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Psyknight

Psyknight

Psyknightn

Not all those who feel the draw of psychic energies walk the ascetic and esoteric path of the psion. There are those with psionic talent that cultivate the more physical and visceral expressions of psionic power. These psyknights combine the mental disciplines with rigorous physical and martial training. In an age of laser guns and starship battles, psyknights prefer face-to-face conflict resolution, whether via diplomatic means or by more aggressive negotiations with their iconic starglaives.

 

Forged Talent

When a psyknight first becomes aware of their psionic abilities, it often manifests in uncontrolled and unpredictable outbursts. Some are discovered early on by mentors and organizations capable of giving them the knowledge, tools, and intense training needed to transform their raw talent into precision instruments of psionic power. Others are largely self-taught, attending the less structured but equally challenging school of hard knocks. While psyknights may vary in their formative training, one thing remains constant: their growth in power and mastery is a direct reflection of the effort they put in. When faced with tests, trials, or tribulations, psyknights push themselves to the edge of, and often right past, their physical limits.

Psyknight Archetypes
Soulknife
Praetor
Auditor

Tempered Weapons

With an intuitive sense of kinesthetic psionics, psyknights find they can quickly gain mastery with close combat armaments. Unlike psions, psyknights excel at melee combat. Such is their reputation as living weapons that psyknights claim some victories without a single shot fired or sword drawn.

Creating a Psyknight

A psyknight is a quick study of both martial and intellectual pursuits and must be quick on their feet in more ways than one to pass various the tests and trials that help unlock their psionic abilities. As you create your psyknight, think about some of the early challenges you faced and overcame. Were they designed and administered by a disciplined organization that recruited you at a young age? Or did the ordered chaos of the universe send them your way at just the right time in just the right place? Consider too, your motivations. Did you learn to suppress or control your power to prevent harming yourself and those around you? Perhaps you lashed out against an attack on someone you love. How you respond to your early experiences can shape the psyknight you will become.


Level

Proficiency
Bonus


Features

Isometrics
Known

Reflexes
Known

Powers
Known

Power
Rating

Maneuvers
Known

Maneuver
Degree

1st

+2

Emergent Psionics, Psionic Guard, Psychic Isometrics, Kinetic Burst

1

-

-

- - -

2nd

+2

Combat Maneuvers, Psionic Powers, Code of Conscience

1

1

1

I 2 1st

3rd

+2

Extra Effort, Psyknight Archetype

1

1

2

I 2 1st

4th

+2

Ability Score Improvement, Starwielder Tactics (2)

2

1

2

I 3 2nd

5th

+3

Extra Attack

2

1

3

I 3 2nd

6th

+3

Psyknight Archetype feature

2

2

3

I 4 2nd

7th

+3

Starwielder Tactics (3)

3

2

3

I 4 2nd

8th

+3

Ability Score Improvement

3

2

3

II 5 2nd

9th

+4

Psyknight Archetype feature 

3

2

4

II 5 2nd

10th

+4

Sixth Sense

4

2

4

II 6 3rd

11th

+4

Starwielder Tactics (4)

4

2

4

II 6 3rd

12th

+4

Ability Score Improvement

4

2

4

II 7 3rd

13th

+5

Glaring Recognition

5

3

5

II 7 3rd

14th

+5

Psyknight Archetype feature

5

3

5

III 8 4th

15th

+5

Starwielder Tactics (5)

5

3

5

III 8 4th

16th

+5

Ability Score Improvement

6

3

5

III 9 4th

17th

+6

Master Wielder

6

3

6

III 9 4th

18th

+6

Starwielder Tactics (6)

6

3

6

III 10 4th

19th

+6

Ability Score Improvement

7

3

6

III 10 4th

20th

+6

Beyond Death

7

3

6

IV 11 5th

 


1st LevelCLASS FEATURES

As a psion, you gain the following class features.

Hit Points

Hit Dice: 1d10 per psyknight level

Hit Points at 1st Level: 10 + your Constitution modifier

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per psion level after 1st

Proficiencies

Armor: Light armor, medium armor, shields

Weapons: Simple weapons, blades, starship weapons

Tools: Space vehicles

Saving Throws: Dexterity, Charisma

Skills: Choose three from Acrobatics, Athletics, Insight, Perception, and Sleight of Hand, Stealth

Equipment

You begin the game with 200 credits which you can spend on your character’s starting weapons, armor, and adventuring gear. You can select your own gear or choose one of the following equipment packages. Also consult the Suggested Equipment section of your chosen background.

  • Confidence Artist’s Package (cost 177 credits): backpack, camouflage canvas armor, flashlight, jolt pistol and shock energy battery (20), lighter (30 uses), multitool, sleeping bag, one-person tent, 2 light polearms
  • Master Duelist’s Package (cost 186 credits): blanket, earplugs, dueling sword (medium force blade), lighter (30 uses), mirrored synthweave armor (2 pockets), smelling salts, tactical maul
  • Wayward Drifter’s Package (cost 139 credits): backpack, first aid kit (15 uses), flashlight, psychic crystal, first aid kit (15 uses), leather armor, light blade

1st LevelEmergent Psionics

At 1st level, you have expanded your mind, and your latent psionic powers have begun to manifest in meaningful ways.

Psionics Ability

While mastering control of their psychic talent takes effort and discipline, a psyknight’s connection to it is intuitive and natural. Wisdom is your psionics ability for your powers. You use your Wisdom whenever a power of feature refers to your psionics ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a psionics power or feature and when making an attack roll with one.

Psionics save DC = 8 + your proficiency bonus + your Wisdom modifier

Psionics attack modifier = your proficiency bonus + your Wisdom modifier

Psychic Impulse

Also at 1st level you gain the following abilities. Once you have used this feature, you can’t do so again until you finish a long rest.

Psychic Detonation. When an enemy moves to flank you, you can use your reaction to send a concussive force outward; enemies in flanking positions make a Strength saving throw or be knocked back 5 feet.

Mind Share. As a bonus action you can share a brief thought of up to 10 words with one person you know or can see within 60 feet.

Snap Reflex. If you use your reaction to make an attack of opportunity, you can immediately make a second attack against the same target.

Gut Feeling. You gain an expertise die on your next Perception check.


1st LevelPsionic Guard

Whether by subconscious telekinetic shield or heightened dodge reflexes, at 1st level you learn psionic defensive techniques. Choose one of the following options.

Foreseeing Guard

While you are wearing no armor and not wielding a shield, your AC equals 10 + your Wisdom modifier + your Dexterity modifier.

Unseen Shield

While you are wearing armor, you replace your Dexterity modifier with your psionics ability modifier for AC.


1st LevelPsychic Isometrics

At 1st level, you gain one psychic isometric of your choice. Your isometrics are detailed at the end of the class description. The Isometrics Known column of the Psyknight table shows when you learn more psychic isometrics. If you gain a bonus isometric, it does not count against your isometrics known.


1st LevelKinetic Burst

Starting at 1st level you can use a bonus action to direct a burst of psychokinetic force at a creature or object within 30 feet. Make a ranged psionic attack against the creature, dealing force damage equal to 1d4 + your Wisdom modifier. Each time your power rating increases (at levels 8, 14, and 20), your Kinetic Burst damage increases by 1d4. You can use this feature a number of times equal to your proficiency bonus, regaining spent uses when you complete a long rest.


Code of ConscienceLevel 2

Transcending the physical nature of one’s own body requires an unwavering strength of will. By aligning with a core set of values, you narrow your focus and solidify your will. At 2nd level, choose an option from the following.

The High Road

 You value life and peace, understanding that powers used irresponsibly can cause great harm. As an action you can expend one of your hit dice and roll it. An adjacent creature you can touch recovers a number of hit points equal to your roll. You cannot gain hit points yourself by using this feature. Additionally, you gain an expertise die with Persuasion checks.

The Steep Climb

You value knowledge and power, trusting in and relying on no one but yourself to excel; others are but footholds to boost you ever higher. As a bonus action you can expend one of your hit dice and roll it. The next attack you make does additional damage equal to your roll. Additionally, you gain an expertise die with Intimidation checks.

The Axis of Balance

You value the natural ebb and flow of the universe, respecting the danger of upsetting the cosmic balance and seeing past the constraints of a binary morality. As an action you can expend one of your hit dice and roll it. You recover a number of hit points equal to your roll.  Additionally, you gain an expertise die with Insight checks.


Level 2Combat Maneuvers

At 2nd level, you gain the ability to use combat maneuvers. You gain proficiency in two combat traditions from the following list: Ace Starfighter, Blazing Starglaive, Mindful Body, Mirror’s Glint, Rapid Current, Razor’s Edge, and Tooth and Claw. You learn two maneuvers of your choice from traditions you are proficient with.

You gain an exertion pool equal to twice your proficiency bonus, regaining any spent exertion at the end of a short or long rest. You use your maneuvers by spending points from your exertion pool. The Maneuvers Known column of the Psyknight table shows when you learn more maneuvers from a tradition you are proficient with, while the Maneuver Degree column shows the highest degree you can select maneuvers from at a given level.

Additionally, whenever you learn a new maneuver, you can choose one of the maneuvers you know and replace it with another maneuver of the same level from a tradition you are proficient with.


Level 2Psionic Powers

Beginning at 2nd level, your true psychic aptitude has become evident and your training allows you to harness your psionic talent.

Reflexes

At 2nd level, you learn certain fundamentals of psionics. Power level 0 psionic powers, called reflexes, can be used without spending psionic points. You learn one reflex of your choice from the psionic powers list. You learn additional reflexes of your choice at higher levels, as shown in the Reflexes Known column of the Psyknight table. Whenever you gain a level in this class, you can replace one of the psychic reflexes you know with another reflex from the psionics powers list.

Psychic Exertion 

You gain access to a reservoir of psychic energy. Your access to this energy is represented by your exertion pool. You spend 1 exertion point for each psionic point required to fuel a psionic power or feature.

Psionic Powers Known of Rating I And Higher

You know one level I psionic power of your choice from the psionic powers list.

Whenever your power rating increases, as shown in the Power Rating column of the Psion table, you learn one new power of your choice. This power must be of a level less than or equal to your power rating.

Additionally, when you gain a level in this class, you can replace one power you know with a different power of your choice. This power must also be of a level less than or equal to your power rating.

Psionic Focus

You can use a psychic crystal as a psionic focus for any of your powers.


Extra EffortLevel 3

At 3rd level, your exertion pool increases by 1 exertion point. At every third psyknight class level (6th, 9th, 12th, 15th, 18th) your pool increases by an additional exertion point. In addition, you regain use of an expended Psychic Impulse feature at the end of a short rest.


​ ​​Level 3Psyknight Archetype

At 3rd level, you choose a psyknight archetype that results from your hours of training and dedication. Your choice grants you features at 3rd level and again at 6th, 9th, and 14th level.

 

 


Level 4Starwielder Tactics

Psyknights integrate psychic powers into their combat styles to great effect. Some tactics use exertion points, and if a tactic requires a saving throw you use your psionics save DC. 

At 4th level, you learn two starwielder tactics of your choice from the list below. You learn one additional tactic at 7th level, and again 11th, 15th, and 18th level. Some tactics have requirements, such as a minimum psyknight level or another starwielder tactic. You must meet those requirements before you choose that starwielder tactic.

A level prerequisite refers to your psyknight level.

At the Speed of Thought

Prerequisite: 7th level

You can take one additional bonus action or reaction on your turn, You can use this feature once between long rests.

Starglaive Expert

Prerequisite: 10th Level

Choose one of the following starglaive types: blades, mauls, or polearms. You treat all starglaives of that type as though you were attuned to them.

Starglaive Expert

Prerequisite: 15th Level, Starglaive Expert

You treat all starglaive s as though you were attuned to them.

Hurl Object

You telekinetically hurl a nearby object at your foe in order to distract them. Use a bonus action and spend 1 exertion point. The target must make a Wisdom saving throw. On a failed save, attacks against the target gain an expertise die until the start of your next turn.

Instant Stand

When you are knocked prone you can use your reaction to spend 1 exertion point to instantly stand again.

Knockdown Blast

You spend 1 exertion and use your bonus action to knock a creature to the ground with a wave of psychic force. The target makes a Strength saving throw against your psionics save DC or is knocked prone. The size creature you can affect with this feature is shown on Table: Knock Prone.

TABLE: KNOCK PRONE

Psyknight Level Size

1–10 Medium or smaller

11–16 Large

17–20 Huge

Plyometric Leap

Spend 1 exertion point and use your bonus action. Until the end of your turn, your jump distances increase 15 feet vertically and 30 feet horizontally. You can further increase these distances by +5 feet per exertion point spent.

Positional Sense

You are acutely aware of who is occupying space immediately adjacent to and surrounding you. Other creatures cannot gain expertise dice by flanking you.

Preturnatural Awareness

You gain an expertise die to initiative checks.

Preternatural Escape

You can spend 1 exertion to use the disengage action as a bonus action, moving so fast that you appear to be a blur.

Psychic Choke

Prerequisite: 10th Level, The Steep Climb 

You can squeeze the breath out of a humanoid target you can see within 30 feet of you. Use an action and spend 1 exertion point. The target must make a Constitution saving throw against your psionics save DC. On a successful save, the target is unaffected by the attack but is aware of your attempt. On a failed save, the target is paralyzed and levitated 5 feet into the air until the start of your next turn, and suffers bludgeoning damage equal to 1 + your psionic ability modifier.

While you are choking your target, you may not move, you must maintain line of sight with your target, attacks against you are made with advantage, and you make saving throws at disadvantage.

Psychic Push

You spend 1 exertion and use your bonus action to push a Large or smaller target within 30 feet in a direction of your choosing. The target makes a Strength saving throw or is pushed a distance depending on its size as shown on Table: Push.

TABLE: PUSH

Size Distance

Tiny 20 feet

Small 15 feet

Medium 10 feet

Large 5 feet

Telekinetic Parry

When you are hit by a melee attack, you may use your reaction to spend one or more exertion points. Your AC against the triggering attack increases by the number of exertion points that you spend, negating the attack if your new AC is one which would have cause the attack to miss you.

Trust Your Instincts

Prerequisite: The High Road 

You clear your mind, and enter a calm state, allowing your psionic energies to wash over you. Use 1 bonus action. Your next ability check or attack roll is made at advantage. Once you have used this tactic you may not use it again until you have taken a short or long rest.


Ability Score Improvement

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.

 


Level 5Extra Attack

At 5th level, you can attack twice instead of once whenever you take the attack action on your turn.


6th levelArchetype Feature

At 6th level you gain another archetype feature.


Archetype Feature9th Level

At 9th level you gain another archetype feature.


10th LevelSixth Sense

At 10th level, you gain the ability to sense danger before it happens. You gain advantage on initiative checks and your passive Perception increases by 2.


Level 13Glaring Recognition

By 13th level, the code by which you live visibly leaves its mark on you and impacts your social interactions. Your eyes and complexion reflect the deep emotions gathered within as you strive to control every aspect of your core being.

Illumination (The High Road). Your eyes give off a soft glow, exuding peace and comfort. You gain darkvision within 30 feet, and you gain an expertise die on Persuasion checks. If you already had darkvision, its range increases by 30 feet.

Flames (The Steep Climb). Blazing fire seems to smolder in your eyes and burn in your veins, making you feverish to the touch. You gain resistance to fire damage and an expertise die on Intimidation checks.

Mystery (The Axis of Balance). Like dark pools reflecting the infinite night sky, your eyes are impossible to fathom. You gain truesight within 5 feet and an expertise die on Insight checks.


Archetype Feature15th Level

At 14th level you gain another archetype feature.


14th LevelMaster Wielder

At 17th level, power both awesome and terrible is at your fingertips. Choose one of the following:

Bladed Victory

Your combat skill is unparalleled. You can use your action and forgo your bonus action and reaction to leap, flip, sunder, and strike in quick succession all over the battlefield performing a bladed victory. While performing a bladed victory your Speed doubles, and your movement does not provoke opportunity attacks until the start of your next turn. 

While performing a bladed victory you may move, make an attack against a single target, move, and attack a second target. You may repeat this process until you have no movement speed remaining. You cannot attack any target more than once, and you must move at least 5 feet between attacks. Once you use this feature you cannot do so again until you finish a long rest.

Crushing Weight

Your powers of telekinesis know no bounds. When you use this feature you exert an invisible force of pressure that can counter a starship’s engines or crumple a blast door like a sheet of paper. As an action you can spend 1 or more exertion and make a ranged psionic attack against an object you can see. On a hit, you deal 1d12 force damage for each point of exertion that you spend.

Alternatively, you can choose to do no damage but instead to halt a vehicle or starship which is not moving at FTL speed. Spend exertion equal to the ship’s grade (minimum 1 exertion). The ship’s speed is reduced to 0 until the start of your next turn. 

Impervious Defense

While wielding a starglaive you can use a bonus action and spend 1 exertion point to enter a defensive state of mind. Your starglaive moves so fast, it forms a translucent sphere 5 feet in diameter centered on you until the start of your next turn. Neither matter nor energy can penetrate your shielding sphere, your speed is halved, and you cannot benefit from your extra attack feature, but you can otherwise move and take actions as normal.


Level 20Beyond Death

At 20th level you are at the apex of your training. Your martial skills are honed to perfection, and your psionic power is formidable. You have finally learned how to overcome even death itself.

When you die, except when you die of old age, you return to life, fully healed, the next day. Optionally, you can choose not to return to life, and instead pass into the next world


Psychic Isometrics

When you gain access to a new psychic isometric, choose one of the following. You can learn the discovery at the same time that you meet its prerequisites. A level prerequisite refers to your psyknight level.

Cognitive Discovery

You learn one of the following Psion Cognitive Discoveries which counts as a Psychic Isometric for you: Into the Void (Prerequisite: Suspended Breath), Sense Disturbance, Suspended Breath. You may take this Isometric more than once.

Diplomatic Intervention

You can spend 1 exertion point and use an action to reduce the effects of strong and harmful emotions within 10 feet. You choose which of the following effects to apply to each sentient organic creature within the area.

  • A target suffering the charmed or frightened condition makes a new saving throw against the DC of the effect that caused the condition and gains a bonus equal to your Wisdom modifier on the roll.

  • A target that has hostile feelings towards creatures of your choice makes a Charisma saving throw or its hostile feelings are suppressed until the end of your next turn. This suppression ends early if a target is attacked or sees its allies being attacked.

 

Endure Elements

For one hour you may ignore environmental effects caused by heat or cold. This feature does not protect you from damage. Once you have used this feature you may not do so again until you have taken a long rest.

Faceless Mask

You have honed your ability to conceal your presence from others. You gain an expertise die on Stealth and Performance checks made to disappear into a crowd.

Haptic Feedback

Prerequisite 3rd level

You gain tremorsense with a range of 10 feet. You may take this isometric a second time to extend the range of your tremorsense to 30 feet.

Mind and Body

You double your Strength score when determining your carrying capacity and the weight you can lift, push, or drag. In addition, during a short rest, you can participate in strenuous activity (e.g. scouting the area, physical exercise, combat training or sparring, etc.) for up to 30 minutes and still gain the benefits of the rest. During a long rest, you can participate in strenuous activity for up to 1 hour, and your required sleep time is halved. You still require 8 hours of rest, but you only require 4 hours of actual sleep.

Negate Fall

When you fall, or jump down, from a height and spend 1 or more exertion points you may treat the falling distance as 30 feet less for each exertion point that you spend.

Mystic Hunter

When tracking a creature that can use psionics, you can attempt to do so by focusing on the psychic energy it leaves in its wake, allowing you to use your psionics ability for any ability checks made to track it.

Psychic Tradeoff

Whenever you would suffer the enervated condition, you may choose to gain a level of strife or fatigue instead.

Psychic Rejuvenation

You can spend an action to use your psionic energy to heal an injured ally within reach. Spend one or more of your ally’s hit dice. Your ally recovers hit points equal to the total you roll on the expended hit dice.

Purge Toxins

Prerequisite: 3rd Level

You gain resistance to poison damage and an expertise die on saving throws against being poisoned. Additionally, as an action you can spend 2 exertion points to negate and end one poison affecting you. If more than one poison is affecting you, you negate one poison you know is present (otherwise you negate one at random) and can negate additional poisons with the same action by spending 1 additional exertion point per poison.

Suggestive Words

Prerequisite: 3rd Level

As an action you make a short suggestion to a creature within 10 feet who can hear and understand you. The target makes a Wisdom saving throw. On a failed save, it follows your suggestion to the best of its ability. If the suggestion would harm the target or its allies, they target automatically succeeds in its saving throw.

You can use this isometric a number of times equal to your proficiency bonus. You regain all spent uses when you finish a long rest.

Psion

Psion

Psion

The psion is able to bring the power of the mind to bear, using mental powers to manipulate energy and matter, or to telepathically connect with others. Choose the path of the prophetic Auger, the memory altering Mindshear, the lifeforce-attuned Voidmender, or the matter manipulating Warstorm.

 

Psyche Unleashed

When the mind’s eye opens, a psion begins their journey towards self improvement, but the accidental triggering of a psychokinetic push in the wrong place at the wrong time might have dire consequences. And even when such an unleashing of psychic power actually ends up doing good rather than causing disaster, those that witness it (including the psychics themselves) may react in fear.

In the best case scenario, the burgeoning psychic has someone they can trust and a mentor they can seek out or study under. In the worst case, fear of these uncanny powers can drive many negative behaviors, even from the well-meaning.

Self-Empowered

Psions direct their thoughts, master their emotions, and temper their bodies. They are at the pinnacle of self actualization. Sometimes a psionicist’s powers are mistakenly attributed to dark, sorcerous ways or ancient religions. In truth, psionics is powered by an internal force, willed into being, cultivated through effort, and mastered by self discipline.

Creating a Psion

A psion’s personality often informs their psychic abilities and vice versa. You may be an athlete who excels in altering your physiology and augmenting your strength and speed. You might be an intellectual whose impatience with the incompetence of others has led you to habitually transfer your thoughts directly into their heads. Your psionic powers and abilities set you apart from others. As you create your psion, consider how this may have affected you. Did you hide your psychic talent? Do you still? What was your psionic awakening moment? Did it occur in early childhood or later in life? Were you supported in your efforts or shunned for your uncanny nature? Are your psychic talents more intellectual, sensory, or visceral in nature?


Level

Proficiency
Bonus


Features

Blast
Damage

DIscoveries
Known

Psionic
Points

Reflexes
Known

Power
Rating

1st

+2

Psionic Blast, Psionic Powers

1d8

-

4

1 I

2nd

+2

Cognitive Discoveries, Psionic Speciality (1), Unassailable Ego

 

1d8

1

6

1 I

3rd

+2

Psion Archetype

1d10

1

6

2 I

4th

+2

Ability Score Improvement,

Demanding Excellence (1)

 

1d10

1

6

2 II

5th

+3

Psionic Effort

1d12

2

7

3 II

6th

+3

Enhanced Blast (1)

1d12

2

7

3 II

7th

+3

Psion Archetype feature

2d8

2

9

3 III

8th

+3

Ability Score Improvement

2d8

3

9

3 III

9th

+4

Demanding Excellence (2),

Enhanced Blast (2)

 

2d10

3

10

4 III

10th

+4

Guarded Mind (1)

2d10

3

10

4 IV

11th

+4

Psionic Speciality (2)

2d12

3

11

4 IV

12th

+4

Ability Score Improvement,

Enhanced Blast (3)

 

2d12

4

11

4 IV

13th

+5

Mental Fortitude

3d8

4

13

5 V

14th

+5

Self Evolution

3d8

4

13

5 V

15th

+5

Enhanced Blast (4), Psion Archetype feature, Guarded Mind (2)

 

3d10

4

14

5 V

16th

+5

Ability Score Improvement

3d10

5

14

5 VI

17th

+6

Demanding Excellence (3)

3d12

5

15

5 VI

18th

+6

-

3d12

6

16

6 VI

19th

+6

Ability Score Improvement

3d12

6

17

6 VII

20th

+6

Space & Mind

3d12

6

18

6 VII

 


1st LevelCLASS FEATURES

As a psion, you gain the following class features.

Hit Points

Hit Dice: 1d6 per psion level

Hit Points at 1st Level: 6 + your Constitution modifier

Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per psion level after 1st

Proficiencies

Armor: Light armor, medium armor

Weapons: Simple weapons, medium mauls, tk gauntlets

Tools: None

Saving Throws: Constitution, Intelligence

Skills: Arcana, plus three from Animal Handling, Athletics, Insight, Investigation, Perception, Religion, and Stealth

Equipment

You begin the game with 200 credits which you can spend on your character’s starting weapons, armor, and adventuring gear. You can select your own gear or choose one of the following equipment packages. Also consult the Suggested Equipment section of your chosen background.

  • Pensive Sage’s Package (cost 137 credits): antiinhibitive (2 uses), backpack, data wafer with historical lore, medium shock maul, canvas armor, focusing agent (2 uses), nano-bandage, notebook and pen, rations (10 Supply), psychic crystal (totem), two-person tent
  • Commercial Telepath’s Package (cost 115 credits): personal communicator, slugger, synthweave, fine clothes
  • Field Medic’s Package (cost 185 credits): antiseptic (5 uses), anxiety medication, blanket, 2 data wafers (medical journals), first aid kit (15 uses), flashlight, hyperweave armor, medium maul, handgun and 5 standard ammunition cartridges (20 ea.), smelling salts, sleeping bag, tactical case, two-person tent, universal airhypo.

1st LevelPionic Powers

At 1st level you have learned to tap into your reservoir of psychic energy to manifest and channel psionic powers.

Reflexes

At 1st level, you learn certain fundamentals of psionics. Level 0 psionic powers, called reflexes, can be channeled without spending psionic points. You learn one reflex of your choice from the psionics powers list. You learn additional reflexes of your choice at higher levels, as shown in the Reflexes Known column of the Psion table. Whenever you gain a level in this class, you can replace one of the psychic reflexes you know with another reflex from the psionics powers list.

Psionic Points

The Psion table shows the total number of psionic points you have. To use one of your psionic powers, you must expend a number of points equal to its level. When you finish a short rest, you may expend one or more hit dice to regain some of your energy. You gain a number of psionic points equal to the result, up to your total psionic points. You regain all spent psionic points when you finish a long rest.

Psionic Powers Known of Rating I And Higher

You know one level I psionic power of your choice from the psionic powers list.

Whenever your power rating increases, as shown in the Power Rating column of the Psion table, you learn one new power of your choice. This power must be of a level less than or equal to your power rating.

Additionally, when you gain a level in this class, you can replace one power you know with a different power of your choice. This power must also be of a level less than or equal to your power rating.

Psionics Ability

There are many paths to mental mastery. Choose Intelligence, Wisdom, or Charisma to be your psionics ability. Once you make this choice, you cannot change it. You use the chosen ability whenever a power or feature refers to your psionics ability. In addition, you use that ability modifier when setting the saving throw DC for a psionic power or feature and when making an attack roll with one.

Psionics save DC = 8 + your proficiency bonus + your chosen ability modifier

Psionics attack modifier = your proficiency bonus + your chosen ability modifier

Psionic Focus

You can use a psionic focus, such as a psychic crystal, for any of your powers. This enables you to concentrate on one additional power you know, as long as the sum of the powers’ levels is less than or equal to your power rating. If you have to make a check to maintain concentration, roll for both powers individually.


1st LevelPsionic Blast

Starting at 1st level you learn to direct your mental energies as a focused blast. Choose a damage type from the following list: cold, fire, lightning, psychic, or thunder. Your Psionic Blast deals damage of the chosen type, also called your primary damage type. Once this choice is made it cannot be changed. You can use an action to strike a creature you can see within 30 feet. Make a ranged psionic attack against the creature, dealing 1d8 damage plus your psionic ability modifier of the chosen type. The damage dealt increases as you gain Psion levels, as shown in the Blast Damage column of the Psion table.


Level 2Cognitive Discoveries

At 2nd level you gain one cognitive discovery of your choice. As a psion, much of your exploration is inward facing. However, sometimes being aware of your surroundings is exactly what is needed to reach the next level of psionic mastery. Your discoveries are detailed at the end of the class description. The Discoveries Known column of the Psion table shows when you learn more cognitive discoveries. If you gain a bonus discovery, it does not count against your Discoveries known.


Level 2Psionic Speciality

When you reach 2nd level and again at 11th level, you can choose a psionic discipline to specialize in: dynakinetic, kinesthetic, telekinetic, or telepathic. All psionic powers belong to one or more of these disciplines. As your psionic power grows, your focused dedication allows you to manifest more strongly within one discipline over the others. You gain the following benefits from this focused specialization:

  • You learn one power from this discipline. This power does not count against your number of powers known.
  • Once per long rest you can manifest a power you know from this discipline without expending points from your reservoir as long as that power’s level doesn’t exceed your current power rating. You must still expend points for any surge options you wish to apply.

Unassailable EgoLevel 2

At 2nd level, the ability to transform reality with the power of your mind requires removing any self-imposed limits or doubts. It requires a measure of belief that borders on blind faith. Choose one of the following features.

Ambition

You believe you are born for greatness and nothing must stand in your way; the rules that pertain to most don’t apply to you. You gain proficiency with History and Intimidation or an expertise die if you already have proficiency.

Order

You believe you must always follow a strict code, whether that be religious or legal. Whatever the consequences, the ends justify the means. You gain proficiency with Culture and Investigation or an expertise die if you already have proficiency.

Selflessness

You believe your powers must be used in service to a greater purpose. You gain proficiency with Medicine and Religion or an expertise die if you already have proficiency.


Level 3Psion Archetype

At 3rd level, you choose a psion archetype that reflects the journey upon which you have embarked, which are detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th and 15th level.


Level 4Ability Score Improvement

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.


Level 4Demanding Excellence

At 4th level, and again at 9th and 17th level, choose one of the following skills: Insight, Perception, Persuasion, or Religion. You gain proficiency with the chosen skill. If you are already proficient, you gain an expertise die in that skill instead


Level 5Psionic Effort

Starting at 5th level, you may use a bonus action to expend one or more hit dice to gain a number of psionic points equal to the number of hit dice you expended.


6th LevelEnhanced Blast

At 6th level choose two of the following improvements to your Psionic Blast feature. A level prerequisite refers to your level in the psion class.

You may choose one additional improvement from this list at 9th level, and again at 12th level and 15th level. Unless otherwise noted, these effects are cumulative. When you gain a level in this class, you can choose one of the improvements you know and replace it with another improvement that you could learn at that level.

Blast Accuracy

You gain an expertise die to your Psionic Blast attack roll. You can choose this enhancement multiple times, improving the expertise die each time.

Blast Alternator

Each time you use your Psionic Blast, you can choose to inflict a damage type based on your Unassailable Ego choice: force (Order), necrotic (Ambition), or radiant (Selflessness).

Blast Multiplier

Prerequisite 9th level

When you make a Psionic Blast attack, you can make a second Psionic Blast attack at a different target.

Blast Output

Your Psionic Blast deals additional damage equal to your proficiency bonus.

Blast Radius

You can pick a spot within range instead of individual targets. All creatures within 10 feet of that spot are targeted, but your damage is halved.

Blast Range

Your range increases by 30 feet.

Blast Response

When a creature you can see within 30 feet deals damage to you, you can use your reaction to make one Psionic Blast attack against it.


7th LevelArchetype Feature

At 7th level you gain another archetype feature.


10th LevelGuarded Mind

At 10th level, you gain resistance to psychic damage. Additionally, choose one of the following conditions: charmed, frightened, poisoned, rattled. Once between long rests when you would suffer the chosen condition, you can choose to ignore it instead. 

At 15th level you can use this feature with all of the listed conditions


Level 13Mental Fortitude

At 13th level, you gain an expertise die on concentration checks and can use a psionic focus to channel up to 3 powers simultaneously. The sum of the power levels must be less than or equal to your power rating.


14th LevelSelf Evolution

At 14th level, you gain proficiency in Wisdom and Charisma saving throws.


15th LevelArchetype Feature

At 15th level you gain another archetype feature.


Level 20Space & Mind

At 20th level, your mental power is unparalleled and you transcend the barriers between space, matter, and mind. With only a thought, your consciousness can travel the cosmos, taking your physical form along with you. As an action you can teleport instantly to any location in the universe. Once you have used this feature, you cannot do so again until you have finished a long rest


Cognitive Discoveries

If a cognitive discovery has prerequisites, you must meet them to learn it. You can learn the discovery at the same time that you meet its prerequisites. A level prerequisite refers to your psion class level.

Buoy Spirits

You use your empathic resonance to uplift your companions’ spirits as they travel. Once per region (or planetary system), allies can gain an expertise die for one journey activity they undertake.

Empty Mind

You are able to clear your mind of emotional distraction. Any psionic attempt to read or detect your emotions automatically fails, and Insight checks against you are made at disadvantage.

Energy Conservation

You can forgo your Supply requirement for a number of days equal to your Constitution modifier. Once you use this feature you cannot do so again until you complete a long rest at a haven.

Into the Void

Prerequisite: Suspended Breath

You can survive in the void of space for a number of minutes equal to your Constitution modifier. Once you use this feature you cannot do so again until you complete a long rest at a haven.

Meditative Rest

When you take a long rest, you can choose to meditate instead. You remain conscious during the rest, although you may not undertake strenuous actions.

Psychic Isometric

You learn one of the following psyknight isometrics, which counts as a cognitive discovery for you: Diplomatic Intervention, Faceless Mask, Mystic Hunter, Haptic Feedback. You can take this discovery more than once, each time learning a new psychic isometric.

Sense Disturbance

You can always choose to use your psionics ability when making Perception checks and determining your passive Perception. You also gain an expertise die on checks made to detect or identify hidden emotions, imminent danger, and psionic or other supernatural powers.

Speed of Thought

Prerequisite: 3rd Level

When you manifest a reflex that requires 1 action, you can use 1 bonus action instead.

Suppress Hunger 

Prerequisite: Energy Conservation

You can share your ability to forgo Supply requirements with others, dividing the number of days between yourself and the chosen creatures.

Suspended Breath

Once between long rests, you can go without breathing for up to one hour.

Tidecall

Tidecall

For several days approaching the last new moon of summer, the circle of druids known as Tidecallers come to the Western Shore and perform their rituals. According to them, their observances renew the relationship between the land and the sea, as they thank the sea for its bounty and forbearance by offering up the riches of the land.

On the night of the new moon itself, when only the stars light the night sky, the druids lay out a feast in a stone trough pierced by many holes. Their offerings consist only of food found on the land: fruit, nuts, bread, vegetables, haunches of meat, and open bottles of richly scented mead. Celebrants are also encouraged to add their own offerings, with stern warnings that nothing that has been taken from the sea must be presented.

As the tide comes in, the sea is lit with fabulous colors as bioluminescent creatures swim in the shallow water. By the time the water covers the trough, the intense light around the offerings makes it impossible to see them. As the tide withdraws and the water drains out of the trough, the offerings are revealed to have been transformed into edible coral and the druids invite the celebrants to join them in the feast. On rare occasion, if the offerings are particularly well-received, a piece of faintly golden Tidecall coral forms.

Just as rarely, but far less welcome to most, if an offering included something taken from the sea, a very different substance may form. Though it looks very similar, tidecull coral has the faintest veins of purple and is a deadly poison. The druids consider their substance an abomination and attempt to destroy any of it they find—and, if they were aware of the material’s origin, the sacrilegious person carrying it.


Game Mechanics

Tidecall Coral. When asked to describe Tidecall coral, those who have eaten it describe it as among the very best food they have ever tasted, with a faint hint of the sea. They also report it restoring both their physical well-being and soothing their soul. Consuming a portion of Tidecall coral takes 1 minute and reduces fatigue or strife by one level (determined randomly if a creature is suffering from both). A creature can only benefit from one portion of Tidecall coral a month, as attempting to consume more before then only leaves the eater nauseous. A typical formation of Tidecall coral can be split into 4 portions, costing 750 gold pieces each.

Tidecull Coral (Poison)

Tidecull Coral (Poison)

Uncommon, ingested, onset (2 minutes), cost 2,400 gp

The sea’s anger is unleashed and its victim’s lungs rapidly fill with seawater choking it to death. A creature takes 16 (4d8) cold damage as the water fills its lungs and makes a DC 18 Constitution saving throw when subjected to this poison. On a failure, it takes the damage again at the start of its next turn and makes the saving throw again. On a failure by 5 or more, the creature immediately drops to 0 hit points and is dying of suffocation . On a success, the effect of the poison ends.

Summer-Forge

Summer-Forge

Forced to relocate to their current home a generation before, a clan of hill dwarves thought nothing of the lower hills to the east of their settlement. Nothing, that is, until a creeping evil made its way into those hills and the undead poured out—for those were no hills, but barrows, crypts from centuries before. Songs are still told of the dwarves’ struggle, even lifetimes later, and how a cleric of the goddess of smiths was taught how to forge the vibrance of the summer sun itself into a powerful weapon: the first summer blade.

The dwarves were able to hold their settlement and drive back their foes, but the undead still harried their descendants, annually getting stronger as the days became shorter. The holiday and its stories have spread through the hills since then, and while the undead threat has slowed, few dwarves relish being unprepared. The day of the summer solstice, then, certain dwarven holds celebrate the successful creation of new summer blades. While these blades are made of metal instead of sunlight, such weapons are powerfully enchanted against the dwarves’ most dangerous foes. They are highly prized, and less than one smith in a dozen who attempts a crafting succeeds.

Preparation to make a summer blade begins by constructing a shaft from the surface down to the smith’s forge. This must be carefully made to ensure a shaft of sunlight on midsummer’s day falls directly into the smithy on the day of the equinox. A week before the solstice, the crafting begins, accompanied by dwarven rites and blessings, and requires all the skill and materials to craft a +2 weapon. These must be performed every day until the summer solstice when, at precisely noon, the heated blade must be quenched in the sunlight. Only then does the smith know if they have succeeded, as a successfully crafted blade cools instantly and gives off light as bright as day (as if the target of a daylight spell) for the next 48 hours. Those that fail are still left with fine blades, some of which are +1 or +2 weapons, but while there is no dishonor in failure, there is certainly no glory.

As dusk falls, smiths who have crafted a blade bring their creation to the grand hall of the hold. Priests of the dwarven gods place their own blessings on the blades as they enter, and legend holds that without these the power of the weapons would fade. By tradition, the blades are then gifted to the ruler of the hold, who dispenses them as marks of favor and support to his allies and officers. The smith is then celebrated with a great deal of merry-making and drinking, which continue until the blades cease glowing.

A smith may choose not to gift the blade, but few of those who rule are forgiving of such public embarrassment.


Game Mechanics

Only a lucky few are granted the chance to bear the following weapon.

Summer Blade

Festival of Bridges

Festival of Bridges

Long ago, dozens of city-states controlled small territories along the Great River, and pre-eminent among them were the three cities:

Desetton, the northern island city of scholars; Sateze, the militaristic fortress city on the eastern bank; and Whelside, the wagon city, newest of the three and awash with coin from the growing merchant class. Those cities are now collectively known as Ternion, the capital of the river nation and named for the word “unity” in the ancient tongue. The story of its formation is celebrated at the Festival of Bridges.

After generations of contention, factions among the three cities were preparing for a bloody confrontation when the threat of Attorcarn the Blighter first became known. The necromancer’s hordes brought ruin flowing south along the river on both banks, and with destruction marching on their doorstep the cities agreed to fight under one banner.

It was Jasnata, a general of Desetton whose name is spoken now in reverence, who led them. During her command, she offered refuge to anyone fleeing the undead from other cities. When the great and powerful of her city attempted to oust her in the name of their own self-interest, she executed them as a warning and established the River Council based on the city’s ancient traditions. This group was the core of what would later become the ruling body of the river nation.

In the final battle of what would be known as the Bone War, she slew Attocarn outside Sateze’s walls. Then, with Whelside facing imminent defeat at the hands of the necromancer’s still-raging army, she led the last of her elite guard, the Falcons, to support them. However, because of the war preparations the cities had taken against each other, the bridges between the two had been destroyed, and Jasnata had to lead her guard in a near-suicidal swim across the river. There at the last, she was betrayed as she led her soldiers in a valiant charge. Envious leaders commanded loyal troops to hold, leaving them to watch as the Falcons’ bright blue uniforms were slowly swallowed by the undead mass.

Waiting with bated breath, the soldiers assumed this was some strategy, but as seconds passed and no order came, it slowly dawned on them that this was the blackest treachery. With a sudden cry, the common soldiers abandoned their places and began a charge of their own accord, and any officers who tried to stop them were cut down without mercy.

None of the Falcons survived, and Jasnata was discovered barely breathing. Her last words from that moment are taught to children, carved on public buildings, and chanted during the Festival of Bridges celebration:

“No bridge rests on just one shore. Unite and thrive.”


Game Design

The highlight of the Festival of Bridges is the challenge of the Unity Crossing, in which teams of four or more attempt to follow Jasnata and the Falcon’s example and swim across the river from east to west. Fighting eddying currents, a vicious undertow, and swirling water, it takes a strong swimmer to remain afloat, let alone make progress towards the other shore.

Supporters and celebrants cheer and encourage those attempting the crossing, and a small flotilla of fishing craft holds position downstream to fish out those who can’t make it. The crossing is made in groups, typically of ten or more and these are usually well-practiced and understand each other, the dangers, and their limits.

Visitors wishing to attempt the crossing are unlikely to be allowed to join an established local group, as such teams often have strong family ties going back generations, but are welcome to form their own teams. Use of magic to aid in the crossing is considered a disgrace and anyone known to have done so is scorned and rejected by the locals.

To succeed in the crossing, each character must accumulate four successful DC 15 Athletics checks. When a participant fails, but does not critically fail, another member of the group with the same number of successes can take disadvantage on their next check to give the failing participant a chance to re-roll their check, taking the second result.

For each failure, a participant suffers a level of fatigue . A participant that reaches three levels of fatigue doubles the remaining attempts required for them to succeed, and at six levels they are unable to make any further progress and are taken out of the water by fishing boat.

Groups succeeding in the crossing who do not use any magic gain a greater understanding and unity and for the next month may use the Help action to aid each other as a bonus action.

Ignanfest

Ignanfest

Ignanfeast is rooted in an ancient agreement struck with the spirit of Iganis, and is said to placate the fey fire spirits. It is most commonly celebrated among the farmers of lowland plains, where wildfires are a constant threat to their grainfields.

Held on the eve of the first moon of summer, each household or attendee is expected to provide an offering, or “taste” for the communal feast. These are traditionally either a small portion of the first of their crops, known as a “first taste”, or a sacrificial animal, called a “blood taste”, but have also come to include elaborate dishes or rare delicacies, known as a “rich taste.” The feast itself is seen as an excuse to let off steam, and is in most cases a raucous affair. In more rural communities the celebration may even attract satyr, dryads, and other fey revelers and last for days.

In certain cities, rumor suggests that a cult known as the Hand of Iganis watches carefully for signs of disrespect during the festival. An open complaint or failure to provide a taste may result in an individual drawing the attention of the cult. The eye of Iganis, a ring of fire on a pole, is often planted as a warning outside the homes of minor infractors, but a number of arson attacks are believed to have been the cult’s retribution for more determined detractors.


Game Mechanics

Providing a generous taste for the feast (equating to around 50 gold pieces worth of offerings) leaves a mystic mark on the offerer. The mark resembles an eye made of flames and lasts for 1 month. Visible only to creatures with truesight or who are native to the Dreaming, the mark itself is harmless, but it is a signal to creatures who can see it that the bearer is under the protection of Iganis.

On most occasions, lesser creatures of the Dreaming who sees the mark are not inclined to challenge the offerer, and it provides advantage on Persuasion, Deception, and Intimidation checks against such creatures. More powerful fey or those opposed to Iganis may see it as a challenge or threat, and the bearer and those with them suffer disadvantage on the above skill checks.

Grovekept

Grovekept

Whether in the Dreaming or the waking, dryad groves are sheltered and secret places where potentially dozens of heart trees are carefully tended behind walls of bramble and wards of misdirection. Here the capricious dryads play out a microcosm of the fey courts, jostling for social position amidst the Court of Groves, which may or may not involve other dryad groves. Life here is safe from everything but gossip, drama, and intrigue. However, the efforts of the older dryads do little to keep the naturally curious sprouts—mortal and fey alike—from venturing out into the world. Wanderlust is built into the very heart of a dryad, for how else could the forest see beyond the trees?

Inevitably, dryad groves fill up with other creatures as well: mortals who took a gorgeous, leafy hand, only to be whisked away. Sometimes children are born to the Court from such mortals or are brought here by the fey themselves. The grovekept are often entirely unconcerned and unused to real consequences for their actions. Only the health of the land and their position in the clique matter. The forest will take care of the rest, why worry?


Characters raised in the grovekept culture share a variety of traits in common with one another.

Clique Sense. Living in the groves gives you an innate sense for social structures and pecking orders. After you speak with a group for at least 1 minute, you can use an action to make either an Insight or Persuasion check opposed by their group Deception check. On a success, you learn the following information about the group:

  • Which member is the leader or most in charge.
  • Which member is at the bottom of the hierarchy.
  • If the group is close-knit or only loosely associated.
  • If any members are romantically or carnally interested in each other.

Courtly Skills. You gain proficiency in Culture and one from Insight, Performance, Persuasion, and Stealth. You also gain proficiency with one musical instrument of your choice

Fey Roots. The Dreaming runs deep within you. In addition to being humanoid, you also have the fey creature type.

Polite Smile. You are well acquainted with the tactics fey use to get their way. You gain an expertise die on saving throws to avoid being charmed or frightened .

Sheltered Dreaming. The Court of Groves keeps its seedlings as cut off from the material world as possible, while training them in fey etiquette. You gain the courtly manners and etiquette skill speciality in Culture. This expertise die increases by one step if it involves influencing fey creatures. However, you have disadvantage on Culture checks regarding cultures you have not directly interacted with.

Languages. You can speak, read, write, and sign Common and Sylvan.


 

Dryadborn

Dryadborn

 

From towering redwoods to flowering cherry wood, every arboreal form found in nature is reflected in the dryads, and passed down to any dryadborn they produce. Their heart tree is often reflected in their personalities as well, with those bonded to pines tending towards the tough and prickly and those bonded to fruiting trees tend to be softer and more welcoming. Regardless, their appearance is almost never subtle, with many having blossoms or fronds for hair, skin more akin in texture and color to bark, and even some with sprouting branches.

Dryadborn are far from a unified people. Many of the first were initially produced after a dryad’s union with a mortal, growing out from the fey’s heart tree in the Dreaming into the form of a mortal infant. Others were crafted entirely from the dryad’s heart tree. Depending on their dryad progenitor, some were raised as servants, spies, and the like for the dryad or their court, while others were regarded as curiosities—a precarious situation among the famously fickle fey.

As eons passed, the dryadborn spread, fulfilling their internal mandate to go forth and see the world. Some had their own families and have became their own distinct people. Few directly know the dryad that created their lineage, especially if they make their home in the Waking. Others are similar to planetouched, their fey traits arising unexpectedly from what was thought to be a mundane bloodline. Comparatively few now are directly made by a dryad, and still fewer outside the Dreaming.

Dryadborn Traits

Characters with the dryad heritage share a variety of traits in common with one another. 

Age. Dryadborn age quickly from infancy to adolescence in the span of a year, at which point their aging and life cycle depends on their progenitor’s heart tree. Those coming from palm and persimmon dryads mature similarly to orcs, while sequoias and some pines result in dryadborn with lifespans more comparable to elves.

Size. Dryads are tall and thin, but their density depends on their origins. Those from lighter woods are usually around 160 pounds, while those from heavier trees can weigh over 300 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Dryad Magic. You know the entangle spell and can cast it without using a spell slot once per long rest . Your spellcasting ability for this spell is Wisdom or Charisma (whichever is highest).

Flora. You have more in common biologically with flora than fauna. Instead of being a humanoid, you have the plant creature type.

Verdant Jaunt. As a bonus action, you can spend 5 feet of movement to magically pass through an adjacent plant and exit out of another plant of the same kind you can see within 30 feet. The plants you enter or exit from must be at least Medium sized, or they must be a collection of the same kind of plants that fill at least a 5-foot wide surface such as grasses, shrubs, or mosses.

You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses after a long rest .


Dryadborn Gifts

While each dryadborn is an individual, all are deeply grounded to the nature of their progenitor’s heart tree, making for vastly different beings.

Blossom-Crowned

These dryadborn bloom with vibrant, possibly otherworldly colors. You have the following traits:

Charming Bouquet. You gain proficiency in your choice of Deception, Persuasion, or Performance.

Fey Glamour. You can attempt to glamour creatures that can see, hear, or smell you within 10 feet as a bonus action. Each creature of your choice within range makes a Wisdom saving throw . On a failed save, it becomes fixated on you until the end of your next turn. During this time, the creature has disadvantage on attack rolls. The DC for this saving throw equals 8 + your proficiency bonus + your Charisma modifier. If a target’s saving throw is successful or if the effect ends for it, the creature is immune to your fey glamour for 24 hours.

You can use this ability a number of times equal to your proficiency bonus, regaining all expended uses on a long rest.

Protective Petals. When you are hit by an attack, you can use your reaction to shake off an obscuring screen of flower petals. For the next round, you gain a +5 bonus to your AC, including against the triggering attack, potentially turning a hit into a miss.

Elderbark

Not all dryadborn are lithe and flighty. Some grow strong with the old growth of their progenitor’s forest, tough as the ancient roots that dig below the mountains. You have the following traits:

Barkskinned. While you aren’t wearing armor, your AC equals 12 + your Constitution modifier. You can use a shield and still gain this benefit.

Deep Roots. When determining your carrying capacity and the weight that you can push, drag, or lift, your size is considered to be Large. Additionally, you can grapple or shove creatures up to two size categories larger than yourself.

Finally, when you fail a saving throw against an effect that would push you, knock you prone , or cause you to be grappled , you may take root as a reaction and immediately reroll it, taking the new result. If you do, you can immediately reroll that saving throw and take the new result. Once you use this feature, you must finish a long rest before doing so again.

New Growth

You were directly created by a dryad, and the magic of the fey thrums through you with especial strength. Many of these dryadborn were created specifically to protect their progenitor’s heart tree. You have the following traits:

Expanded Dryad Magic. You know the shillelagh cantrip. Once you reach 3rd level, you can cast animal friendship once per long rest. At 5th level, you can cast speak with plants without material components once per long rest. Wisdom is your spellcasting ability for these spells.

Ever-Vigilant Tender. You do not have to sleep and are immune to being put to sleep by magical means. A long rest remains 8 hours for you as normal, and the time must be filled only with light activity.

Heart Tree Connection. Your soul is intricately linked the specific tree of the dryad that made you. Work with your Narrator to determine the location and circumstances of this tree. If you die while your heart tree remains alive and matured and you are on the same plane (or the Dreaming), you can choose to be reborn from the heart tree, retaining all your abilities and memories rather than moving onto an afterlife. This is still traumatizing, however, and you suffer 3 levels each of fatigue and strife . At the conclusion of each long rest, remove one level of fatigue and strife suffered in this way until you are fully recovered.

For the next month, your size is Small and you look like a younger version of yourself. You can’t be reborn from your heart tree while in this state. You return to your normal Medium size in 1 month. If your heart tree dies while you remain alive and you are on the same plane (or the Dreaming), it is immediately reborn from you as a seed. If this seed is planted in fertile soil in an appropriate climate, the tree will grow and mature back into its former state after a year and a day. It can’t be reborn again during this time.

If your heart tree is destroyed and can’t be reborn, you suffer 3 levels of stress , as well as a long-term mental stress effect for the next month, after which you can attempt to recover from it as normal.


Dryadborn Paragon

When you reach 10th level, you exemplify the best of your arboreal heritage. You gain one paragon gift form the following list.

Branching Mind.Choose one of the following saving throws : Intelligence, Wisdom, or Charisma. You gain an expertise die when using the chosen saving throw to resist magic.

Fey Grove Magic. Choose a 5th or 6th level druid spell of the nature school. Once per long rest , you can cast the chosen spell as a 6th level spell (if it is not already) without using a spell slot. Your spellcasting ability for this spell is Wisdom or Charisma (whichever is highest).

Patience of the Trees. As a bonus action, you can enter a state of ponderous contemplation. For the next minute, you gain an expertise die to all Constitution and Wisdom checks. You can use this feature a number of times equal to your proficiency bonus per long rest .


Dryadborn Culture

Within the Dreaming, dryadborn almost exclusively belong to the court of their progenitor, whether it is a group of dryads (known as the Court of Groves) or a larger fey court. There the heritages is largely seen as useful servants and staff, though for individuals this may vary depending on their progenitor’s status and the whim of the head of the court. Outside of this setting and a few carefully guarded groves, dryadborn do not often congregate in large numbers. When they do, it is most often with those of a their own tree species or one that is related or grows in the same biome, as the difference in heart trees leads to vastly different priorities and preferences.

Dryadborn in the Waking largely fall into two categories, depending on what part of their nature they choose to embrace. Those that cultivate the wanderlust that led to their creation find fulfillment in a life on the move, while those more inclined to put down roots devote themselves utterly to their community, defending at all cost the metaphorical heart tree of hearth and home. Regardless of lifestyle, dryadborn are generally most at comfortable with a people that develops similarly to themselves. One connected to a fast-growing tree, such as a beech, eucalyptus, or willow, may find the company of elves slow and tedious, while those connected to oaks, cedars, or mahogany trees likely find humans and orcs flighty and indecisive. The exception to this are peoples who live mostly or entirely underground, such as deep dwarves and deep gnomes—no matter how fond they may be of a group, few dryadborn can fathom the idea of leaving the sun.

Suggested Cultures

While you can choose any culture for your dryadborn, the following cultures are linked closely with this heritage: Dreaming wilds , eladrin , fey court , grovekept .

New Clever Schemes

New Clever Schemes

The following clever schemes can be learned by all savants .

Antiquarian

You have a nose for identifying things, even if you’ve never seen them before. If you spend 1 minute examining and touching an artificial object, you learn the object’s age, value, historical/cultural origin, and non-magical properties (if any), such as the DC of a lock or how to use a piece of culture-specific equipment.

Artistic Streak

You find that practicing your art helps you think. You gain an expertise die on checks to engage in artistic activities, such as music, writing, or another creative endeavor. If you engage in an artistic practice for 1 hour (which may be part of a rest), you may gain one point of Key Knowledge regarding an individual, creature, event, organization, or place of which you are aware. Once you have done so, you cannot do so again until you have both used the Key Knowledge you gained and completed a long rest .

Bartitsu

You have trained to defend yourself under any circumstances. You can roll 1d4 in place of your normal damage for unarmed strikes. If you aren’t wielding any weapons or a shield, you can roll 1d6 instead. Finally, you may choose to deal 1d6 damage when using improvised weapons instead of the damage they normally deal.

Business Acumen

You gain an expertise die on checks made to recall information about money, trade, regional goods, and businesses, as well as on checks made to buy, sell, or perform the Work downtime activity. Additionally, your Prestige level counts as 1 higher when interacting with merchants, financial professionals, and business owners within the area described by your Prestige rating.

Enigma Enthusiast

You gain an expertise die on checks made to succeed at solving puzzles, cracking ciphers, answering riddles, playing strategy games, and similar tasks, as well as on checks to create them. In addition, when encountering such a task you may ask the Narrator one question that could be answered with a “yes” or a “no” regarding the task. The Narrator’s answer to this question must be truthful. You may only ask one such question between each short and long rest .

Forensic Scientist

You gain an expertise die on checks using alchemist’s tools and on checks made to collect and analyze physical clues such as chemical residues, personal effects, and footprints, as well as on checks made to determine the manner of a creature’s death. You can always accurately determine how long ago a non-magical corpse you can see died or when a physical clue was put in place.

Jurisprudence

You gain an expertise die on checks to recall information about laws, regulations, and legal proceedings, as well as on checks to convince others of the legality or illegality of an act. Additionally, your Prestige level counts as 1 higher when interacting with bureaucrats, law enforcement agents, and legal practitioners within the area described by your Prestige rating.

Laureate

Prerequisite: d8 expertise die or higher in a skill
Your contributions to your field are highly regarded. Your Prestige bonus increases by 1,and you have advantage on prestige checks against individuals who are proficient in any skill in which you have a d8 expertise die or higher.

Memory Palace

You can recall everything you’ve seen or heard within a number of weeks equal to your Intelligence modifier (minimum of 1). In addition, you can retain expertise dice gained from the last two masterwork books you’ve read rather than one, and the size of the expertise die you gain from the most recent masterwork book you’ve read increases to d6 (but decreases to d4 once you read another).

More Things in Heaven and Earth

You understand that not all phenomena can be ascribed to strictly natural causes. You gain an expertise die on checks to avoid, locate, or understand the abilities of celestials, fiends, and undead.

Polyglot

You gain proficiency in two languages of your choice, and you require only half the usual time to train in a new language. You gain an expertise die on Insight checks made to understand other languages.

Practiced Pilot

You gain proficiency with one type of vehicle of your choice, or an expertise die if you are already proficient. You may take a vehicle action and prepare a trick using the same bonus action.

Principia Mathematica

You can perform all mathematical operations with perfect accuracy in your head, as though you were using the calculate cantrip. In addition, you can determine the number and dimensions of any objects, creatures, or areas you can see; the weight of any object or creature you can touch; and the time between any two events you have experienced to within a 1% margin of error.

Psychoanalysis

By spending 10 minutes conversing with a creature you can see within 30 feet of you, you can gain insight into the creature’s motivations, emotional state, and something that looms large in its mind. In addition, you gain an expertise die on checks to determine if a creature you examine in this way is lying or concealing information until the end of your next short or long rest.

Rapier Repartee

You gain an expertise die on Intimidation and Performance checks that rely on your wit. After conversing with a creature for 1 minute, you learn which traits about themselves that can be readily observed or inferred they prize and despise most. This feature does not reveal secret information.

Reports Of My Death Have Been Greatly Exaggerated

Once per long rest , you may use your reaction to fall prone and suppress your vital signs through a variety of techniques for up to 1 hour. Until you choose to move, creatures of your choice able to observe you consider you to be dead or dying for the duration, although a suspicious creature may make a Medicine check against your trick DC to determine if you are alive. You are blinded during this period but are otherwise aware of your surroundings, and you may use your reaction to move up to your Speed, ending the condition early. Standing up from prone still requires half of your movement when using this feature.

Speech and Debate

Your specialties in lore skills also apply to Persuasion and Deception checks.

Pagination