Awakened (3.5e Class)

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The Awakened are individuals who have gained access to latent psychic powers. They view reality as we know it to be merely a dream, and by becoming aware of this truth, are able to enforce their will upon it. They do this first by summoning a special blade with the power of their mind, and later by discovering unique psionic powers.

Making an Awakened[edit]

Abilities: The Awakened is primarily a melee combatant. As such, Strength is a primary ability, since it determines the strength of his attacks with his mind blade. At higher levels, the Awakened uses Charisma to determine the strength of his manifesting and his special attacks. Constitution is always important, as is Dexterity.

Races: Humans are the most likely race to become Awakened. Their curious minds often lead them to discover the truth about reality and awaken to their psionic potential. Other non-psionic races become Awakened, though not as often as humans do.

Alignment: Any

Starting Gold: 4d4x10gp (80 gp) Starting Age: Moderate

Table: The Awakened

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Power
Fort Ref Will
1st +0 +0 +2 +2 Mind Blade, Weapon Focus (Mind Blade), Psionic Meditation 2
2nd +1 +0 +3 +3 Mind Blade Enhancement +1 (1 hour), Force of Will 3
3rd +2 +1 +3 +3 Psychic Strike +5 (move), Discover Power 4
4th +3 +1 +4 +4 Mind Blade Enhancement +2, Shift 5
5th +3 +1 +4 +4 Free Draw, Shape Mind Blade 6
6th +4 +2 +5 +5 Psychic Strike +10, Mind Blade Enhancement +3 (Full Round) 8
7th +5 +2 +5 +5 Enforce Reality (Limited), Discover Power 10
8th +6/+1 +2 +6 +6 Mind Blade Enhancement +4 12
9th +6/+1 +3 +6 +6 Psychic Strike +15 (Swift) 14
10th +7/+2 +3 +7 +7 Mind Blade Enhancement +5 (Standard Action) 16
11th +8/+3 +3 +7 +7 Psionic Grasp (Lesser), Discover Power 18
12th +9/+4 +4 +8 +8 Psychic Strike +20, Mind Blade Enhancement +6 20
13th +9/+4 +4 +8 +8 Knife to the Soul 25
14th +10/+5 +4 +9 +9 Enforce Reality (Moderate), Mind Blade Enhancement +7 (Move Action) 30
15th +11/+6/+1 +5 +9 +9 Psychic Strike +25, Discover Power 35
16th +12/+7/+2 +5 +10 +10 Mind Blade Enhancement +8 40
17th +12/+7/+2 +5 +10 +10 Psionic Grasp (Greater) 45
18th +13/+8/+3 +6 +11 +11 Psychic Strike +30, Mind Blade Enhancement +9 (Free Action) 55
19th +14/+9/+4 +6 +11 +11 Enforce Reality (Greater), Discover Power 65
20th +15/+10/+5 +6 +12 +12 Psionic Fury, Mind Blade Enhancement +10 80

Class Skills 6 + Int modifier per level, ×4 at 1st level)
The Awakened’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Jump (Str), Knowledge (psionics) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Spot (Wis), and Tumble (Dex).

Class Features[edit]

All of the following are class features of the Awakened.

Weapon and Armor Proficiency: Awakened are proficient with all simple weapons, with their own mind blades, with light and medium armor, and with shields (except tower shields).

Power Points/Day: An Awakened’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: The Awakened. In addition, he receives bonus power points per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items.

To learn or manifest a power, an Awakened must have an Charisma score of at least 10 + the power’s level.

Mind Blade (Su): As a move action, an Awakened can create a semisolid blade composed of psychic energy distilled from his own mind. The blade is identical in all ways (except visually) to a short sword of a size appropriate for its wielder. For instance, a Medium Awakened materializes a Medium mind blade that he can wield as a light weapon, and the blade deals 1d6 points of damage (crit 19-20/×2). Awakened who are smaller or larger than Medium create mind blades identical to short swords appropriate for their size, with a corresponding change to the blade’s damage. The wielder of a mind blade gains the usual benefits to his attack roll and damage roll from a high Strength bonus.

The blade can be broken (it has hardness 10 and 10 hit points); however, an Awakened can simply create another on his next move action. The moment he relinquishes his grip on his blade, it dissipates. A mind blade is considered a magic weapon for the purpose of overcoming damage reduction.

An Awakened can use feats such as Power Attack or Combat Expertise in conjunction with the mind blade just as if it were a normal weapon. He can also choose mind blade for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on a mind blade. The Awakened can choose feats such as Weapon Specialization as if he were a fighter of a level equal to his class level minus two (A 6th level Awakened can choose Weapon Specialization as a feat).

Even in places where psionic effects do not normally function (such as within a null psionics field), an Awakened can attempt to sustain his mind blade by making a DC 20 Will save. On a successful save, the Awakened maintains his mind blade for a number of rounds equal to his class level before he needs to check again. On an unsuccessful attempt, the mind blade vanishes. As a move action on his turn, the Awakened can attempt a new Will save to rematerialize his mind blade while he remains within the psionics negating effect.

Weapon Focus (Mind Blade) An Awakened gains Weapon Focus (mind blade) as a bonus feat.

Psionic Meditation The Awakened gains Psionic Meditation as a bonus feat.

Mind Blade Enhancement: An Awakened’s mind blade improves as the character gains higher levels. At 2nd level and every two levels thereafter, the mind blade gains a cumulative +1 enhancement bonus on attack rolls and damage rolls (+2 at 4th level, +3 at 6th level, +4 at 8th level, and +5 at 10th level, etc.). The Awakened can choose to trade points of enhancement bonus for special abilities. By meditating for one hour, the Awakened can choose to sacrifice a number of points of enhancement bonus to give his mind blade any magical special ability that can be used by a weapon of that type. For example, an Awakened could choose to trade one point of enhancement bonus in order to make his mind blade flaming, or two points to make it holy. At 6th level, the Awakened can change the enhancement of his mind blade as a full-round action. At 10th, he may do so as a standard action. At 14th, he may do so as a move action. Finally, at 18th level the Awakened gains the ability to change the enhancement of his mind blade as a free action. The Awakened may only use this ability once per round.

Force of Will (Su): At 2nd level, the Awakened gains the ability to add his CHA modifier to his Will saves, instead of his WIS modifier.

Psychic Strike (Su): As a move action, an Awakened can charge his Mind Blade with disruptive psionic energies. His next successful attack with the Mind Blade deals 5 extra damage. The attack after that deals 4 extra, the attack after that deals 3 extra, and the attack after that deals 2 extra. As an Awakened gains levels, his Psychic Strikes become more potent (10/8/6/4 at 6th level, 15/12/9/6 at 9th level, 20/16/12/8 at 12th level, 25/20/15/10 at 15th level and 30/24/18/12 at 18th level). These psionic energies deal only half damage against mindless creatures such as undead and constructs, and to objects, but deal double damage to creatures with power point reserves. Charging a mind blade with a psychic strike expends the Awakened’s psionic focus. At 9th level, the Awakened gains to ability to charge his mind blade as a swift action.

Discover Power At third level, and every four levels thereafter, the Awakened gains knowledge of a psionic power. At each point, the Awakened chooses two powers from the following list. The Awakened manifests these powers as a psychic warrior of his class level. The Awakened can choose to select powers from a lower list.

3rd: Biofeedback, Burst, Catfall, Chameleon, Compression, Conceal Thoughts, Detect Psionics, Distract, Empty Mind, Expansion, Float, Force Screen, Grip of Iron, Inertial Armor, My Light, Defensive Precognition, Offensive Precognition, Offensive Prescience, Skate, Stomp, Synesthete, Thicken Skin, Vigor

7th: Body Adjustment, Body Equilibrium, Body Purification, Psionic Darkvision, Detect Hostile Intent, Dimension Slide, Dimension Swap, Empathic Feedback, Empathic Transfer, Empathic Transfer (Hostile), Energy Adaption (Specified), Escape Detection, Feat Leech, Hustle, Mental Barrier, Psionic Keen Edge, Psionic Levitate, Prowess, Psionic Lion’s Charge, Psionic Scent, Strength of My Enemy, Sustenance, Thought Shield, Ubiquitous Vision, Vampiric Blade, Wall Walker, Exhalation of the Black Dragon

11th: Psionic Dimension Door, Energy Adaptation, Psionic Freedom of Movement, Immovability, Inertial Barrier, Steadfast Perception, Weapon of Energy, Psychic Vampire, Energy Ball

15th: Adapt Body, Catapsi, Metaconcert, Oak Body, Psychofeedback, Energy Current

19th: Personal Mindblank, Suspend Life, Mass Cloud Mind, Temporal Acceleration, Psionic Banishment, Null Psionics Field, Breath of the Black Dragon

Shift (Su): At 4th level, the Awakened gains the ability to shift his location through sheer force of will. As a swift action which does not prove an attack of opportunity, an Awakened may teleport a number of feet equal to five times his class level (20 ft. at 4th, 25 ft. at 5th, etc). The Awakened may shift an additional 5 ft. for every point of CHA bonus he possesses. Using this ability expends the Awakened’s psionic focus.

Shape Mind Blade (Su): At 5th level, an Awakened gains the ability to change the form of his mind blade. As a full-round action, he can change his mind blade to replicate a longsword (damage 1d8 for a Medium weapon wielded as a one-handed weapon) or a bastard sword (damage 1d10 for a Medium weapon, but he must wield it as a two-handed weapon unless he knows the Exotic Weapon Proficiency (bastard sword) feat). If an Awakened shapes his mind blade into the form of a bastard sword and wields it two-handed, he adds 1½ times his Strength bonus to his damage rolls, just like when using any other two-handed weapon. Alternatively, an Awakened can split his mind blade into two identical short swords, suitable for fighting with a weapon in each hand. (The normal penalties for fighting with two weapons apply.) However, both mind blades have an enhancement bonus 1 lower than the Awakened would otherwise create with a single mind blade.

Free Draw (Su): At 5th level, an Awakened becomes able to materialize his mind blade as a free action instead of a move action. He can make only one attempt to materialize the mind blade per round, however.

Enforce Reality (Su): At 7th level, the Awakened gains the ability to force reality to bend to his will. As an immediate action, the Awakened can force the reroll of any action that takes place within a range of 5 ft. times the Awakened’s class level (35 ft. at 7th level, 50 ft at 10th level, etc). The Awakened chooses which of the rolls to use. Whoever initiated the action may choose to resist with a Will save. The DC is 10+1/2 class level + CHA mod. This action may be taken a number of times per day equal to 1 + the Awakened’s CHA modifier. At 14th level, the action is rolled three times. At 19th level, the action is rolled four times.

Psionic Grasp (Su): At 11th level, the Awakened gains the ability to ensnare enemies with the power of his mind. As a full-round action that expends his psionic focus, the Awakened can stun a single target. The DC to resist is 10+1/2 class level + CHA Mod. The range of the effect is equal to 5 ft. per class level. The Awakened may choose to sustain the effect by taking a move action each subsequent round. The affected enemy can attempt a new save every round. The Awakened may use this power a number of times per day equal to 1+ his CHA modifier At 17th level, the Awakened can stun a number of enemies equal to 1+ his CHA modifier with a single Psionic Grasp.

Knife to the Soul (Su): Beginning at 13th level, when an Awakened executes a psychic strike, he can choose to substitute Intelligence, Wisdom, or Charisma damage (his choice) for extra damage. For each enhanced attack he gives up, he deals 1 point of damage to the ability score he chooses. The Awakened gives up his highest damage bonus first when choosing to deal ability damage.

Psionic Fury (Su): At 20th level, the Awakened gains the ability to channel his psychic power into a furious flurry of attacks. Once per day, the Awakened may choose to activate Psionic Fury. For every ten power points he spends, he gains an additional attack. The attack must be used on the initial target When the Psionic Fury ends, the Awakened is dazed for a number of rounds equal to ½ the number of additional actions taken.

Campaign Information[edit]

Playing an Awakened[edit]

Religion: Most Awakened follow no religion. They view reality as a dream, and therefore the gods and goddesses must be dreams as well.

Other Classes: Awakened often find themselves in conflict with those who serve the gods. Not so much because of any alignment clashes, but due to the distinct differences in how they view the world.

Combat: The Awakened usually finds himself serving as additional melee support. As he grows in power, his Shift ability allows him to move where he is needed quickly.

Advancement: Most Awakened do not multiclass, as it would limit the growth of their mind blade and other abilities.

Awakened in the World[edit]

I have awakened, and see the dream for what it is.
—Le’Rak, Human Awakened

Awakened often find themselves as solitary wanderers, travelling the world in search of further truths. They like to test themselves in combat against any worthy foes, trying to grow in their understanding of how to control what they call “the dream”.

NPC Reactions: Awakened are hard to distinguish from other travelling warriors or mercenaries. Most will react to an Awakened as they would to a fighter. However, they may feel uncomfortable when they realize that events don’t always turn out the way they should when the Awakened is around.

Awakened Lore[edit]

Characters with ranks in Knowledge (Psionics) can research Awakened to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (Psionics)
DC Result
5 Awakened are warriors who can create a weapon out of thin air.
10 Awakened have access to some psionic powers.
15 An Awakened can strike at your soul with their strange weapons.
20 An Awakened can use their psychic powers to bend reality itself.

<-pluralized class name-> in the Game[edit]

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.

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