{"name":"Psion","overview":"[img:1493572]\r\n\r\n[h1][b][u]Psions[\/u]:[\/b][\/h1]\r\n\r\nPsions are the quintessential manipulators of psionic power. Psions unleash the potential locked within every conscious mind, move objects with just a thought, and assumc command of even the least desire of their foes. Psions make manifest their secret wishes when others can only dream.\r\nYou know the menta l pathways that lead to amazing edifices of altered reality. You could be a brash human youth flush with your mental ability's first flowering, a tattooed cenobite enrolled in a secret psionic academy, a fey enchanter using ancient techniques 10 beguile your foes. or perhaps a speeially trained inquisitor who has learned one secret too many.\r\nA flare of mental energy warms you, the thoughts of friends and foes glitter like stars all about you. and your thoughts themselves are weapons half sheathed. If a god can reshape the world and you can enthrall a god. what does that make you?","hitdice":"d10","hitpointsfirstlevel":"10 + your Constitution modifier","hitpointsathigherlevels":"1d10 (or 5) + your  Constitution modifier per Psion level after 1st","armorproficiencies":"Light armor, Medium armor","weaponproficiences":"Simple weapons, hand crossbows, shortswords.","tools":"none","savingthrows":"Intelligence, Wisdom","skills":"Choose 2 from Arcana, Deception, Insight, Intimidation, Persuasion, History, Investigation, Medicine, and Religion.","equipment":"- (a) a light crossbow and 20 bolts or (b) any simple weapon\r\n\r\n\r\n- (a) a component pouch or (b) an arcane focus\r\n\r\n\r\n-(a) a dungeoneer's pack or (b) an explorer's pack\r\n\r\n\r\n- any simple weapon or Marcial if you are proficient.","spellcasting":"As a student of psionics, you can cast spells using the power from your mind to bend reality to your will. See chapter 10 for the general rules of spellcasting.\r\n\r\nPreparing and Casting Spells: The psion table shows how many spell slots you have to cast your psion spells of 1st level and higher. To cast one of these psion spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.\r\n\r\nYou prepare the list of psion spells that are available for you to cast, choosing from the psion spell list. When you do so, choose a number of psion spells equal to your Intelligence modifier + half of your psion level (minimum of one spell). The spells must be of a level for which you have spell slots.\r\n\r\nAdditionally, when you gain a level in this class, you can choose one of the psion spells you know and replace it with another spell from the psion spell list, which also must be of a level for which you have spell slots.\r\n\r\nSpellcasting Ability: Intelligence is your spellcasting ability for your psion spells, since the power of your magic relies on your ability to use your mind to project your will into the world. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a psion spell you cast and when making an attack roll with one.\r\n\r\nSpell save DC = 8 + your proficiency bonus + your Intelligence modifier.\r\nSpell attack modifier = your proficiency bonus + your Intelligence modifier.\r\n\r\nRitual Casting: You can cast any psion spell you know as a ritual if that spell has the ritual tag.\r\n\r\nSpellcasting Focus: You can use an arcane focus as a spellcasting focus for your psion spells.\r\n[table]\r\n[tr]\r\n[td]1st lvl Spells[\/td]\r\n[td]2nd lvl Spells[\/td]\r\n[td]3rd lvl Spells[\/td]\r\n[td]4th lvl Spells[\/td]\r\n[td]5th lvl Spells[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Absorb Elements[\/td]\r\n[td]Blindness\/Deafness[\/td]\r\n[td]Bestow Curse[\/td]\r\n[td]Banishment[\/td]\r\n[td]Banishing Smite[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Cause Fear[\/td]\r\n[td]Crown of Madness[\/td]\r\n[td]Blink[\/td]\r\n[td]Charm Monster[\/td]\r\n[td]Creation[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Charm Person[\/td]\r\n[td]Detect Thoughts[\/td]\r\n[td]Counterspell[\/td]\r\n[td]Compulsion[\/td]\r\n[td]Dominate Person[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Comprehend Languages (Ritual)[\/td]\r\n[td]Invisibility[\/td]\r\n[td]Dispel Magic[\/td]\r\n[td]Confusion[\/td]\r\n[td]Hold Monster[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Command[\/td]\r\n[td]Magic Weapon[\/td]\r\n[td]Fear[\/td]\r\n[td]Greater Invisibility[\/td]\r\n[td]Modify Memory[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Shield[\/td]\r\n[td]Misty Step[\/td]\r\n[td]Flame Arrows[\/td]\r\n[td]Locate Creature[\/td]\r\n[td]Far Step[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Memory Hole[\/td]\r\n[td]Suggestion[\/td]\r\n[td]Fly[\/td]\r\n[td][\/td]\r\n[td]Telekinesis[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Magnify Gravity[\/td]\r\n[td]See invisibility[\/td]\r\n[td]Hypnotic Pattern[\/td]\r\n[td][\/td]\r\n[td]Teleportation Circle[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Detect Magic (Ritual)[\/td]\r\n[td]Zone of Truth[\/td]\r\n[td]Sending[\/td]\r\n[td][\/td]\r\n[td]Wall of Force[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Disguise Self[\/td]\r\n[td][\/td]\r\n[td]Thunder Step[\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Heroism[\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Feather Fall[\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Fearful Strike[\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Silent Image[\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Sleep[\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Thunderwave[\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[\/tr]\r\n[\/table]\r\n","features":"[h1][b][u]Psionic Talent[\/u]:[\/b][\/h1]\r\nAt 1st level, You harbor a wellspring of psionic power within\r\nyourself, an energy that ebbs and flows as you\r\nchannel it in various ways. This power is\r\nrepresented by your Psionic Talent die, the\r\nstarting size of which is a d6.\r\nPsionic Talent Options. You can use your\r\nPsionic Talent die in the following ways:\r\n\r\n- Protective Field: When you or another creature\r\nyou can see within 30 feet of you takes\r\ndamage, you can use your reaction to roll your\r\nPsionic Talent die and reduce the damage\r\ntaken by the number rolled plus your\r\nIntelligence modifier (minimum reduction of\r\n1), as you create a momentary shield of\r\ntelekinetic force.\r\n\r\n- Psi-Powered Leap: When you make a high or\r\nlong jump, you can roll your Psionic Talent die\r\nand extend the distance of the jump, up to a\r\nnumber of feet equal to twice the number\r\nrolled plus twice your Intelligence modifier\r\n(minimum of 1 extra foot). This extra distance\r\ncosts you only 1 foot of movement.\r\n\r\n- Telekinetic Strike: You can propel your attacks\r\nwith telekinetic force. Once on each of your\r\nturns, immediately after you deal damage to a\r\ntarget within 60 feet of you with a weapon\r\nattack, you can roll your Psionic Talent die and\r\nalso deal force damage to the target equal to\r\nthe number rolled. You can use this feature\r\nalongside your Psionic Talents.\r\n\r\n- Psychic Whispers: You can use your psychic\r\nabilities to establish telepathic communication\r\nbetween yourself and others\u2014perfect for\r\nquiet infiltration. As an action, you give\r\nyourself and at least one other creature the\r\nability to speak telepathically with each other.\r\nWhen you do so, roll your Psionic Talent die,\r\nand choose creatures you can see, up to a\r\nnumber of creatures equal to the number\r\nrolled. For 1 hour, the chosen creatures can\r\nspeak telepathically with you, and you can\r\nspeak telepathically with them. To send or\r\nreceive a message (no action required), you\r\nand the other creature must be within 1 mile\r\nof each other. A creature can\u2019t use this\r\ntelepathy if it can\u2019t speak any languages, and a\r\ncreature can end the telepathic connection at\r\nany time (no action required). You and the\r\ncreature don\u2019t need to speak a common\r\nlanguage to understand each other.\r\n\r\nChanging the Die\u2019s Size. If you roll the highest\r\nnumber on your Psionic Talent die, it decreases\r\nby one die size after the roll. This represents you\r\nburning through your psionic energy. For\r\nexample, if the die is a d6 and you roll a 6, it\r\nbecomes a d4. If it\u2019s a d4 and you roll a 4, it\r\nbecomes unusable until you finish a short rest.\r\nConversely, if you roll a 1 on your Psionic\r\nTalent die, it increases by one die size after the\r\nroll, up to its starting size. This represents you\r\nconserving psionic energy for later use. For\r\nexample, if you roll a 1 on a d4, the die then\r\nbecomes a d6. If you roll multiple dice if you roll\r\n2d6 and one rolls a 6 and the other a 1 the dice size\r\nis not changed, but if you roll 3d6 and you roll this\r\n6, 1, 6 the dice size becomes a d4 and vice versa.\r\n\r\nWhenever you finish a long rest, your Psionic\r\nTalent die resets to its starting size. When you\r\nreach certain levels in this class, the starting size\r\nof your Psionic Talent die increases: 10th level (d8),\r\nand 15th level (d10). And the you can increase your\r\nmaximum dice size at 5th level (d8), 10th level (d10),\r\nand 15th level (d12).\r\n\r\nPsi Replenishment: As a bonus action, you can\r\ncalm your mind for a moment and restore your\r\nPsionic Talent die to its starting size. You use\r\nthis trait a number of times equal to your Inteligence\r\nModifier (Minimum of 1), You regain all expended uses\r\nwhen you finish a long rest.\r\n\r\n\r\n[h1][b][u]Psionic Archetypes[\/u]:[\/b][\/h1]\r\nAt 1st level, you choose a Psionic Archetype from the list of available Archetypes. 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.\r\n\r\n\r\n[h1][b][u]Psionics[\/u]:[\/b][\/h1]\r\nPsionic disciplines are the heart of a Psionic's craft. They are the mental exercises and psionic formulae used to forge will into tangible, magical effects.\r\n\r\nStarting at 2nd level, You choose One Psionic discipline from your Psionic Archetypes. You learn additional Psionic disciplines at levels 10th and 16th.\r\n\r\nWhen you learn a Psionic discipline you Focus on that discipline and gain the abilities from the Psychic Focus of that discipline and use Psionic Talents from that disipline. If you have learnd more than 1 discipline Choose 2 disciplines that you can use their agments but you can\u00b4t gain the Psychic Focus from that discipline. If you want to use Psionic Talents from other disiplines that you know you can use your action to change the disciplines that you are focusing and your Psychic Focus from one discipline to other.\r\n\r\n[b]Psionic Talents:[\/b]\r\nEach psionic discipline has several ways you can use it, all contained in its description. The discipline specifies the type of action and number of psi points it requires. It also details whether you must concentrate on its effects, how many targets it affects, what saving throws it requires, and so on.\r\n\r\nIf a Psionic Talents requires a savin throw the save uses your spell DC.\r\n\r\nIf a Psionic Talents requires concentration its the same as if your where concentrating on a spell.\r\n\r\n[h1][b][u]Extra Attack[\/u]:[\/b][\/h1]\r\nBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.\r\n\r\n[h1][b][u]Strength of Mind[\/u]:[\/b][\/h1]\r\nEven the simplest psionic technique requires a\r\ndeep understanding of how psionic energy can\r\naugment mind and body. This understanding\r\nallows you to alter your defenses to better deal\r\nwith threats.\r\nStarting at 7th level, you can replace your\r\nproficiency in Wisdom saving throws whenever\r\nyou finish a short or long rest. To do so, choose\r\nStrength, Dexterity, Constitution, or Charisma.\r\nYou gain proficiency in saves using that ability,\r\ninstead of Wisdom. This change lasts until you\r\nfinish your next short or long rest.\r\n\r\n\r\n[h1][b][u]Psionic Mastery[\/u]:[\/b][\/h1]\r\nBeginning at 9th level, your mastery of psionic\r\nenergy allows you to push your mind beyond its\r\nnormal limits.\r\nYou can go beyond the limits of your abilities\r\nyou can spend up to 4 psi points in one of your\r\nPsionic Talents. You can use this feature again\r\nwhen you finish a long rest. You can use\r\nthis feature again but you will take 4d10 of\r\nnecrotic damage. This damage can't be lessened\r\nin any way, and the reduction to your hit point\r\nmaximum lasts until you finish a long rest.\r\n\r\n\r\n[h1][b][u]Tower if iron will[\/u]:[\/b][\/h1]\r\nStarting at 14th level, Your mind\u2019s defenses are\r\nformidable. After you or another creature you\r\ncan see within 30 feet of you fails a saving throw, you can use your\r\nreaction to roll your Psionic Talent die and add\r\nthe number rolled to the saving throw,\r\npotentially causing it to succeed. You can use\r\nthis feature once per short rest or use it again\r\nbut your Psionic Talent die decreases by one die size.\r\n\r\n\r\n[h1][b][u]Metabolic Control[\/u]:[\/b][\/h1]\r\nStarting at 17th level, If your Psionic Talent die is available, you can\r\ntake an action to channel your psionic power\r\nto nourish yourself for the next 24 hours, as if\r\nyou consumed sufficient food and water for a\r\nday. When you take this action, your Psionic\r\nTalent die decreases by one die size.\r\n\r\n[b][u][h1][b]Psionic Body:[\/b][\/h1]\r\n[\/u][\/b]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:\r\n\r\n- You gain resistance to bludgeoning, piercing, and slashing damage.\r\n\r\n- You no longer age.\r\n\r\n- You are immune to disease, poison damage, and the poisoned condition.\r\n\r\n- 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 1d4 days later on the plane of existence where you died, having gained the benefits of one long rest.","subclasses":"[center]\r\n[b][u][h1][b]Psionic Warrior[\/b][\/h1]\r\n[\/u][\/b]\r\n[left]\r\n[h1][b][u]Psionic training[\/u]:[\/b][\/h1]\r\nAt 1st level, you gain proficiency in marcial melee weapons and heavy armor. \r\n\r\nTelekinetic Strike: If your Psionic Talent die is available, Also if you miss with a melee weapon attack you can re roll the attack roll, but your Psionic Talent die decreases by one die size.\r\n\r\n\r\n[h1][b][u]Bulwark of Force[\/u]:[\/b][\/h1]\r\nWhen you reach 3rd level, If your Psionic Talent die is available, you gain a bonus to the damage your melee weapon attacks. If your Psionic Talent die is a d6 you gain a +1, (d8 +2), (d10 +3), (d12 +4).\r\n\r\n[h1][b][u]Telekinetic Adept[\/u]:[\/b][\/h1]\r\nAt 6th level, You have mastered new ways to use your telekinesis:\r\n\r\n- Psionic Thrust (1 psi): When you deal damage to a\r\ntarget with the Telekinetic Strike of your\r\nPsionic Talent, you can force the target to\r\nmake a Strength saving throw against\r\nyour spell DC. Unless the save\r\nsucceeds, you can knock the target prone or\r\nmove it up to 10 feet in any direction\r\nhorizontally.\r\n\r\n- Telekinetic Movement (1 psi): If your Psionic Talent\r\ndie is available, you can move an object or a\r\ncreature with your mind. As an action, you\r\ntarget one loose object that is Large or smaller\r\nor one willing creature, other than yourself. If\r\nyou can see the target and it is within 30 feet\r\nof you, you can move it up to 30 feet to an\r\nunoccupied space you can see. Alternatively, if\r\nit is a Tiny object, you can move it to or from\r\nyour hand. Either way, you can move the\r\ntarget horizontally, vertically, or both. When\r\nyou take this action, your Psionic Talent die\r\ndecreases by one die size.\r\n\r\n[b][h1][b][u]Telekinetic Master[\/u]:[\/b][\/h1]\r\n[\/b]At 14th level, Your ability to move creatures and objects with\r\nyour mind is matched by few. If your Psionic\r\nTalent die is available, you can cast the\r\ntelekinesis spell, requiring no components. Your\r\nspellcasting ability for the spell is Intelligence.\r\nWhen you cast this spell, your Psionic Talent die\r\ndecreases by one die size.\r\n\r\n\r\n[h1][b][u]Psionic Warrior Psionic Disciplines[\/u]:[\/b][\/h1]\r\n[\/left][\/center][h1][b]-[u]Adaptive Body[\/u]:[\/b][\/h1]\r\nYou can alter your body to match your surroundings, allowing you to withstand punishing environments. With greater psi energy, you can extend this protection to others.\r\n\r\n[ul]\r\n[li][b]Psychic Focus:[\/b] While focused on this discipline, You gain a +2 on Constitucion Saving Throws. You have advantage on saving throws against poison, and you have resistance against poison damage.[\/li]\r\nPsionic Talents:[\/ul]\r\n\r\n[ul]\r\n[li]Environmental Adaptation (1-3 psi con.): As a bonus action, Until your concentration ends, you or a creature you touch ignores the \r\neffects of extreme heat or cold (but not cold or fire damage). An amount of hours equal to the amount of psi points spent.[\/li]\r\n[\/ul]\r\n\r\n[ul]\r\n[li]Psionic Resposte (1-3 psi): Whenever a creature try to hit you with a melee attack. You can use your reaction to deal an amount of\r\nPsionic Talent dies equal to the number of psi points spend.[\/li]\r\n[\/ul]\r\n\r\n[ul]\r\n[li]Psionic Constitucion (1-3 psi): As a bonus action, you can gain temporaly hit Points. The amount is The the number of psi points \r\nspend in Psionic Talent dies.[\/li]\r\n[\/ul]\r\n\r\n[ul]\r\n[li]Energy Adaptation (2 psi): When you or a creature you can see within 60f of you take acid, cold, fire, lightning, or thunder damage, \r\nyou can use your reaction to gain resistance to damage of that type \u2014including the triggering damage\u2014 until the end of your next turn.[\/li]\r\n[\/ul]\r\n\r\n[ul]\r\n[li]Psionic Wave (3 psi): Ad an action, Each creature you choose in a 15-foot circle originating from you must make a Wisdom saving throw.\r\nOn a failed save, a creature takes a number of psychic damage equal to an amount of Psionic Talent dies equal to the number of psi \r\npoints spend and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn\u2019t pushed.[\/li]\r\n[\/ul]\r\n\r\n[ul]\r\n[li]Bestial Transformation (3 psi): As a bonus action, you alter your physical form to gain different characteristics. When you use this\r\nability, you can choose one per psi point spent of the following effects:\r\n(This lasts for 1 hour, until you die, or until you end it as a bonus action.)\r\n\r\n-Amphibious: You gain gills; you can breathe air and water.\r\n\r\n-Climbing: You grow tiny hooked claws that give you gain a climbing speed equal to your walking speed.\r\n\r\n-Keen Senses: Your eyes and ears become more sensitive. You gain advantage on Wisdom (Perception) checks.\r\n\r\n-Swimming: You gain fins and webbing between your fingers and toes; you gain a swimming speed equal to your walking speed.\r\n\r\n-Tough Hide: Your skin becomes as tough as leather; you gain a +1 bonus to AC.\r\n\r\n-feline speed: You gain a bonus to your Walking speed of 30ft.\r\n\r\n-Draconic Scales: You gain resistance to one of this damage types: acid, cold, fire, lightning, or thunder.\r\n\r\n-swiftness: You can make an attack as a bonus action.[\/li]\r\n[\/ul]\r\n\r\n[h1][b]-[u]Brute Force:[\/u][\/b][\/h1]\r\nYou augment your natural strength with psionic energy, granting you the ability to achieve incredible feats of might.\r\n\r\n[ul]\r\n[li][b]Psychic Focus:[\/b] While focused on this discipline, you have advantage on Strength (Athletics) checks.[\/li]\r\nPsionic Talents:[\/ul]\r\n\r\n[ul]\r\n[li]Brute Strike (1\u20133 psi): When you hit a creature with a melee weapon attack you deal a number of extra damage equal to an amount of \r\nPsionic Talent dies equal to the number of psi points spend, to the target.[\/li]\r\n[\/ul]\r\n\r\n[ul]\r\n[li]Knock Back (1\u20133 psi): Whenever you get hit with a melee attack. You can use your reaction and The target must succeed on a Strength\r\nsaving throw or be knocked 10 feet away from you per psi point spent. The target moves in a straight line. If it hits an object or a\r\ncreature, this movement immediately ends and the target takes deal a number of bludgeoning damage equal to an amount of Psionic Talent\r\ndies equal to the number of psi points spend.[\/li]\r\n[\/ul]\r\n\r\n[ul]\r\n[li]Feat of Strength (1 psi): As a bonus action, you can add your Psionic Talent die to Strength checks until the end of your next turn.[\/li]\r\n[\/ul]\r\n\r\n[ul]\r\n[li]Ogre Form (2 psi; conc., 1 min.). As a bonus action, you gain 10 temporary hit points. In addition, until your concentration ends,\r\nyour melee weapon attacks deal an extra 1d4 damage on a hit, and your reach increases by 5 feet. If you\u2019re smaller than Large, you \r\nalso become Large for the duration.[\/li]\r\n[\/ul]\r\n\r\n[ul]\r\n[li]Crushing Srike (3 psi): When you hit a creature with a melee weapon attack you deal a number of extra damage equal to an amount of\r\nPsionic Talent dies equal to the number of psi points spend. Also the target must must succeed on a Strength saving throw or be \r\nknocked prone.[\/li]\r\n[\/ul]\r\n\r\n[ul]\r\n[li]Psionic smash (3 psi): As an action, You can touch one weapon you wield and you imbue your psionic power making the weapon larger and\r\nstronger. In a 15f cone each target must succeed on a Dexterity saving throw or take a number of extra damage equal to an amount of\r\nPsionic Talent dies equal to the number of psi points spend + the damage of a normal weapon attack, of bludgeoning damage. If they \r\nsucceed they take half of the damage.[\/li]\r\n[\/ul]\r\n\r\n[h1][b]-[u]Iron Durability[\/u]:[\/b][\/h1]\r\nYou transform your body to become a living metal, allowing you to shrug off attacks that would cripple weaker creatures.\r\n\r\n[ul]\r\n[li][b]Psychic Focus:[\/b] While focused on this discipline, you gain a +1 bonus to AC.[\/li]\r\nPsionic Talents:[\/ul]\r\n\r\n[ul]\r\n[li]Psionic Skin (1 psi): When you take bludgeoning, piercing, and slashing damage, you can use your reaction to gain resistance to damage \r\nof that type \u2014including the triggering damage\u2014 until the end of your next turn.[\/li]\r\n[\/ul]\r\n\r\n[ul]\r\n[li]Psionic shield (1-3 psi con. 1 min.): Until your concentration ends, you gain a bonus to your AC equal to the number of psi pionts\r\nspend.[\/li]\r\n[\/ul]\r\n\r\n[ul]\r\n[li]Tough Movement (1 psi con. 1 min.): Until your concentration ends, you are not affected by difficult terrain.[\/li]\r\n[\/ul]\r\n\r\n[ul]\r\n[li]Psionic Charge (2 psi): As a bonus action, If you move at least 20 feet in a straight line immediately as a part the same bonus action\r\nyou can make a melee attack to a creature you don\u00b4t roll anything but the target must succeed on a Strength saving throw or be knocked\r\nprone or be pushed 10f. If the creature is huge or larger this inmune to this.[\/li]\r\n[\/ul]\r\n\r\n[ul]\r\n[li]Psionic Proteccion (3 psi con. 1 min.): Touch one creature. Until your concentration ends, As an action, you can touch one creature \r\nand give it resistance to non magical bludgeoning, piercing, and slashing damage.[\/li]\r\n[\/ul]\r\n\r\n[ul]\r\n[li]Electric Movement (3 psi): As an action, Until the end of your turn, You move whith out provoking opportunity attacks. You gain 30ft\r\nof extra movement. Each time you move in the range of a creature, the creature takes of lightning damage equal to one of you Psionic \r\nTalent die.[\/li]\r\n[\/ul]\r\n\r\n[h1][b]-[u]Psionic Combatant[\/u]:[\/b][\/h1]\r\nYou use the power of psionics as a weapon. As use it as a strategic advantage in combat.\r\n\r\n[ul]\r\n[li][b]Psychic Focus:[\/b] Whenever you focus on this discipline, choose one melee weapon you\u2019re holding. That weapon becomes magical and this will\r\nbe the weapon that you will use for the Psionic Talents in this Discipline.[\/li]\r\nPsionic Talents:[\/ul]\r\n\r\n[ul]\r\n[li]Psionic Weapon (1 psi con. 1 min.): As a bonus action, Until your concentration ends, The blade of your weapon becomes psychic, it\r\nshed bright light in a 20-foot radius and dim light for an additional 20 feet. Your weapon deals psychic instad of its normal damage,\r\nAlso now the weapon gains a +5ft to its range.[\/li]\r\n[\/ul]\r\n\r\n[ul]\r\n[li]Throw Weapon (1-3 psi): You make a ranged attack with you weapon as if it has the Throw property with a range of 10ft + 10 x the\r\nnumber of psi points spend, You can try to throw the weapon twice its range but the attack is made with disadvantage. The attack deals\r\nthe normal damage of the weapon + one Psionic Talent die. After the weapon hit the weapon returns to your hands.[\/li]\r\n[\/ul]\r\n\r\n[ul]\r\n[li]Psychic Strike (1-3 psi): When you hit a creature with a melee weapon attack you deal a number of extra psychic damage equal to an \r\namount of Psionic Talent dies equal to the number of psi points spend, to the target.[\/li]\r\n[\/ul]\r\n\r\n[ul]\r\n[li]Psionic precision (2 psi): As a bonus action, You now can add your Psionic Talent die to your next attack roll.[\/li]\r\n[\/ul]\r\n\r\n[ul]\r\n[li]Psionic dexterity (3 psi): Whenever a creature try to hit you with a melee attack. You can use your reaction to make an Inteligence\r\n(Acrobatics) Check contested by the enemy attack roll. If you succeed you can an Acrobatic move to dodge the enemy attack and change\r\nyour posicion to a point within 10f of you, This movement doesn\u00b4t provoke opportunity attacks.[\/li]\r\n[\/ul]\r\n\r\n[ul]\r\n[li]Psychic thrust (3 psi): As an action, You make the weapon larger and stronger. Your next attack has 20ft in range if the attack hits\r\nthe target takes the normal weapon damage and number of extra damage equal to an amount of Psionic Talent dies equal to the number \r\nof psi points spend, of Psychic damage. If the attack doesn\u00b4t hit they take half of the damage.[\/li]\r\n[\/ul]\r\n[center][h1][b][u]Soul knife[\/u][\/b][\/h1]\r\n[left]\r\n\r\n[h1][b][u]Psychic Blades[\/u]:[\/b][\/h1]\r\nAt 1st level, You can manifest your psionic power as shimmering blades of psychic energy. When you are about to make a melee or ranged weapon attack against a creature, you can manifest a psychic blade from your free hand and make the attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals psychic damage equal to 1d6 plus the ability modifier you used for the attack roll. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage.\r\nAfter you attack with the blade, you can make a melee or ranged weapon attack with a second psychic blade as a bonus action on the same turn, provided your other hand is free to create it.\r\n\r\nPsionic Pary: When a creature attacks you with a weapon, you may use your reaction to make an attack roll with your psychic blade. If the result of this roll equals or exceeds their attack roll, their attack misses. And if the attack hits the target you can treat it as a normal attack. But your Psionic Talent die decreases by one die size.[\/left][left]\r\n[h1][b][u]Soul Blades[\/u]:[\/b][\/h1]\r\nWhen you reach 3rd level, If your Psionic Talent die is available, you gain a bonus to the damage of your Psychic Blades attacks.Once per turn, you can\r\ndeal the extra damage to one creature you hit with an attack if you have advantage on the attack roll.\r\nYou don\u2019t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy\r\nisn\u2019t incapacitated, and you don\u2019t have disadvantage on the attack roll. \r\nThe extra damage is equal to your Psionic Talent die is a d6 you add 1d6 of extra damage, (d8 2d6), (d10 3d6), (d12 4d6).[\/left][\/center]\r\n[h1][b][u]Psionic Veil[\/u]:[\/b][\/h1]\r\nAt 6th level, You can weave a veil of psychic static to mask yourself.\r\n\r\nPsionic Veil (1 psi): when an attacker that you can see hits you with an attack, you can use your reaction to\r\nhalve the attack\u2019s damage against you.\r\n\r\n[h1][b][u]Rend Mind[\/u]:[\/b][\/h1]\r\nAt 14th level, You can sweep your Psychic Blades directly\r\nthrough a creature\u2019s mind. When you use your\r\nPsychic Blades to deal Sneak Attack damage to a\r\ncreature, you can force that target to make a\r\nWisdom saving throw against your spell DC.\r\nUnless the save succeeds, the target is stunned\r\nuntil the end of your next turn.\r\nOnce you use this feature, you can\u2019t do so again\r\nuntil you finish a long rest, unless you decrease\r\nyour Psionic Talent die by one die size to use this\r\nfeature again.\r\n\r\n[h1][b][u]Soul knife Psionic Disciplines[\/u]:[\/b][\/h1]\r\n[h1][b]-[u]Celerity:[\/u][\/b][\/h1]\r\nYou channel psionic power into your body, honing your reflexes and agility to an incredible degree. The world seems to slow down while you continue to move as normal.\r\n\r\n[ul]\r\n[li][b]Psychic Focus:[\/b] While focused on this discipline, your walking speed increases by 10 feet. [\/li]\r\nPsionic Talents:[\/ul]\r\n\r\n[ul]\r\n[li]Rapid Step (1\u20133 psi): You increase your walking speed by 10 feet per psi point spent until the end of the current turn. This bonus \r\nlasts for 1 minute.[\/li]\r\n[\/ul]\r\n\r\n[ul]\r\n[li]Psionic Charge (1-3 psi con. 1 min.): As a bonus action, Until your concentration ends or you hit a melee attack You increase your\r\nwalking speed by 20 feet, the next attack you hit a creature with a melee attack you can add a number of extra damage equal to an \r\namount of Psionic Talent dies equal to the number of psi points spend, to the target.[\/li]\r\n[\/ul]\r\n\r\n[ul]\r\n[li]Agile Defense (1 psi): As a bonus action, you take the Dodge or disengage action.[\/li]\r\n[\/ul]\r\n\r\n[ul]\r\n[li]Blur of Motion (2 psi): As an action, you cause yourself to be invisible during any of your movement during the current turn.[\/li]\r\n[\/ul]\r\n\r\n[ul]\r\n[li]Psionic reflexes (3 psi): As an action, until your next turn. You gain the ability to use your reaction to gain a bonus to your AC\r\nequal to one of your Psionic Talent die. If a creature within 5f of you missed you with a melee attack you can spend 10ft of movement\r\nof the turn before and make one melee attack against that same creature.[\/li]\r\n[\/ul]\r\n\r\n[ul]\r\n[li]Surge of Action (3 psi). As a bonus action, you can Dash or make two weapon attack.[\/li]\r\n[\/ul]\r\n\r\n[h1][b]-[u]Corrosive Metabolism:[\/u][\/b][\/h1]\r\nYour control over your body allows you to deliver acid or poison attacks.\r\n\r\n[ul]\r\n[li][b]Psychic Focus:[\/b] While focused on this discipline, you have resistance to acid and poison damage. Also whenever you deal acid and \r\npoison damage you ignore resistances of these damages types.[\/li]\r\nPsionic Talents:[\/ul]\r\n\r\n[ul]\r\n[li]Venom Strike (1-3 psi con. 1 min.): As a bonus action, Until your concentration ends. Touch one weapon that you are wielding, the\r\nnext tine you hit a creature with that weapon, The target must succeed in a Constitution saving throw. On a failed save, you deal\r\npoison damage equal to the amount of Talent dies per psi points spend, and is poisoned until the end of your next turn. On a \r\nsuccessful save, the target takes half as much damage and isn\u2019t poisoned.[\/li]\r\n[\/ul]\r\n\r\n[ul]\r\n[li]Corrosive spit (1-3 psi): As an action, Make a ranged spell attack against a target within 60ft of you. On a hit, the target takes \r\na number of acid damage equal to an amount of poison Talent dies equal to the number of psi points spend.[\/li]\r\n[\/ul]\r\n\r\n[ul]\r\n[li]Psychic Antitoxin (1 psi): You can perform a 1 hour process to create an Antitoxin after 1 hour of work and 5gp worth of materials\r\nand you can create one Antitoxin. Also if you have a poison in hand you can perform the same process and create a special Antitoxin\r\nthat makes a creature immune to that specific poison.[\/li]\r\n[\/ul]\r\n\r\n[ul]\r\n[li]Acid Spray (2 psi): As a reaction when you take bludgeoning, piercing or slashing damage, you cause acid to spray from your wound; \r\neach creature within 5 feet of you takes acid damage equal to an amount Talent dies equal to the number of psi points spend.[\/li]\r\n[\/ul]\r\n\r\n[ul]\r\n[li]Acid Breath (3 psi): You exhale a wave of acid in a 60-foot line that is 5 feet wide. Each creature in the line must make a\r\nConstitution saving throw, taking acid damage equal to an amount Talent dies equal to the number of psi points spend + your\r\ninteligence modifier, On a failed save, or half as much on a successful one. You can increase the damage by 1d6 per additional \r\npsi point spent on it.[\/li]\r\n[\/ul]\r\n\r\n[ul]\r\n[li]create poison (3 psi con. 1 min.): As a bonus action, Until your concentration ends. Touch one weapon that you are wielding, You\r\nimbue the weapon with a potent poison you choose the effects of this poison. Choose one of this options:[\/li]\r\n[\/ul]\r\n\r\n-The targets walking speed is 0\r\n\r\n-The target can\u00b4t take reactions\r\n\r\n-The target becomes vulnerable to the next to poison damage it takes (It doesn\u00b4t count for the damage of this poison).This doesn't affects creatures immune to poison damage.\r\n\r\n-The target On its turn, it can use either an action or a bonus action, not both. Regardless of the creature\u2019s abilities or magicitems, it can\u2019t make more than one melee or ranged attack during its turn.\r\n\r\n-It has disadvantage on its next saving throw.\r\n\r\nThe next tine you hit a creature with that weapon, The target must succeed in a Constitution saving throw. On a failed save, you dealpoison damage equal to the amount of Talent dies per psi points spend, and gain the effect you chose and its poisoned until the end of your next turn. This doen\u00b4t affects creatures immune to the poisoned condicion.\r\n\r\n[h1][b]-[u]Psionic Ghost[\/u]:[\/b][\/h1]\r\nYou imbue your body with psionic energy making you as steathy as a ghost.\r\n\r\n[ul]\r\n[li][b]Psychic Focus:[\/b] While focused on this discipline, you have advantage on Dexterity (Stealth) checks.[\/li]\r\nPsionic Talents:[\/ul]\r\n\r\n[ul]\r\n[li]Psionic nimbleness (1 psi): As a bonus action, you can do the hide action.[\/li]\r\n[\/ul]\r\n\r\n[ul]\r\n[li]Psychic Agility: When you hit a creature with a melee weapon attack you deal a number of extra damage equal to an amount of Psionic\r\nTalent dies equal to the number of psi points spend, to the target. If the target can\u00b4t see you can add two more Psionic Talent die \r\nto the damage.[\/li]\r\n[\/ul]\r\n\r\n[ul]\r\n[li]Psionic Blurr (1 psi con. 1 min.): As a action, Until your concentration ends, any creature has disadvantage on attack rolls against you. An \r\nattacker is immune to this effect if it doesnt rely on sight, as with blindsight, or can see through illusions, as with truesight.[\/li]\r\n[\/ul]\r\n\r\n[ul]\r\n[li]Psychic form (2 psi con. 1 min.): As a action, Until your concentration ends. You become invisible. Anything the target is wearing or \r\ncarrying is invisible as long as it is on the target\u2019s person. The effect ends for a target that attacks or casts a spell.[\/li]\r\n[\/ul]\r\n\r\n[ul]\r\n[li]Psychic Ghost (3 psi con. 1 min.): As a action, Until your concentration ends. You transform along with everything you are wearing and carrying,\r\ninto a misty Psychic energy. You gain a flying speed of 10 feet and can pass through small holes, narrow openings, and even mere \r\ncracks, though it treats liquids as though they were solid surfaces. You can\u2019t fall remain hovering in the air.[\/li]\r\n[\/ul]\r\n\r\n[ul]\r\n[li]Psionic Evasion (3 psi): When you are subjected to an effect that allows you to m ake a Dexterity saving throw to take only half \r\ndamage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.[\/li]\r\n[\/ul]\r\n\r\n[h1][b]-[u]Psionic assassin[\/u]:[\/b][\/h1]\r\nYou have learned how to channel psionic energy into your attacks, lending them devastating power\r\n\r\n[ul]\r\n[li][b]Psychic Focus:[\/b] Whenever you focus on this discipline, your Psionic weapons, its damage is psychic, rather than its normal damage type. And gain a +2 bonus to their damage rolls.[\/li]\r\nPsionic Talents:[\/ul]\r\n\r\n[ul]\r\n[li]Psychic Focus: Whenever you focus on this discipline, your Psionic weapons, its damage is psychic, rather than its normal damage type.\r\nAnd gain a +2 bonus to their damage rolls.[\/li]\r\n[\/ul]\r\n\r\n[ul]\r\n[li]Lethal Strike (1-3 psi): When you hit a creature with a melee weapon attack you deal a number of extra Psychic damage equal to an\r\namount of Psionic Talent dies equal to the number of psi points spend, to the target. If you have advantage on the roll you can add\r\none more Psionic Talent die to the damage.[\/li]\r\n[\/ul]\r\n\r\n[ul]\r\n[li]Psionic rascal (1 psi con. 1 min): As a Bonus action, Until your concentration ends. You can add half of your Inteligence modifier\r\n(Ronded down) to your Dexterity (Steath) checks.[\/li]\r\n[\/ul]\r\n\r\n[ul]\r\n[li]Psionic Surge (1 psi): As a Bonus action, You can make one weapon attack.[\/li]\r\n[\/ul]\r\n\r\n[ul]\r\n[li]Psychic attack (2 psi): When you roll damage for a melee weapon attack, you can reroll the weapon\u2019s damage dice and use either total.\r\nIf you roll the Max number in one of your Psionic Talent die you can roll another die of the same type.[\/li]\r\n[\/ul]\r\n\r\n[ul]\r\n[li]Ethereal Weapon (3 psi): As a bonus action, you temporarily transform one weapon you\u2019re holding into pure psionic energy. The next\r\nattack you make with it before the end of your turn ignores the target\u2019s armor, making the creatures armor cass 10 + their Dexterity\r\nmodifier.[\/li]\r\n[\/ul]\r\n\r\n[ul]\r\n[li]Augmented Weapon (3 psi con. 1 min): As a Bonus action, Your Psionic blades. Until your concentration ends, your weapons becomes a\r\nmagic weapon with a +1 bonus to its attack and damage rolls, per two psi point spend.[\/li]\r\n[\/ul]\r\n\r\n\r\n\r\n[center][h1][b][u]Nomad[\/u][\/b][\/h1]\r\n\r\n\r\n[left][h1][b][u]Breadth of Knowledge[\/u]:[\/b][\/h1]\r\nAt 1st level, you gain proficiency in Martial Ranged Weapons. You also gain proficiency in one skill or a tool of your choice.\r\n\r\nPsi-Bolstered Knack: When your non-psionic training fails you, you can tap into your psionic power to help: If your Psionic Talent die is available, if you fail an ability check using a skill or tool with which you have proficiency, you can re roll that check. but your Psionic Talent die decreases by one die size.\r\n\r\n[h1][b][u]Psi-Enhanced precision[\/u]:[\/b][\/h1]\r\nWhen you reach 3rd level, If your Psionic Talent die is available, you gain a bonus to the attack roll to your Ranged weapon attacks. If your Psionic Talent die is a d6 you gain a +1, (d8 +2), (d10 +3), (d12 +4).\r\n\r\n[h1][b][u]Effortless Journey[\/u]:[\/b][\/h1]\r\nAt 6th level, you can use your psionic powers to Teleport at will. Your mind can mystically move your body.\r\n\r\nPsionic Teleportation (1 psi): If your Psionic Talent die is available, Once on each of your turns, you can forfeit up to 30 feet of your movement to teleport the distance you forfeited. You must teleport to an unoccupied space you can see.\r\n\r\n[h1][b][u]Memory of One Thousand Steps[\/u]:[\/b][\/h1]\r\nStarting at 14th level, you gain the ability to use psionics to recall your steps. As a reaction when you are hit by an attack, you can teleport to an unoccupied space that you occupied since the start of your last turn, and the attack misses you. Once you use this feature, you can\u2019t use it again until you finish a short or long rest. Or you can use it again, but your Psionic Talent die decreases by one die size.[\/left][\/center]\r\n\r\n\r\n[h1][b][u]Nomad Psionic Disciplines[\/u]:[\/b][\/h1]\r\n[h1][b]-[u]Nomadic Arrow[\/u]:[\/b][\/h1]\r\nYou imbue a ranged weapon with a strange semblance of sentience, allowing it to unerringly find its mark.\r\n\r\n[ul]\r\n[li][b]Psychic Focus:[\/b] While you are focused on this discipline, Being within 5 feet of a hostile creature doesn\u2019t \r\nim pose disadvantage on your ranged attack rolls.[\/li]\r\nPsionic Talents:[\/ul]\r\n\r\n[ul]\r\n[li]Psychic Arrows (1-3 psi): When you hit a creature with a ranged weapon attack you deal a number of extra damage equal to an amount of\r\nPsionic Talent dies equal to the number of psi points spend, to the target.[\/li]\r\n[\/ul]\r\n\r\n[ul]\r\n[li]Speed Dart (1 psi): As a bonus action, You gain this benefits: Attacking at long range doesn't impose disadvantage on your ranged \r\nweapon attack rolls. And Your ranged weapon attacks ignore half cover and three-quarters cover.[\/li]\r\n[\/ul]\r\n\r\n[ul]\r\n[li]Psychic precision (1-3): You can spend all your movement and use your action. You can make one attack you multiply the range of your\r\nweapon you can roll an amount of Psionic Talent dies equal to the number of psi points spend, you can use choose them to add them to\r\nthe attack damage or roll you decide this for each die.[\/li]\r\n[\/ul]\r\n\r\n[ul]\r\n[li]Seeking Missile (2 psi): When you make an atack rol with a arrow and miss, you can reroll the attack roll. You can\u00b4t use this feature\r\ntwice in the same attack[\/li]\r\n[\/ul]\r\n\r\n[ul]\r\n[li]Faithful Archer (3 psi con. 1 min): As a Bonus action, Until your concentration ends, you imbue a ranged weapon with a limited\r\nsentience. Until your concentration ends, you can make an extra attack with the weapon at the start of each of your turns \r\n(no action required).[\/li]\r\n[\/ul]\r\n\r\n[ul]\r\n[li]Psionic Missile (3 psi): You can use your action to You use Psionic magic to give your arow an ethereal quality. When you use this\r\noption, you don\u2019t make an atack rol for the atack. Instead, the arow shoots forward in a line, which is 1 foot wide and 30 fet long,\r\nbefore disapearing. The arrow pases harmlesly through objects, ignoring cover. Each creature in that line must make a Dexterity\r\nsaving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra a number of extra Psychic\r\ndamage equal to an amount of Psionic Talent dies equal to the number of psi points spend damage. On a sucesful save, a target \r\ntakes half as much damage.[\/li]\r\n[\/ul]\r\n\r\n[h1][b]-[u]Nomadic Mind[\/u]:[\/b][\/h1]\r\nYou dispatch part of your psyche into the noosphere, the collective vista of minds and knowledge possessed by living things.\r\n\r\n[ul]\r\n[li][b]Psychic Focus:[\/b] Whenever you focus on this discipline, you choose one skill or tool and have proficiency with it until your focus ends.\r\nAlternatively, you gain the ability to read and write one language of your choice until your focus ends.[\/li]\r\nPsionic Talents:[\/ul]\r\n\r\n[ul]\r\n[li]Wandering Mind (1-3 psi): As a Bonus action, You enter a deep contemplation. You then gain proficiency with up to three of the\r\nfollowing skills (one skill for every 1 psi points spent): Animal Handling, Arcana, History, Medicine, Nature, Performance, Religion,\r\nand Survival. The benefit lasts for 1 hour, no concentration required.[\/li]\r\n[\/ul]\r\n\r\n[ul]\r\n[li]Find Creature (1 psi conc. 1 hr): You perform 1 hour ritual when you complete the rital. You cast your mind about for information\r\nabout a specific creature. If you concentrate for this option\u2019s full duration, you then gain a general understanding of the creature\u2019s\r\nestimated location. You learn the region, city, town, village, or district where it is, pinpointing an area between 1 and 3 miles on a\r\nside (DM\u2019s choice). If the creature is on another plane of existence, you instead learn which plane.[\/li]\r\n[\/ul]\r\n\r\n[ul]\r\n[li]Psychic Speech (1 psi conc. 1 hr): You perform 1 hour ritual when you complete the rital. you attune your mind to the psychic imprint\r\nof all language. For 1 hour, you gain the ability to understand any language you hear or attempt to read. In addition, when you speak,\r\nall creatures that can understand a language understand what you say, regardless of what language you use.[\/li]\r\n[\/ul]\r\n\r\n[ul]\r\n[li]Item Lore (2 psi conc. 1 hr.): You perform 1 hour ritual when you complete the rital. You carefully study an item. If you concentrate\r\nfor this option\u2019s full duration while remaining within 5 feet of the item, you then gain the benefits of an \"identify\" spell cast on \r\nthat item.[\/li]\r\n[\/ul]\r\n\r\n[ul]\r\n[li]Nomadic experience (2 psi conc. 1 hr.): You perform 1 hour ritual when you complete the rital. Until your concentration ends, Choose \r\none skill or tool which you are proficient with you double your proficienty bonus with that skill or tool.[\/li]\r\n[\/ul]\r\n\r\n[ul]\r\n[li]Wandering Eye (3 psi conc. 1 hr.): You perform 1 hour ritual when you complete the rital. Until your concentration ends, you create\r\na psychic sensor within 60 feet of you. The sensor lasts until your concentration ends. The sensor is invisible and hovers in the\r\nair. You mentally receive visual information from it, which has normal vision and darkvision with a range of 60 feet. The sensor can\r\nlook in all directions. As an action, you can move the sensor up to 30 feet in any direction. There is no limit to how far away from\r\nyou the eye can move, but it can\u2019t enter another plane of existence. A solid barrier blocks the eye\u2019s movement,but the eye can pass \r\nthrough an opening as small as 1 inch in diameter.[\/li]\r\n[\/ul]\r\n\r\n[h1][b]-[u]Third Eye[\/u]:[\/b][\/h1]\r\nYou create a third, psychic eye in your mind, which you cast out into the world. It channels thoughts and knowledge back to you,\r\ngreatly enhancing your senses.\r\n\r\n[ul]\r\n[li][b]Psychic Focus:[\/b] While focused on this discipline, you have darkvision with a range of 60 feet. If you already have darkvision with that\r\nrange or greater, increase its range by 30 feet.[\/li]\r\nPsionic Talents:[\/ul]\r\n\r\n[ul]\r\n[li]Tremorsense (1 psi conc. 1 hr.): As a bonus action, Until your concentration ends, you gain tremorsense with a radius of 30 feet, \r\nwhich lasts until your concentration ends.[\/li]\r\n[\/ul]\r\n\r\n[ul]\r\n[li]Unwavering Eye (1 psi): As a bonus action, you gain advantage on Wisdom checks, And you can add your Inteligence modifier, for 1 \r\nminute.[\/li]\r\n[\/ul]\r\n\r\n[ul]\r\n[li]Greater Self (1 psi): As an action you can You touch a creature and can end either one disease or one condition afflicting it. \r\nThe condition can be blinded, deafened, paralyzed, poisoned, charmed or frightened.[\/li]\r\n[\/ul]\r\n\r\n[ul]\r\n[li]Arcane Vision (2 psi conc. 10 min.): You can cast \"Detect Magic, Detect Evil and Good, or Detect Thoughts\" as a ritual.[\/li]\r\n[\/ul]\r\n\r\n[ul]\r\n[li]Truesight (3 psi conc. 10 min.): As an action, you gain truesight with a radius of 30 feet, which lasts until your concentration\r\nends.[\/li]\r\n[\/ul]\r\n\r\n[ul]\r\n[li]Great Psionic Lacer sight (3 psi): As an action, A great stroke of Pure energy forms a line of 60ft long and 5 feet out from you\r\nin a direction you choose. The first target it lands a creature must make a Dexterity saving throw. The target takes takes a number of \r\nradiant damage equal to two Pionic Talent dies per psi points spend on a failed save, or half as much damage on a successful one.[\/li]\r\n[\/ul]\r\n\r\n[h1][b]-[u]Nomadic Step[\/u]:[\/b][\/h1]\r\nYou exert your mind on the area around you, twisting the intraplanar pathways you perceive to allow instantaneous travel.\r\n\r\n[ul]\r\n[li][b]Psychic Focus.[\/b] If you haven\u2019t moved yet on your turn, you take a bonus action to teleport up to 20 feet to an unoccupied space you can\r\nsee, and your speed is reduced to 0 until the end of the turn.[\/li]\r\nPsionic Talents:[\/ul]\r\n\r\n[ul]\r\n[li]Transposition (1 psi): If you haven\u2019t moved yet on your turn, choose an ally you can see within 60 feet of you. As a bonus action,\r\nyou and that creature teleport, swapping places, and your speed is reduced to 0 until the end of the turn. This ability fails and is \r\nwasted if either of you can\u2019t fit in the destination space.[\/li]\r\n[\/ul]\r\n\r\n[ul]\r\n[li]Nomadic Anchor (1 psi): As an action, you create an invisible, intangible teleportation anchor in a 5-foot cube you can see within\r\n120 feet of you. For the next 8 hours, whenever you use this psionic discipline to teleport, you can instead teleport to the anchor,\r\neven if you can\u2019t see it, but it must be within range of the teleportation ability.[\/li]\r\n[\/ul]\r\n\r\n[ul]\r\n[li]There and Back Again (1-3 psi): As a bonus action, you teleport up to 20 feet per psi point spend, to an unoccupied space you can see\r\nand then move up to half your speed. At the end of your turn, you can teleport back to the spot you occupied before teleporting, \r\nunless it is now occupied or on a different plane of existence.[\/li]\r\n[\/ul]\r\n\r\n[ul]\r\n[li]Defensive Step (2 psi): When you are hit by an attack, you can use your reaction to gain a bonus to AC equal to one of your Pionic \r\nTalent dies against that attack, possibly turning it into a miss. You then teleport up to 10 feet to an unoccupied space you can see.[\/li]\r\n[\/ul]\r\n\r\n[ul]\r\n[li]Baleful Transposition (3 psi): As an action, choose one creature you can see within 120 feet of you. That creature must make a\r\nDexterity saving throw. On a failed save, you and that creature teleport, swapping places. This ability fails and is wasted if either\r\nof you can\u2019t fit in the destination space. A creature larger than you is immune to this effect.[\/li]\r\n[\/ul]\r\n\r\n[ul]\r\n[li]Phantom Caravan (3 psi). As an action, you and up to six willing creatures of your choice that you can see within 10 feet of you\r\nteleport up to 120ft to a spot you can see. If there isn\u2019t an open space for all the targets to occupy at the arrival point, this \r\nability fails and is wasted.[\/li]\r\n[\/ul]\r\n","tabledata":"","tags":"Class","isShared":"on","templateId":"25","blockId":"520623","world":"666aa4bf-72bc-4b78-85c6-8da7ecad3709","folder":""}