Orphell's Mechanics & Stats D&D 5th
Feats
| Background: | - |
|---|---|
| LV4: | - |
| Lv6: | (Fighter) |
| LV8: | - |
| LV10: | (Rouge) |
| LV12: | - |
| LV16: | - |
| Lv19: | (Epic Boon) |
Invocations/ Infutions
| Feat: | - |
|---|---|
| LV0 : | - |
| LV0 : | - |
| LV0 : | - |
| LV0 : | - |
| LV0 : | - |
Vision
| Common Sight:1) | Yes |
|---|---|
| Passive Perception: | 00 |
| Dark Vision: | 0ft |
| True Sight: | 0ft |
| Tremor Sense: | 0ft |
| Blind Sight: | 0ft |
Orphell's Inventory
Attunment
| Slot 1: | |
|---|---|
| Slot 2: | |
| Slot 3: |
Movement
| Walking | 00ft |
| Swimming | 00ft |
| Climbing | 00ft |
| Flying | 00ft |
Currency
| Platinum | Gold | Silver | Copper |
|---|---|---|---|
| 0 | 0 | 0 | 0 |
| Occupation | Occupation |
|---|---|
| Income | Lifestyle |
| +0 GpD | -0GpD |
| Other Expenses/Income |
|---|
GpD = Gold per Day
Equipment
| Location | Item | Stats |
|---|---|---|
| Head | - | |
| Amulet | - | |
| Cloak | - | |
| Clothes | - | |
| Armour | - | |
| Arms/Hands | - | |
| Ring/s | - | |
| Belt | - | |
| Boots | - | |
| Weapon | - | |
| Shield/Ammo/Offhand | - | |
| Sub-Weapon | - | |
| Quick Access | - | |
| Quick Access | - | |
| Quick Access | - |
Consumables
Carrying Capacity
Strength x 15 = Carrying Capacity
Strength x 30 = Lift,Push,Pull Capacity
| Carry Capacity | Lift, Push, Pull Capacity | Equipped Load |
|---|---|---|
| 000ibs | 000Ibs | 000Ibs |
Consumables & Useful Items
| Item Name | Details |
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| - | |
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Special Items
| Name | Detail |
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| - | |
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| - | |
| - | |
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Misc / Junk Items
| Item | Detail |
|---|---|
| - | |
| - | |
| - | |
| - | |
| - | |
| - | |
| - | |
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Orphell The Oblex
Ooze (Oblex):
You were an Ooze. Some sort of ooze, maybe a jelly or a glutenous cube.
Minding your own business thinking about the last adventures you tormented if you could think.
Then one day some squid face jerk decides to bottle you up and take you home to play with.
After they were done they tossed you out the front door. Suddenly you can see the beautiful world around you. you want to vote and have your opinions herd, by the gods you have gained some sort of humanity!
Now what to do? You are out in the world to fight for your fellow oozes they have feelings too.
Physical Appearance
- Ability Score:
Increase your Intelligence +2, Constitution +1
- Creature Type:
Your classified as a Ooze.
- Lifespan:
It is unknown if Ooze age at all. The merely gain experience from the memories they consume.
- Alignment:
Naturally Oozes are of neutral by nature and their alignment can change depending on the memories they consume.
- Size:
Oblex can vary in size due to their form change. But in your natural state your size is Medium. Most oozes are extremely dense and you are no different, though your size may vary your weight is much higher then other creatures of your normal size and it does not change.
- Speed:
You are ooze and even if you form some legs you are not used to using them. Your walking speed is 25ft
- Languages:
You can speak read and write Primordial- You can gain additional languages via your Devoured Memories Trait
- Blinded: [3]
As an Ooze you have no functioning eyes so you have the following benifits- Gain Blindsight out to 60ft, beyond that you are blind
- Gain advantage on saving throws against being charmed.
- Ooze Heritage: [3]
Ooze traits- You have Resistance to Physical and psychic damage types
- you have a Weakness to fire & cold damage
- Amorphous [1]
you can squeeze through spaces as small as 1inch wide, counted as difficult terrain. Any items that cannot fit through a space you pass through are left behind.
- Devour:
- Devoured Memories: [3]
the memories of Creatures you have completely devoured become your own, you can keep the memories of devoured creatures equal to Your Intelligence modifier + your Proficiency bonus you gain the following benefits from creatures you devour.- You Gain one skill proficiency based off what the creature knows
- You can change into the form of the the creature using form change
- you learn one language the devoured creature knows
- Form Change: [3]
You can take a minute to polymorph into a different form you have memorised. choose one of the following options, the Effects of which last until you change again.- Change Appearance: You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race but none of your game statistics change.
- Natural Weapons: As an action You can shape your arms, legs or other parts of your body into a natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, Attacks made with your natural weapons use your intelligence modifier instead of Strength. doing this while disguised automatically breaks the disguise for any creature that sees you using this ability.
- Sea of Minds
When you make a Wisdom saving throw, you can use your reaction to gain advantage on the roll. You can use this trait immediately before or after you roll, but before any of the roll's effects occur.
- Oblex Magic [3]
You have some natural magic- Detect Thoughts: At 3rd level you can cast detect thoughts a number of times equal to your proficiency bonus.
- Charm Person: at 5th level you can cast Charm person a number of times equal to your proficiency bonus.
Orphell's Class
Mystic Introduction
Lore introduction.
Hit dice.
starting equipment.
spellcasting rules.
etc.
Background: Feature & Details
Short Description of Background
Featured Feat: FEAT
Skill Proficiencies
- Skill
Languages And/Or Tools
- Language
- Tool
Equipment (If Any)
Mystic Levels
1st Level Mystic
Mystic Order [2]
At 1st level, you choose a Mystic Order:
- the Order of the Avatar T
- The Order of the Awakened
- The Order of the Immortal
- The Order of the Nomad
- The Order of the Soul Knife
- The Order of the Wu Jen
Each order specializes in a specific approach to psionics. Your order gives you features when you choose it at 1st level and additional features at 3rd, 6th, and 14th level.
Bonus Disciplines [2]
At 1st level, you learn two additional Psionic Disciplines of your choice. They must be chosen from among the Awakened disciplines.
Immortal Durability [2]
Starting at 1st level, your hit point maximum increases by 1 per mystic level.
In addition, while you aren't wearing armor or wielding a shield, your base AC equals 10 + your Intelligence modifier + your Constitution modifier.
2nd Level Mystic
Mystical Recovery [2]
Starting at 2nd level, you can draw vigor from the psi energy you use to power your psionic disciplines.
Immediately after you spend psi points on a psionic discipline, you can take a bonus action to regain hit points equal to the number of psi points you spent.
Telepathy [2]
At 2nd level, your mind awakens to the ability to communicate via telepathy. You can telepathically speak to any creature you can see within 120 feet of you in this manner. You don’t need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself.
3rd Level Mystic
Psionic Investigation [2]
Starting at 3rd level, you can focus your mind to read the psionic imprint left on an object. If you hold an object and concentrate on it for 10 minutes (as if concentrating on a psionic discipline), you learn a few basic facts about it. You gain a mental image from the object’s point of view, showing the last creature to hold the object within the past 24 hours.
You also learn of any events that have occurred within 20 feet of the object within the past hour. The events you perceive unfold from the object’s perspective. You see and hear such events as if you were there, but can’t use other senses.
Additionally, you can embed an intangible psionic sensor within the object. For the next 24 hours, you can use an action to learn the object’s location relative to you (its distance and direction) and to look at the object’s surroundings from its point of view as if you were there. This perception lasts until the start of your next turn.
Once you use this feature, you can’t use it again until you finish a short or long rest.
4th Level Mystic
Feat or Ability score
Strength of Mind [2]
Even the simplest psionic technique requires a deep understanding of how psionic energy can augment mind and body. This understanding allows you to alter your defenses to better deal with threats.
Starting at 4th level, you can replace your proficiency in Wisdom saving throws whenever you finish a short or long rest. To do so, choose Strength, Dexterity, Constitution, or Charisma. You gain proficiency in saves using that ability, instead of Wisdom. This change lasts until you finish your next short or long rest.
5th Level Mystic
6th Level Mystic
Psionic Surge [2]
Starting at 6th level, you can overload your psychic focus to batter down an opponent’s defenses. You can impose disadvantage on a target’s saving throw against a discipline or talent you use, but at the cost of using your psychic focus. Your psychic focus immediately ends if it’s active, and you can’t use it until you finish a short or long rest.
You can’t use this feature if you can’t use your psychic focus.
7th Level Mystic
8th Level Mystic
Feat: All Natual Source: Homebrew
Prerequiset: Level 8 or Higher
You have honed your claws, sharpened your teeth, strengthened your tail and so have become more dangerous when using your natural weapons.
- Your natural weapon melee attacks gain a +2 to Hit and Damage
- Your natural weapon attacks damage dice upgrades one level to a maximum of (1d10)
- Your regular weapons can no longer benefit from your proficiency bonus
Potent Psionics [2]
At 8th level, you gain the ability to infuse your weapon attacks with psychic energy. Once on each of your turns when you hit a creature with a weapon, you can deal an extra 1d8 psychic damage to that target. When you reach 14th level, this extra damage increases to 2d8.
In addition, you add your Intelligence modifier to any damage roll you make for a psionic talent.
9th Level Mystic
10th Level Mystic
Consumptive Power [2]
At 10th level, you gain the ability to sacrifice your physical durability in exchange for psionic power. When activating a psionic discipline, you can pay its psi point cost with your hit points, instead of using any psi points. Your current hit points and hit point maximum are both reduced by the number of hit points you spend. This reduction can’t be lessened in any way, and the reduction to your hit point maximum lasts until you finish a long rest.
Once you use this feature, you can’t use it again until you finish a long rest.
11th Level Mystic
Psionic Mastery [2]
Beginning at 11th level, your mastery of psionic energy allows you to push your mind beyond its normal limits. As an action, you gain 9 special psi points that you can spend only on disciplines that require an action or a bonus action to use. You can use all 9 points on one discipline, or you can spread them across multiple disciplines. You can’t also spend your normal psi points on these disciplines; you can spend only the special points gained from this feature. When you finish a long rest, you lose any of these special points that you haven’t spent.
If more than one of the disciplines you activate with these points require concentration, you can concentrate on all of them. Activating one of them ends any effect you were already concentrating on, and if you begin concentrating on an effect that doesn’t use these special points, the disciplines end that you’re concentrating on.
At 15th level, the pool of psi points you gain from this feature increases to 11.
You have one use of this feature, and you regain any expended use of it with a long rest. You gain one additional use of this feature at 13th, 15th, and 17th level.
12th Level Mystic
Feat or Ability score
13th Level Mystic
14th Level Mystic
Immortal Will [2]
Starting at 14th level, you can draw on your reserves of psionic power to survive beyond death. At the end of your turn while at 0 hit points, you can spend 5 psi points to immediately regain a number of hit points equal to your mystic level + your Constitution modifier.
15th Level Mystic
16th Level Mystic
17th Level Mystic
18th Level Mystic
19th Level Mystic
20th Level Mystic
Psionic Body [2]
At 20th level, your mastery of psionic power causes your mind to transcend the body. Your physical form is infused with psionic energy. You gain the following benefits:
- You gain resistance to bludgeoning, piercing, and slashing damage.
- You no longer age.
- You are immune to disease, poison damage, and the poisoned condition.
- If you die, roll a d20. On a 10 or higher, you discorporate with 0 hit points, instead of dying, and you fall unconscious. You and your gear disappear. You appear at a spot of your choice 1d3 days later on the plane of existence where you died, having gained the benefits of one long rest.
Psionics Rules & Details
Orphell Psionic List
| Mystic Level | Max Talent | Max Discipline | Psi Points | Mystic Level | Max Talent | Max Discipline | Psi Points | |
|---|---|---|---|---|---|---|---|---|
| Level 1: | 1 | 1 | 4 | Level 11: | 3 | 5 | 64 | |
| Level 2: | 1 | 1 | 6 | Level 12: | 3 | 6 | 64 | |
| Level 3: | 2 | 2 | 14 | Level 13: | 3 | 6 | 64 | |
| Level 4: | 2 | 2 | 17 | Level 14: | 3 | 6 | 64 | |
| Level 5: | 2 | 3 | 27 | Level 15: | 3 | 7 | 64 | |
| Level 6: | 2 | 3 | 32 | Level 16: | 3 | 7 | 64 | |
| Level 7: | 2 | 4 | 38 | Level 17: | 4 | 7 | 71 | |
| Level 8: | 2 | 4 | 44 | Level 18: | 4 | 8 | 71 | |
| Level 9: | 2 | 5 | 57 | Level 19: | 4 | 8 | 71 | |
| Level 10: | 3 | 5 | 64 | Level 20: | 4 | 8 | 71 |
Psionic Rules & Details
Psionics
As a student of psionics, you can master and use psionic talents and disciplines. Psionics is a special form of magic use, distinct from spellcasting.
Psionic Talents
A psionic talent is a minor psionic effect you have mastered. At 1st level, you know one psionic talent of your choice. You learn additional talents of your choice at higher levels. The Talents Known column of the Mystic table shows the total number of talents you know at each level; when that number goes up for you, choose a new talent. You chose your talents from the Psionic Talents list.
Psionic Disciplines
A psionic discipline is a rigid set of mental exercises that allows a mystic to manifest psionic power. A mystic masters only a few disciplines at a time, and choses them from the Psionic Discipline list.
At 1st level, you know one psionic discipline of your choice. The Disciplines Known column of the Mystic table shows the total number of disciplines you know at each level; when that number goes up for you, choose a new discipline. In addition, whenever you gain a level in this class, you can replace one discipline you know with a different one of your choice.
Psi Points
You have an internal reservoir of energy that can be devoted to psionic disciplines you know. This energy is represented by psi points. Each psionic discipline describes effects you can create with it by spending a certain number of psi points. A psionic talent requires no psi points.
The number of psi points you have is based on your mystic level, as shown in the Psi Points column of the Mystic table. The number shown for your level is your psi point maximum. Your psi point total returns to its maximum when you finish a long rest. The number of psi points you have can’t go below 0 or over your maximum.
Psi Limit
Though you have access to a potent amount of psionic energy, it takes training and practice to channel that energy. There is a limit on the number of psi points you can spend to activate a psionic discipline. The limit is based on your mystic level, as shown in the Psi Limit column of the Mystic table. For example, as a 3rd-level mystic, you can spend no more than 3 psi point son a discipline each time you use it, no matter how many psi points you have.
Psychic Focus
You can focus psionic energy on one of your psionic disciplines to draw ongoing benefits from it. As a bonus action, you can choose one of your psionic disciplines and gain its psychic focus benefit, which is detailed in that discipline’s description. The benefit lasts until you are incapacitated or until you use another bonus action to choose a different focus benefit. You can have only one psychic focus benefit at a time, and using the psychic focus of one discipline doesn’t limit your ability to use other disciplines.
Psionic Ability
Intelligence is your psionic ability for your psionic disciplines. You use your Intelligence modifier when setting the saving throw DC for a psionic discipline or when making an attack roll with one.
Discipline save DC = 8 + your proficiency bonus + your Intelligence modifier
Discipline attack modifier = your proficiency bonus + your Intelligence modifier
Mystic Talents
Mystic Talent: Mind Thrust
As an action, you target one creature you can see within 120 feet of you. The target must succeed on an Intelligence saving throw or take 1d10 psychic damage.
The talent’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Mystic Talent: Blind Spot
As an action, you erase your image from the mind of one creature you can see within 120 feet of you; the target must succeed on a Wisdom saving throw, or you are invisible to it until the end of your next turn.
Mystic Talent: Mystic Hand
You can use your action to manipulate or move one object within 30 feet of you. The object can’t weigh more than 10 pounds, and you can’t affect an object being worn or carried by another creature. If the object is loose, you can move it up to 30 feet in any direction.
This talent allows you to open an unlocked door, pour out a beer stein, and so on.
The object falls to the ground at the end of your turn if you leave it suspended in midair.
Mystic Talent: Psychic Hammer
As an action, you try to grasp one creature you can see within 120 feet of you, with a hand crafted from telekinetic energy. The target must succeed on a Strength saving throw or take 1d6 force damage. If it takes any of this damage and is Large or smaller, you can move it up to 10 feet in a straight line in a direction of your choice. You can’t lift the target off the ground unless it is already airborne or underwater.
The talent’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Awakened Discipline: Aura Sight
You refocus your sight to see the energy that surrounds all creatures. You perceive auras, energy signatures that can reveal key elements of a creature’s nature.
- Psychic Focus While focused on this discipline, you have advantage on Wisdom (Insight) checks.
- Assess Foe (2 psi) As a bonus action, you analyze the aura of one creature you see. You learn its current hit point total and all its immunities, resistances, and vulnerabilities.
- Read Moods (2 psi). As a bonus action, you learn a one-word summary of the emotional state of up to six creatures you can see, such as happy, confused, afraid, or violent.
- View Aura (3 psi; conc., 1 hr.) As an action, you study one creature’s aura. Until your concentration ends, while you can see the target, you learn if it’s under the effect of any magical or psionic effects, its current hit point total, and its basic emotional state. While this effect lasts, you have advantage on Wisdom(Insight) and Charisma checks you make against it.
- Perceive the Unseen (5 psi; conc., 1 min.) As a bonus action, you gain the ability to see auras even of invisible or hidden creatures. Until your concentration ends, you can see all creatures, including hidden and invisible ones, regardless of lighting conditions.
Awakened Discipline: Mantel of Awe
You learn to use psionic energy to manipulate others with a subtle combination of psi and your own, natural charm.
Psychic Focus While focused on this discipline, you gain a bonus to Charisma checks. The bonus equals half your Intelligence modifier (minimum of +1).
- Charming Presence (1–7 psi) As an action, you exert an aura of sympathetic power. Roll 2d8 per psi point spent on this ability; the total is how many hit points worth of creatures this option can affect. Creatures within 30 feet of you are affected in ascending order of their hit point maximums, ignoring incapacitated creatures, creatures immune to being charmed, and creatures engaged in combat.
Starting with the creature that has the lowest hit point maximum, each creature affected by this option is charmed by you for 10 minutes, regarding you as a friendly acquaintance. Subtract each creature’s hit point maximum from the total before moving on to the next creature. A creature’s hit point maximum must be equal to or less than the remaining total for that creature to be affected. - Center of Attention (2 psi; conc., 1 min.) As an action, you exert an aura of power that grabs a creature's attention. Choose one creature you can see within 60 feet of you. It must make a Charisma saving throw. On a failed save, the creature is so thoroughly distracted by you that all other creatures are invisible to it until your concentration ends. This effect ends if the creature can no longer see or hear you or if it takes damage.
- Invoke Awe (7 psi; conc., 10 min.) As an action, you exert an aura that inspires awe in others. Choose up to 5 creatures you can see within 60 feet of you. Each target must succeed on an Intelligence saving throw or be charmed by you until your concentration ends. While charmed, the target obeys all your verbal commands to the best of its ability and without doing anything obviously self-destructive. The charmed target will attack only creatures that it has seen attack you since it was charmed or that it was already hostile toward. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.
Awakened Discipline: Intellect Fortress
You forge an indomitable wall of psionic energy around your mind — one that allows you to launch counterattacks against your opponents.
- Psychic Focus While focused on this discipline, you gain resistance to psychic damage.
- Psychic Backlash (2 psi) As a reaction, you can impose disadvantage on an attack roll against you if you can see the attacker. If the attack still hits you, the attacker takes 2d10 psychic damage.
- Psychic Parry (1–7 psi) As a reaction when you make an Intelligence, a Wisdom, or a Charisma saving throw, you gain a +1 bonus to that saving throw for each psi point you spend on this ability. You can use this ability after rolling the die but before suffering the results.
- Psychic Redoubt (5 psi; conc., 10 min.) As an action, you create a field of protective psychic energy. Choose any number of creatures within 30 feet of you. Until your concentration ends, each target has resistance to psychic damage and advantage on Intelligence, Wisdom, and Charisma saving throws.
Awakened Discipline: Precognition
By analyzing information around you, from subtle hints to seemingly disconnected facts, you learn to weave a string of probabilities in an instant that gives you extraordinary insights.
- Psychic Focus While focused on this discipline, you have advantage on initiative rolls.
- Precognitive Hunch (2 psi; conc., 1 min.) As a bonus action, you open yourself to receive momentary insights that improve your odds of success; until your concentration ends, whenever you make an attack roll, a saving throw, or an ability check, you roll a d4 and add it to the total.
- All-Around Sight (3 psi) In response to an attack hitting you, you use your reaction to impose disadvantage on that attack roll, possibly causing it to miss.
- Danger Sense (5 psi; conc., 8 hr.) As an action, you create a psychic model of reality in your mind and set it to show you a few seconds into the future. Until your concentration ends, you can’t be surprised, attack rolls against you can’t gain advantage, and you gain a +10 bonus to initiative.
- Victory Before Battle (7 psi) When you roll initiative, you can use this ability to grant yourself and up to five creatures of your choice within 60 feet of you a +10 bonus to initiative.
Awakened Discipline: Psychic Assault
You wield your mind like a weapon, unleashing salvos of psionic energy.
- Psychic Focus While focused on this discipline, you gain a +2 bonus to damage rolls with psionic talents that deal psychic damage.
- Psionic Blast (1–7 psi) As an action, choose one creature you can see within 60 feet of you. The target takes 1d8 psychic damage per psi point spent on this ability.
- Ego Whip (3 psi) As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, the creature takes 3d8 psychic damage, and it is filled with self-doubt, leaving it able to use its action on its next turn only to take the Dodge, Disengage, or Hide action. On a successful saving throw, it takes half as much damage.
- Id Insinuation (5 psi) As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, the creature takes 5d8 psychic damage, and it goes into a fury, as its id runs rampant. On its next turn, it can use its action only to take the Dodge or Attack action. On a successful save, it takes half as much damage.
- Psychic Blast (6 psi) As an action, you unleash devastating psychic energy in a 60-foot cone. Each creature in that area must make an Intelligence saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one. You can increase the damage by 2d8 if you spend 1 more psi point on this ability.
- Psychic Crush (7 psi) As an action, you create a 20-foot cube of psychic energy within 120 feet of you. Each creature in that area must make an Intelligence saving throw. On a failed save, a target takes 8d8 psychic damage and is stunned until the end of your next turn. On a successful save, a target takes half as much damage.
Awakened Discipline: Psychic Disruption
You create psychic static that disrupts other creatures’ ability to think clearly.
- Psychic Focus While focused on this discipline, you have advantage on Charisma (Deception) checks.
- Distracting Haze (1–7 psi; conc., 1 min.) As an action, choose one creature you can see within 60 feet of you. That creature must make an Intelligence saving throw. On a failed save, it takes 1d10 psychic damage per psi point spent and can’t see anything more than 10 feet from it until your concentration ends. On a successful save, it takes half as much damage.
- Daze (3 psi) As an action, choose one creature you can see within 60 feet of you. That creature must make an Intelligence saving throw. On a failed save, the target is incapacitated until the end of your next turn or until it takes any damage.
- Mind Storm (5 psi) As an action, choose a point you can see within 60 feet of you. Each creature in a 20-foot-radius sphere centered on that point must make a Wisdom saving throw. On a failed save, a target takes 6d8 psychic damage and suffers disadvantage on all saving throws until the end of your next turn. On a successful save, a creature takes half as much damage. You can increase the damage by 1d6 per additional psi point spent on this ability.
Awakened Discipline: Psychic Inquisition
You reach into a creature’s mind to uncover information or plant ideas within it.
- Psychic Focus While focused on this discipline, you know when a creature communicating with you via telepathy is lying.
- Hammer of Inquisition (1–7 psi) As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it takes 1d10 psychic damage per psi point spent and suffers disadvantage on its next Wisdom saving throw before the end of your next turn. On a successful save, it takes half as much damage.
- Forceful Query (2 psi) As an action, you ask a question of one creature that can see and hear you within 30 feet of you. The question must be phrased so that it can be answered with a yes or no, otherwise this ability fails. The target must succeed on a Wisdom saving throw, or it replies with a truthful answer. A creature is immune to this ability if it is immune to being charmed.
- Ransack Mind (5 psi; conc., 1 hr.) While you concentrate on this ability, you probe one creature’s mind. The creature must remain within 30 feet of you, and you must be able to see it. If you reach the ability’s full duration, the target must make three Intelligence saving throws, and you learn information from it based on the number of saving throws it fails.
- With one failed saving throw, you learn its key memories from the past 12 hours.
- With two failed saving throws, you learn its key memories from the past 24 hours.
- With three failed saving throws, you learn its key memories from the past 48 hours.
- Phantom Idea (6 psi; conc., 1 hr.) While you concentrate on this ability, you probe one creature’s mind. The creature must remain within 30 feet of you, and you must be able to see it. If you reach the ability’s full duration, the target must make three Intelligence saving throws, and you plant a memory or an idea in it, which lasts for a number of hours based on the number of saving throws it fails. You choose whether the idea or memory is trivial (such as “I had porridge for breakfast” or “Ale is the worst”) or personality-defining (“I failed to save my village from orc marauders and am therefore a coward” or “Magic is a scourge, so I renounce it”).
- With one failed saving throw, the idea or memory lasts for the next 4 hours.
- With two failed saving throws, it lasts for 24 hours.
- With three failed saving throws, it lasts for 48 hours.
Awakened Discipline: Telepathic Contact
By channeling psionic power, you gain the ability to control other creatures by substituting your will for their own.
- Psychic Focus While focused on this discipline, you gain the ability to use your Telepathy class feature with up to six creatures at once. If you don’t have that feature from the mystic class, you instead gain it while focused on this discipline.
- Exacting Query (2 psi) As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw. On a failed save, the target truthfully answers one question you ask it via telepathy. On a successful save, the target is unaffected, and you can’t use this ability on it again until you finish a long rest. A creature is immune to this ability if it is immune to being charmed.
- Occluded Mind (2 psi) As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw. On a failed save, the target believes one statement of your choice for the next 5 minutes that you communicate to it via telepathy. The statement can be up to ten words long, and it must describe you or a creature or an object the target can see. On a successful save, the target is unaffected, and you can’t use this ability on it again until you finish a long rest. A creature is immune to this ability if it is immune to being charmed.
- Broken Will (5 psi) As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw. On a failed save, you choose the target’s movement and action on its next turn. On a successful save, the target is unaffected, and you can’t use this ability on it again until you finish a long rest. A creature is immune to this ability if it is immune to being charmed.
- Psychic Grip (6 psi; conc., 1 min.) As an action, you target one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or it is paralyzed until your concentration ends. At the end of each of its turns, it can repeat the saving throw. On a success, this effect ends. On a failure, you can use your reaction to force the target to move up to half its speed, even though it’s paralyzed.
- Psychic Domination (7 psi; conc., 1 min.) As an action, you target one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or you choose the creature’s actions and movement on its turns until your concentration ends. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. A creature is immune to this ability if it is immune to being charmed.
