian | Level | Proficiency Bonus | Features | Psionic Trick Rank |:-----:|:-----------------:|:---------------------------------------------------------------------------|:--------------------------:| | 1st | +2 | Goetic Essence, Psionic Warrior, Unusual Defense, Optional; Unnatural Psionic Tricks and Psionic Mentors| First | | 2nd | +2 | Minor Prescience, Unusual Talents | First | | 3rd | +2 | Subclass Feature, Quickened Healing | First | | 4th | +2 | ASI | Second | | 5th | +3 | Lesser Prescience, Greater Potential | Second | | 6th | +3 | Extra Attack | Second | | 7th | +3 | Subclass Feature, Overchannel | Third | | 8th | +3 | ASI | Third | | 9th | +4 | Resilient Mind, Silent Psionics | Third | | 10th | +4 | Psionic Aura | Fourth | | 11th | +4 | Moderate Prescience | Fourth | | 12th | +4 | ASI | Fourth |
## Goetian Features As a Goetian, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d10 per Goetian level - **Hit Points at 1st Level:** 10+ your Constitution modifier - **Hit Points at Higher Levels:** 1d10+ your Constitution modifier #### Proficiencies ___ - **Armor:** light armour, shields - **Weapons:** simple weapons, scimitars, shortswords, and whips. - **Tools:** Any one tool ___ - **Saving Throws:** Strength, Wisdom saving throws - **Skills:** Choose any two skills #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* a shortsword or *(b)* whip - *(a)* a shortbow or *(b)* sling, with 20 ammunition - leather armour, and a shield. \columnbreak ## Goetia *** A unique form of magic. Whereas Magia is grand, infused into all corners of the living world, inhabited by beings of great power. Goetia is a “low magic”, one from the self. We are luminous beings, not simple crude matter. All creatures shine, though some more clearly than others.
## Psionics *** Psionic powers are not spells, they do not have material components, although they often require verbal and always somatic-like components to be used. You therefore always need a free hand to use psionics.
Verbal components may be anything from a groan or yell, to a single word from the name of the psionic power, if so it can be hidden in normal conversation. Psionic powers are as unique as the individuals that use them, as such there are many ways to channel them. Pick a mental ability stat. Intelligence, wisdom, or charisma. This is your Psionic (Psi) modifier for this class.
**Spell Save DC** =
8 + your proficiency bonus +
your Psi modifier
**Spell attack modifier** =
your proficiency bonus +
your Psi modifier
## Level 1
### Goetic Essence Your essence resists external change. When you are healed by a spell you take half the total value (round up).
### Psionic Warrior When you take the attack action or make an attack as a part of your reaction, you can replace your attacks with Psionic Tricks.
Using a Psionic Trick strains you, when you use a psionic trick you take 1d4 psychic damage per rank. If a Psionic Trick requires a saving throw there is no effect on a success. Persistent effects only end if you die, not if you reach 0HP. If you roll more than 10d4 on a turn you may take the average rather than rolling (Nx2.5, where N is the number of dice rolled).
\pagebreakNum
Your maximum range with a psionic trick against a target you can see is 10x Psi modft away. For example with a +3 you can target a creature or object, (not worn or carried) 30ft away. Unless otherwise stated *** Alternatively you can target a creature or object, (not worn or carried) that you cannot see as long as it is not hidden from you and you are aware of it, within half that distance. For example with a +3 you can target a creature or object 15ft away. *** This is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
You have a number of Psionic Tricks equal to your Psi modifier +level/2 (rounded down). Psionic Tricks learned through your subclass do not count against this total. When you gain a level in this class you can swap any Psionic Trick you know for another that you can learn.
### Unusual Defense When you are unarmoured, wear light or medium armour you can add your Psi modifier in place of Dexterity. You can use a shield and still gain this benefit.
### Optional feature; Unnatural Psionic Tricks and Psionic Mentors You can learn up to your PB/2 (rounded up) additional psionic tricks. These are called Unnatural Psionic Tricks, they must be of a rank you can already have access to. Although you can learn psionic tricks unique to other subclasses.
To learn them another creature must target you with it every day for a week. If you've learnt your maximum Unnatural Psionic Tricks you can replace one you have already learned from this feature for another.
When you use one of these Unnatural Psionic Tricks the psychic damage you receive when using them increases from 1d4 to 1d6.
Finally, as long as you are on the same plane of existence you can telepathically send a message to any creature that has “taught” you an Unnatural Psionic Trick. a number of sentences equal to your Psi , minimum of 1, per day. Additionally, you always know the direction to them and if you are within 5 miles of them.
## Level 2
### Minor Prescience You have advantage on initiative rolls and Dexterity saving throws against hazards you can see. Additionally when a creature you can see attacks you, you can expend your reaction to attack them first. \columnbreak
### Unusual Talents Pick one of the following from the list, you can change it when you gain a level in this class. #### - **A World Within** Your mind is a world unto itself. You become proficient in your choice of the following skills: Arcana, History, Nature, or Religion. *** Your proficiency bonus is doubled for any ability check you make that uses that skill. *** Additionally, when you start the turn with the charmed or frightened condition. You make a Psi modifier (Stealth) check against their passive Wisdom (Survival). On a success the condition and all related effects are suppressed until the end of your turn. *** If possessed by a creature (such as a ghost or a magic jar spell), you make the same check. Additionally, so does the creature attempting to possess you at the start of their turn, on a failure they do nothing on their turn, wasting time lost within the halls of your mind. #### - **Consumed Intellect** When a hostile creature within 10ft of you dies, you gain THP equal to your Psi modifier+ your level in this class. #### - **Other Sight** You can feel the auras of nearby creatures. You have blind sight within 10ft, inanimate objects appear as shadows whereas plants and creatures glow unique colours. *** Magical sensors appear as a bright glowing eye of the creature that created the sensor. Your perception and insight with this sense is Psi modifier (Perception) or (Insight). Creatures that attempt to hide from this sense make a charisma (stealth) check, using the same roll as their dexterity (stealth). *** This sense is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. *** This increases to 15ft at level 5 #### - **Unnatural Agility** You gain a +10ft to your movement speed. This increases to 15ft by level 5. Additionally you gain a bonus to your initiative equal to your Psi modifier. ## Level 3 ### Subclass Choose a subclass from the following list. The Firestarer, The Kinetic, The Mortal Instrument, The Other Self, The Superorganism. ### Quickened Healing Once per day when you finish a short rest you regain a number of hit dice equal to your PB \pagebreakNum
## Level 4 ### ASI When you reach 4th 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. *** If your DM allows the use of feats, you may instead take a feat. ## Level 5
### Lesser Prescience Once per turn, when you make a melee attack you gain a 1d4 bonus to hit and you deal additional damage of the same type equal to your Psi modifier.
### Greater Potential Choose one of the following. You can swap one for another whenever you gain a level in this class.
#### - **Reactive Psionics** When a trigger for which you have a reaction takes place and you have already spent your reaction, you can take damage equal to your Psi modifier to gain an additional reaction to use immediately.
Each reaction must have its own trigger. If you use a reaction to cast a spell you cannot use any other to cast a spell. Each time you use this feature in a round the damage you take doubles.
#### - **Sustained Psionics** When you use a psionic trick that lasts until the end of your next turn you can extend the effects for an additional round, when you do you take additional damage equal to your Psi modifier.
#### - **Potent Psionics** When you use a psionic trick you can target twice the normal number of creatures, if a Psionic Trick allows you to create an effect (such as Psionic Barrier) you can also create twice as many as usual. When you do this you take damage for each target or effect as normal and additional damage equal to your Psi + the number of additional targets or effects.
## Level 6 Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
## Level 7
### Subclass feature You gain another feature from your subclass. \columnbreak
### Overchannel Once per short rest, when you use a psionic trick with your action that has a duration and does not deal damage. You can increase the duration of that psionic trick by a number of minutes equal to your level. *** This increases to two uses per short rest at level 11. ## Level 8
### ASI When you reach 8th 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. *** If your DM allows the use of feats, you may instead take a feat. ## Level 9
### Resilient Mind You gain resistance to psychic damage, and have advantage on saves against charmed, frightened and stunned conditions.
### Silent Psionics You can channel psionic powers with the verbal component without it, taking additional damage equal to your Psi modifier.
## Level 10
### Psionic Aura You have a 10ft aura of disruptive psionic energy. Hostile creatures in that range have a 1d4 penalty to attack rolls against yourself and your allies. Additionally hostile creatures have 1d4 penalty against your saving throws. ## Level 11
### Moderate Prescience Lesser Prescience is now not limited to once per turn. \pagebreakNum
## Level 12
### ASI When you reach 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. *** If your DM allows the use of feats, you may instead take a feat.
## Subclasses
## The Firestarter
### Level 3
#### Burning Essence When you deal damage you can choose to change the damage type to fire. Your fire ignites flammable objects not worn or carried.
#### Fire Aura When you create an effect that deals fire damage, you are surrounded by a 10ft aura of fire until the end of your next turn. When a creature hostile to you or your allies starts their turn or enters for the first time on a turn within the aura they take fire damage equal to your Psi modifier,
Additionally if you are hit by a ranged attack that deals bludgeoning, piercing or slashing damage and the damage dealt is less than your Psi modifier+ level in this class, you instead take no damage as the projectile is incinerated before impact.
You gain a unique psionic trick
#### Sear **First Rank** ___ - **Saving Throw :** Charisma - **Components:** Verbal, Somatic - **Duration:** Until the end of your next turn. ___ You focus your inner fire. You can target up to your PB number of creatures taking an additional 1d4 psychic damage per additional target after the first. On a failure they take 1d4+ Psi modifier fire damage and have a 1d4 penalty on attack rolls and ability checks. \columnbreak
### Level 7 You gain a unique psionic trick
#### Fire Stream **Second Rank** ___ - **Saving Throw :** Dexterity - **Components:** Somatic - **Duration:** Until the end of your next turn. ___ You create a 5ft wide line of burning flame originating from yourself to a point on the edge of your range or until blocked by full cover. You are unaffected by this fire.
Once created a line is stationary. A creature that enters a line for the first time on a turn or starts its turn in the area must make a save taking Psid4+ Psi modifier on a failure. You can create a number of lines equal to your PB taking an additional 2d4 psychic damage per line after the first.
When you choose to create additional lines of fire you can choose for yourself to be the origin or you can choose for any point along the line to be the origin for any of the additional lines. These extend to the end of your range or until they hit an area of full cover.
## The Kinetic
### Level 3
#### Telekinetic fighter You can telekinetically wield a one handed weapon within 10ft of you. You use your Psi modifier for attack and damage rather than Strength or Dexterity, you otherwise make attacks as normal. This increases to 15ft at level 5
The weapon moves with you and can freely move between targets between attacks. You can swap or pick up a weapon using the normal rules.
Alternatively you can wield a shield within the same range. The shield moves with you, at the end of your turn as a free action, choose a creature, the shield then moves into the creature’s space and they gain the benefits of wielding a shield. You still use the normal rules for equipping shields.
You gain a unique psionic trick \pagebreakNum
#### Telekinetic Projectile **Second Rank** ___ - **Components:** Somatic - **Duration:** Instantaneous. ___ 2d6+ Psi modifier bludgeoning (or other if appropriate).
Choose a tiny object weighing no more than 5lbs within range, it is launched 60ft at a creature or object of your choice. Make a ranged spell attack roll if the attack reduces the target to 0 HP or misses, you can redirect the projectile at another target.
An object that shatters like a vial of acid cannot be redirected after a hit.
When you redirect the projectile you take an additional 1d4 psychic damage for each additional attack roll after the first. ### Level 7 You gain a unique psionic trick #### Telekinetic Movement **Second Rank** ___ - **Components:** Somatic - **Duration:** Instantaneous. ___ On your turn you can use some or all of your movement to telekinetically move yourself or a willing ally in any direction. If not supported by the end of your turn the creature falls as normal. *** If they are grappled or restrained you can attempt to break it using your Psi modifier in the contest, this expends half your movement, and frees them on a success.
## Mortal Instrument
### Level 3
#### Extensions of Mind, Extensions of Body You gain proficiency in martial weapons, medium and heavy armour. Additionally you can use the somatic components of psionics with a weapon or shield in that hand. *** Finally when you use a psionic trick on your turn you can make an attack with a melee weapon as a bonus action.
You gain a unique psionic trick \columnbreak
#### Psionic Threat **First Rank** ___ - **Saving Throw :** Wisdom - **Range:** Self (10ft). - **Components:** Somatic - **Duration:** Until the end of your next turn. ___ On a failure the creature becomes focused on you, until the end of your next turn all attack rolls against the target, apart from yours have advantage. *** You can target up to your PB number of creatures taking an additional 1d4 psychic damage per additional target after the first.
### Level 7 You gain a unique psionic trick #### Psionic Fortification **Second Rank** ___ - **Range:** Self (15ft) - **Components:** Verbal, Somatic - **Duration:** Instantaneous. ___ Yourself and a number of allies equal to your primary ability modifier, gain THP equal to your level in this class. You take the psychic damage before you get the THP
## The Other Self
### Level 3
##### Strange Essence When you have THP you take on a strange appearance, that appearance is always the same. While you have THP you resist bludgeoning, piercing and slashing damage.
You also gain a unique psionic trick #### Terrible Essence **FIrst Rank** ___ - **Saving Throw :** Charisma. Half damage on a success - **Range:** Self (10ft) - **Components:** Verbal, Somatic - **Duration:** Instantaneous. ___ On a failure each creature takes psychic damage equal to your Psi modifier+ your level in this class. You gain THP equal to the number of creatures targeted, if you currently have THP these add to your current THP. \pagebreakNum
### Level 7
#### Unnatural Geometry While you have THP, you have a 10ft aura which is difficult terrain for creatures hostile to you and your allies. #### Resilient Essence **Second Rank** ___ - **Range:** Self - **Components:** Verbal, Somatic - **Duration:** Instantaneous. ___ You gain a number of charges equal to your Psi modifier; these charges replenish on a long rest. Once per day you can replenish half of them at the end of a short rest (rounded up). *** As an action you can expend a number of charges up to your PB and gain a number of THP equal to your level for each charge expended. You take the 1d4 psychic damage per charge spent before gaining the THP.
## The Superorganism
### Level 3
#### One Soul When a creature that is under the effects of One Mind makes an opportunity attack and the target is valid for an attack with a weapon you are wielding or psionic trick you know you can expend your reaction and use it on the same target. Alternatively you can use your reaction to allow another creature under the effect of One Mind to make this attack instead of you.
#### One Body When you heal you can choose for another creature under the affects of One Mind to gain some or all of the HP instead of you.
You gain a unique trick
#### One Mind **First Rank** ___ - **Components:** Verbal, Somatic - **Duration:** Psi modifier hours. ___ Choose a number of creatures equal to your Psi modifier. You can all telepathically communicate back and forth with each other so long as the creatures are all within your range. *** Finally if one creature linked by One Mind knows a language, all other creatures know that language for the duration. \columnbreak
### Level 7 You gain a unique psionic trick #### A Deep Connection **Second Rank** ___ - **Components:** Verbal, Somatic - **Duration:** Until the end of your next turn. ___ When you and/or a creature connected to you by One Mind fails an ability check or saving throw you can expend a reaction and a number of hit point equal to 1d4 per creature, they each add 1d4+ Psi modifier to their roll, possibly changing a failure into a success. \pagebreakNum
# Psionic Tricks ## First Rank #### Blind Spot. **First Rank** ___ - **Saving Throw :** Wisdom - **Components:** Verbal, Somatic - **Duration:** Until the end of your next turn. ___ You can target up to your PB number of creatures taking an additional 1d4 psychic damage per additional target after the first. On a failure, the creature cannot perceive you until the end of your next turn. This effect ends if you damage the creature.
#### Compel **First Rank** ___ - **Saving Throw :** Wisdom - **Components:** Verbal, Somatic - **Duration:** Instantaneous. ___ You speak a one-word command to a creature you can see within range. The target follows the command on its turn. You can target up to your PB number of creatures taking an additional 1d4 psychic damage per additional target after the first. The Psionic Trick has no effect if the target is if your command is directly harmful to it. *** Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, nothing happens. - **Approach**: The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. - **Drop**: The target drops whatever it is holding and then ends its turn. - **Flee**: The target spends its turn moving away from you by the fastest available means. - **Grovel**: The target falls prone and then ends its turn. - **Halt**: The target doesn't move and takes no action. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
#### Inside Voice. **First Rank** ___ - **Components:** Somatic - **Duration:** Until the end of your next turn. ___ You temporarily link your mind with another, you can telepathically communicate with them although they cannot reply. \columnbreak
#### Poisoned Thoughts. **First Rank** ___ - **Saving Throw :** Wisdom - **Components:** Verbal, Somatic - **Duration:** Until the end of your next turn. ___ On a failure, the creature is poisoned. Creatures usually immune to poison are affected only if their intelligence score is at least 8.
#### Psionic Phantasm **First Rank** ___ - **Saving Throw :** Intelligence - **Components:** Verbal, Somatic - **Duration:** Until the end of your next turn. ___ You craft a phantasm in an unoccupied space within range. You and a number of creatures up to your Psi modifier are aware of the nature and location of the phantasm, but are otherwise unaffected. The phantasm takes root in the mind of creatures of your choice. *** The phantasm must be of an inanimate object or other visible phenomenon of your choice that fits within a 5ft cube (fire, wall, or other). *** You can increase the size of the phantasm by an additional 5ft cube. Each additional cube after the first increases the cost by 1d4. You target up to your PB number of creatures taking an additional Nd4 psychic damage per additional target after the first. Where N is the number of 5ft cubes the phantasm occupies. *** The target becomes convinced of the phantasm’s existence, all of their senses confirm this. A target seeing a creature impossibly unaffected (such as walking through a solid wall) makes their save again, on a failure they simply don't understand how, and continue to be convinced. On a success, they are no longer affected. *** If the target climbs upon the phantasm they fail to come up with some rational explanation for their failure (like jumping onto a wall and slipping). *** If the phantasm is a small or tiny object it can be held and interacted with by an affected creature, they can move the phantasm and handle it as if it were a real object. *** If the phantasm would harm a creature (such as a fire) they become convinced that it did and were lucky for such a minor injury. (as if succeeding on a save and/or taking very little damage) *** Examples creations \pagebreakNum
- **Easy meal**: unintelligent targets will move towards the phantasm. - **Fire**: most creatures will not willingly enter space - **Floating debris**: a target spends 4 feet of movement for every foot it moves through the area, no matter its movement type. - **Thick fog**: makes the area heavily obscured to targets. - **Treasure**: intelligent greedy targets will move toward the treasure - **Wall**: grants the appropriate AC bonus from the cover, from attacks from targets. Melee target will often choose to jump over or move around rather than to strike over
#### Psionic Discharge **First Rank** ___ - **Saving Throw :** Dexterity (disadvantage if wearing metal armour). - **Range:** Self (15ft)(A creature or metallic object) - **Components:** Verbal, Somatic - **Duration:** Instantaneous. ___ On a failure the target takes 1d6+ Psi modifier lightning damage and you can target a second target (within range from the space of the first) taking an additional 1d4 psychic damage per additional target after the first.
#### Psionic Strike. **First Rank** ___ - **Range:** Self - **Components:** Verbal, Somatic - **Duration:** Until the end of your next turn. ___ You gain a new way to use the melee weapons you are wielding, the range of your melee weapons increases by 5ft until the end of your next turn. When you make an attack with that weapon you make a melee spell attack, and the damage dealt is Psychic instead of its usual damage type, though it uses the same damage die.
#### Seed of Doubt. **First Rank** ___ - **Saving Throw :** Intelligence - **Components:** Verbal, Somatic - **Duration:** Until the end of your next turn. ___ On a failure, the creature takes 1d8 psychic damage and has a -1d4 penalty to the next saving throw they make before the end of your next turn.
#### Telekinetic Impact. **First Rank** ___ - **Components:** Verbal, Somatic - **Duration:** Instantaneous. ___ Ranged spell attack. Against a creature or object, of large size or smaller. On hit, you deal 1d6 force +Psi modifier and can push or pull the target 10ft from you. \columnbreak
#### Terrible Vision. **First Rank** ___ - **Saving Throw :** Wisdom - **Components:** Verbal, Somatic - **Duration:** Until the end of your next turn. ___ You can target up to your PB number of creatures of the same species, taking an additional 1d4 psychic damage per additional target after the first On a failure, they become frightened of you.
#### Torpidity. **First Rank** ___ - **Saving Throw :** Charisma - **Components:** Verbal, Somatic - **Duration:** Until the end of your next turn. ___ You can target up to your PB number of creatures taking an additional 1d4 psychic damage per additional target after the first. On a failure, its speed is halved, and it has disadvantage on opportunity attacks.
## Second Rank
#### Guiding Thought. **Second Rank** ___ - **Saving Throw :** Charisma. (Optional fail) - **Range:** A creature other than yourself. - **Components:** Verbal, Somatic - **Duration:** Until the end of your next turn. ___ On a failure when the target makes an attack roll, ability check or saving throw, within range. You can choose to take 2d4 psychic damage and add a bonus or penalty to the roll equal to your Psi modifier
#### Forewarning. **Second Rank** ___ - **Components:** Somatic - **Duration:** Instantaneous. ___ You feel an omen from your psionic powers about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens. - **Joy**, for good results - **Sorrow**, for bad results - **Joy and Sorrow**, for both good and bad results _ **Nothing**, for results that aren't especially good or bad This Psionic Trick doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. \pagebreakNum
#### Psionic Awakening **Second Rank** ___ - **Range:** Touch. A beast or plant with a CR equal to or less than your level in this class. - **Components:** Verbal, Somatic - **Duration:** A number of minutes equal to your level in this class. ___ You touch the target and you take 2d4 psychic damage per size category above tiny. The target must have either no Intelligence score or an Intelligence of 3 or less (if it doesn't the trick ends). The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. Your DM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree. *** The awakened creature is then charmed by you and your companions for the duration or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed. *** When the trick ends the creature returns to normal, remembering its experience of how you treated it, though wild animals will often flee. *** When you use this psionic trick, roll 1d4 per size category of the target larger than tiny. For each die, choose an ability score, you take a penalty to that ability score based on the total rolled. This lasts until the trick ends. If the dice would reduce an ability score to less than one, the remainder is diverted to your Psi ability score. *** For example. You are attempting to target a huge plant, and you choose to have all four of the penalty die on Intelligence, when you have an Intelligence of 8. If you were to roll the maximum of each die (16) your intelligence would drop to 1, while your Psi ability score would drop by 9 #### Psionic Projection. **Second Rank** ___ - **Components:** Verbal, Somatic - **Duration:** until the end of your next turn. *** You project a quasi real aspect of yourself, it is an object with the same AC as you and only 1 HP. It can do anything you can as if you were in its position, though it consumes all resources as if you had spent them (including actions and movement). This lasts until the end of your next turn *** If it is beyond your range at the end of your turn it is destroyed.
#### Psychic Tracker. **Second Rank** ___ - **Range:** Psi modifier Miles - **Components:** Verbal, Somatic - **Duration:** A number of minutes equal to your level in this class. ___ Describe or name a creature, object, or plant that is familiar to you. You sense the direction to the target's location, as long as the target is within PB miles of you. If the target is in motion, you know the direction of its movement. *** This trick can't provide anything but direction to a target if the target is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. *** Creatures that would not want to be found by you, make a passive charisma (stealth) check against your Psi modifier (survival), on a failure you gain no information and the trick ends. A creature benefiting from see invisibility, truesight or other sight) sees a luminous, intangible version of your eye about the size of your fist that tracks the target. *** This trick can locate a specific creature, object or plant known to you, as long as you have seen it up close - within 30 feet - at least once. Alternatively, the trick can locate the nearest creature of a specific type (human, unicorn). An object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon. Or type of plant (yew, apple tree)
#### Sinking Feeling. **Second Rank** ___ - **Saving Throw :** Strength - **Components:** Verbal, Somatic - **Duration:** Until the end of your next turn. ___ On a failure a creature on the ground falls prone. Against a creature not on the ground they descend 30ft, if they land they take falling damage as normal and are prone. *** Additionally on a failure they have disadvantage on saves and checks that would make them prone.
#### Telekinetic Thrust. **Second Rank** ___ - **Saving Throw :** Strength. (Optional failure) - **Components:** Verbal, Somatic - **Duration:** Instantaneous. ___ You telekinetically move a creature horizontally up to a number of feet equal to your 5x Psi modifier. This does not use movement or provoke opportunity attacks. *** If they are grappled or restrained you can attempt to break it using your Psi modifier in the contest, this expends half the movement of the Psionic Trick (rounded down), on a success they are freed.
\pagebreakNum ## Third Rank
#### Psionic Barrier. **Third Rank** ___ - **Components:** Verbal, Somatic - **Duration:** Until the end of your next turn. ___ You conjure a translucent, immovable, psionic barrier within range that blocks all creatures, objects and spell effects as if it were a solid wall. Each section is 10ft by 10ft, and depthless. *** Each has an AC equal to your Psi ability score and HP equal to PBx your level in this class. They are immune to poison damage and vulnerable to force. Each section must be contiguous with another. You can conjure up to your PB number of sections taking an additional 3d4 psychic damage per additional section after the first. *** Or you can conjure a 5ft sphere with the same AC, the size increases by 5ft for each additional 3d4 damage you take. It has the equivalent HP as if it were that many sections. *** This lasts until the end of the duration or is destroyed. A creature that would be completely encased by only Psionic Barriers that is adjacent to an edge can make a dexterity saving throw, moving to the other side on a success. *** If a creature attempts to teleport through they must make a charisma saving throw, being blocked on a failure.
#### Psionic Choke. **Third Rank** ___ - **Saving Throw :** Wisdom - **Range:** A creature of medium size or smaller, with a CR equal to or less than your level in this class. - **Components:** Verbal, Somatic - **Duration:** Until the end of your next turn. ___ On a failure the target takes 1d4 psychic damage is lifted a few feet in the air and has the paralyzed condition until the end of your next turn. *** A creature that is flying without the ability to hover descends in free fall but does not hit the ground, taking no fall damage but leaving them a few feet from the ground. A creature with hover stays at its current height. #### Psionic Clairvoyance. **Third Rank** ___ - **Components:** Verbal, Somatic - **Duration:** Until the end of your next turn. ___ You create an invisible sensor within range. The sensor can’t be attacked or otherwise interacted with. You use your senses through the sensor as if you were in its space. *** if a creature would not want to be observed by you, you make a check Psi modifier (Perception) against their passive Charisma (Stealth), on a failure you do not perceive the creature. A creature that can see the sensor (such as a creature benefiting from see invisibility, truesight or other sight) sees a luminous, intangible version of your eye about the size of your fist. *** As a free action at the start of the turn before the effect ends you can choose to move the sensor up to your movement speed. There is no limit to how far away from you the sensor can move, but it can't enter another plane of existence. A solid barrier blocks the sensor's movement, but the sensor can pass through an opening as small as 1 inch in diameter.
#### Psionic Exchange. **Third Rank** ___ - **Saving Throw :** Charisma - **Components:** Verbal, Somatic - **Duration:** Instantaneous. ___ You swap places with a creature within range. If the creature is larger than you and it would displace creatures they get harmlessly shunted to the nearest available place.
#### Psionic Retribution. **Third Rank** ___ - **Saving Throw :** Intelligence - **Range:** Self (10ft) - **Components:** Verbal, Somatic - **Duration:** Until the end of your next turn. ___ On a failure each creature of your choice receives the damage you have taken since the end of your last turn. The damage dealt is force.
#### Psionic Sleep. **Third Rank** ___ - **Saving Throw :** Wisdom - **Components:** Verbal, Somatic - **Duration:** Until the end of your next turn. ___ The creature falls asleep until they take damage or the end of your next turn. Targets have advantage on the save if you or your companions are fighting them, unless they have not yet had a turn in combat. Creatures immune to sleep are unaffected. You can target up to your PB number of creatures taking an additional 3d4 psychic damage per additional target after the first. *** A sleeping creature can be woken with an action.